MODELLING OF AMERICAN CHOPPER
MODELLING OF AMERICAN CHOPPER
OBJECTIVE:
The main aim of this project is to sketch and model different of a american chopper bike and assembling them together using the software solid works, and to create a photo ralistic rendering of the model with real time appearence and view.
INTRODUCTION:
Solid works is a solid modelling(CAD) software which helps in modelling and devoloping the mechatronics systems from beggining to end.At initial stage the software is used for the planning,visual ideation,modelling,feasibility assesment,prototyping.The software is then used for designing and building of mechanical and electrical and software elements.
DESIGN METHODOLOGY:

DIFFERENT PARTS MODELLED IN THIS PROJECT:
- TRANSMISSION BELT
- KICK STAND
- REAR FENDER
- FRONT FENDER
- OIL TANK
- CHAIN
- PEDAL
- FRONT WHEEL
- REAR WHEEL
- FRONT FORK AND HANDLE
- CHASIS
- FUEL TANK
TYPES OF COMMANDS
Sketch
Create the sketches and decide how to dimension and where to apply relations.
Features
Select the appropriate features, such as extrudes and fillets, determine the best features to apply, and in what order to apply those features must be decided.
Surfaces
Surfaces are a type of geometry that can be used to create solid features.
Assembly
Select the components to mate and apply the mates.
1.SKETCH
Creating a model usually begins with a sketch. From the sketch, we can create features. We can combine one or more features to make a part. Then, we can combine and mate the appropriate parts to create an assembly. From the parts or assemblies, we can then create drawings.
3-D SKETCH
When sketching in 3D, we can snap to the major directions, X, Y, or Z, and constraints are applied Along X, Y, Z respectively. These are constraints to the global coordinate system.
When sketching on a plane, we can snap to the horizontal or vertical directions in the plane, and constraints are applied to the Horizontal and the Vertical. These are constraints to a plane, planar face, etc.
SKETCH COMMANDS:
Smart Dimension - Creates a dimension for a selected sketch entity.
Line - Line is one of the first sketching tools in Solid works Sketch Command Manager which can be drawn horizontally, vertically or at any angle. It plays very important role to complete the 2D drawing of the product or part and very easy to utilize its features.
Circle - The circle is another important sketching tool which enables to create the circular drawing on the graphics area. There are two circle tools are available and they are “Centre circle” and “Perimeter circle”.
Rectangle - Sketches rectangles or square with a centre point at a selected angle. Parallelogram sketches a standard parallelogram.
Spline - A 2or 3 dimensional curves defined by a set of control points. Points within a spline can be added or deleted.
Sketch Fillet - A tangent arc in between two sketch entities can be created.
Point - Inserts a point or vertex into a sketch entity. This cannot be deleted if it is part of sketch endpoint or centre point.
Text - It can be used to write the text necessary wherever required either it’s a plane or face.
Offset Entities - Copy a sketch entity to a specified distance from the original entity. Must have a sketch entity already drawn and selected to use this tool.
Sketch Picture - Insert an image file into the background of a sketch. This allows the user to 2D sketches based off of the image. Use the sketch picture property manager to alter the inserted image.
Convert Entities - Convert Entities enables you to copy model edges into your active sketch. These sketch elements are automatically fully defined and constrained with an On Edge relation. Convert Entities is like Offset Entities except that the offset distance is always zero.
2.FEATURES
Some sketch-based features are shapes such as bosses, cuts, and holes. Other sketch-based features such as lofts and sweeps use a profile along a path. Another type of feature is called an applied feature, which does not require a sketch. Applied features include fillets, chamfers, or shells. They are called “applied” because they are applied to existing geometry using dimensions and other characteristics to create the feature. Typically, we create parts by including sketch-based features such as bosses and holes. Then we add applied features. It is possible to create a part without sketch-based features.
FEATURE COMMANDS
Extruded Boss/Base - One of the oldest commands in the SOLID WORKS software is the boss/base extrude command. An Extruded Boss/Base feature will allow us to take a 2D sketch and add thickness to it in the third dimension.
Extruded Cut - It’s a tool to remove material by projecting a sketched section normal to the sketching plane.
Split - Lines are used to divide model faces into two. Split lines are created like any other sketched feature. They can be one or more connected sketch entities. They must be oriented so that they will pass through model faces when projected normal to the sketch plane.
Dome - It can add one or more domes to the selected planar or non-planar faces. The software calculates the distance using the radius of the arc as a basis for the dome.
Pierce Relationships - The Pierce relationship is used in sweeps. It can be thought of as a 3D Coincident relationship. In our spring, the circle will follow the helix. Think of the helix as a thin piece of wire and the profile sketch as being drawn on a piece of paper. If we stick the wire through the paper at the centre of the circle, this would be a pierce relationship. When we perform the sweep, the paper will slide along the wire, held at the pierce point.
Project Curve - Select Bi-directional to create a projection that extends on both sides of the sketch. The curve can be used as a path for a sweep.
Composite Curve - We can create composite curves by combining curves, sketch geometry, and model edges into a single curve. Composite curve can be used as a guide curve when creating a loft or a sweep.
3.SURFACE MODELLING
Surface modelling is a method of creating planar or non-planar complex geometry which has zero thickness. zero thickness geometry is known as surface. The surfaces are generally used to create models of complex shapes. We can convert surface models in solid models. We can also extract a surface from a solid model using the tools available for surface modelling.
Advantages of Surfaces:
- Surfaces give mush more flexibility when creating complex shapes that cannot be done using solid features.
- Surfaces can be used to build a shape face-by-face rather than all at once.
- Surfaces can be used as reference geometry.
- Surfaces can be more efficient than solid features depending on object.
SURFACE COMMANDS
Lofted Surfaces – Creates a lofted surface between two or more profiles or sketches. Specify start and end constraints and add guide curves to control the path shape.
Boundary Surfaces – The boundary surface feature lets us to create surfaces that can be tangent or curvature continuous in both directions (all sides of the surface). In most cases, this delivers a higher quality result than the loft tool.
Extruded Surfaces – Extrudes a sketch or selected sketch contours in one or two directions two create a surface features
Revolved Surfaces – Revolves a sketch or selected sketch contours around an axis to create a surface features.
Swept Surfaces – It Sweeps a closed profile along an open or closed path to create a surface feature. It uses a tangent plane at the end of the path so that the path is normal to the swept surface.
Filled Surfaces – Patches a surface within a boundary defined by edges, sketches, or curves. We can use constraint curves to fill surfaces and adjust resolution control to improve surface finish.
Ruled Surfaces – Inserts ruled surfaces in a specified direction from edges. Tangent to surface, Normal to surface, tapered to vector, perpendicular to vector or sweep can be selected. We can also trim and knit the surfaces and remove any connecting surfaces.
Trim Surface – It trims the surfaces where a surface intersect with another surface, a plane or a sketch
Knit Surface – It combines two or more adjacent, non-intersecting surfaces into a single surface body. The surfaces must joint at an edge. If the resulting knit surface encloses a volume, we can create a solid body from the Property Manager
Move/copy surfaces – Moves or copy surfaces about a plane or a sketch.
Offset Surface – Offsets surfaces using one or more contiguous faces. This tool helps us to create an offset surface with gaps.
Extend Surface – Extends one or more edges or faces on a surface, based on end conditions and extension type.
Mirror surfaces – A mirror feature is a copy of a selected feature, mirrored about a plane or planar face. A mirror sketch entity is a copy of a selected sketch entity that is mirrored about a centerline. If the original feature or sketch is modified, the mirrored copy is updated to reflect the change.
Reference plane – We can create planes in part or assembly documents. We can use planes to sketch, to create a section view of a model, for a neutral plane in a draft feature, and so on.
Projected curve – A projected curve is typically used either in sweeps and lofts as path or guide curve. There are two types of projected curves:
Sketch on Sketch: Use two sketches to make a single curve.
Sketch on surface: Use a sketch to project on a surface.
Split line – The Split Line tool projects an entity (sketch, solid, surface, face, plane, or surface spline) to surfaces, or curved or planar faces. It divides a selected face into multiple separate faces. We can split curves on multiple bodies with one command.
Split point – We can split a sketch entity to create two sketch entities. Conversely, we can delete a split point to combine two sketch entities into a single sketch entity.
Fillet - A fillet is an internal rounding of a corner or edge in a sketch, or an edge on a surface.
1.TRANSMISSION BELT
A belt is a loop of flexible material used to link two or more rotating shafts mechanically, most often parallel. Belts may be used as a source of motion, to transmit power efficiently or to track relative movement. Belts are the cheapest utility for power transmission between shafts that may not be axially aligned. Power transmission is achieved by purposely designed belts and pulleys. The variable power transmission needs that can be met by a belt-drive transmission system are numerous, and this has led to many variations on the theme. Belt drives run smoothly and with little noise, and provide shock absorption for motors, loads, and bearings when the force and power needed changes. A drawback to belt drives is that they transmit less power than gears or chain drives. However, improvements in belt engineering allow use of belts in systems that only formerly allowed chain drives or gears.

COMMANDS USED TO MODEL
In Sketch
- Line
- Arc
In Features
- Offset
- Extrude
- Fillet
- Appearances
2.KICK STAND
A kickstand is a device on a motorcycle that allows the bike to be kept upright without leaning against another object or the aid of a person. A kickstand is usually a piece of metal that flips down from the frame and makes contact with the ground. A side stand style kickstand is used in this model. It is a single leg that simply flips out to one side, usually the left side, and the bike then leans against it. Side stands can be mounted to the chain stays right behind the bottom bracket or to a chain and seat stay near the rear hub. Side stands mounted right behind the bottom bracket can be bolted on, either clamping the chain stays or to the bracket between them, or welded into place as an integral part of the frame.
COMMANDS USED TO MODEL
In Sketch
- Ellipse
- Spline
In Features
- Pierce
- Split
- Lofted Boss/Base
- Extruded cut
- Extruded Boss/Base
3.REAR FENDER
Fenders make a tremendous difference when you are riding roads that are wet from drizzle, recent rain, or snowmelt. In a hard rain, you may become wet with clean rain from above, but fenders will protect your body and bicycle from the mud and sand kicked up from dirty puddles and rivulets.
COMMANDS USED TO MODEL
In Sketch
- 3-Point Arc
- Spline
- Offset Entities
- Extend Entities
- Trim Entities
In Features
- Revolved Boss/Base
- Fillet
- Shell
4.FRONT FENDER:
Fenders are also called as mudguards. These mudguards are fixed over the front tire of the bike. It protects bike rider from water and mud caused to thrown up by the bike. A front fender will help protect your feet and ankles from spray if you're riding in the rain or even through a puddle.

COMMANDS USED TO MODEL
In Sketch
- 3-Point Arc
- Spline
In Features
- Offset
- Extend Entities
- Trim Entities
- Revolved Boss/Base
- Fillet
5.OIL TANK:
American Chopper has oil tanks because the engine has a dry sump system, meaning the oil is constantly pumped through the engine with an oil pump. So the engine either has a tank, or the oil pan is at lower engine height but behind the engine.

COMMANDS USED TO MODEL
In Sketch
- Line
- 3-Point Arc
In Features
- Shell
- Fillet
- Combine
- Extruded Boss/Base
6.CHAIN
A bicycle chain is a roller chain that transfers power from the pedals to the drive-wheel of a bicycle, thus propelling it. Most bicycle chains are made from plain carbon or alloy steel, but some are nickel-plated to prevent rust, or simply for aesthetics. Bicycle chains are made of multiple pairs of steel outer plates and inner plates held together by rivets. A roller separates each pair of inner plates. The rivet (pin) is pressed tightly through both outer plates. The rivet then pivots freely on the inner plates and roller.
COMMANDS USED TO MODEL
In Sketch
- Circle
- 3 Point-Arc
In Features
- Slot
- Block
- Fillet
- Curve Driven Pattern
- Mirror
7.PEDAL
The gear shift lever is located on the lower left side of the motorcycle. By sliding your left foot under the gear shift lever and lifting it upward, you shift to a higher gear. Each click equals one gear. You can always find first gear by tapping the gear shift lever down until it won't go any further. Most manual transmission two-wheelers use a sequential gearbox with five or six gears to shift into using a foot lever.

COMMANDS USED TO MODEL
In Sketch
- Lines
- Circles
- Spline
In Features
- Fillet
- Chamfer
- Revolved Boss/Base
- Dome
- Linear Pattern.
8.FRONT WHEEL:
In this model we use spider webbed spoke wheels. Spokes are the connecting rods between the bicycle hub and the rim. Their main purpose is to transfer the loads between the hub and the rim, which are caused by the weight of the rider and the bike. A spoke wheel is typically (though not always) made of steel, which is heavier. The outer rim of this wheel is connected with the inner hub with wired spokes. The construction of an alloy wheel can be highly automated, though spoke wheels require some amount of human inputs as they’re made of multiple components.

COMMANDS USED TO MODEL
In Sketch
- Line
- 3- Point Arc
- Sketch Fillet
- Spline
- Extend Entities
- Trim Entities
- Center Point Rectangle
In Features
- Revolved Boss/Base
- Extruded Cut
- Offset
- Revolved Cut
- Circular Pattern
- Fillet
- Chamfer
9.REAR WHEEL
One is located at the rear of the bike, which is rotated through the transfer of energy via a belt, or (more commonly) a chain that is then linked to the drive system. The rear wheel is fixed in place in the frame so although the wheel freely rotates it does not pivot or change angle. The rear wheel often featuring more spokes to improve strength and stiffness. A wheel is a circular block of a hard and durable material at whose center has been bored a hole through which is placed in an axle bearings about which the wheel rotates when torque is applied to the wheel about its axis. The wheel and axle assembly can be considered one of the six simple machines. When placed vertically under a load-bearing platform or case, the wheel turning on the horizontal axle makes it possible to transport heavy loads.

COMMANDS USED TO MODEL
In Sketch
- Line
- 3-Point Arc
- Sketch Fillet
- Spline
- Extend Entities
- Trim Entities
- Corner Rectangle
- 3-Point Center Rectangle
- Convert Entities
- Intersection Curve
- Linear Sketch Pattern
In Features
- Extruded Boss/Base
- Revolved Boss/Base
- Extruded Cut
- Revolved Cut
- Circular Pattern
- Fillet
- Chamfer
10.FRONT FORK:
A motorcycle fork connects a motorcycle's front wheel and axle to its frame, typically via a yoke, also known as a triple clamp, which consists of an upper yoke joined to a lower yoke via a steering stem, a shaft that runs through the steering head, creating the steering axis. Most forks incorporate the front suspension and front brake, and allow the front wheel to rotate about the steering axis so that the bike may be steered. Most handlebars attach to the top clamp in various ways, while clip-on handlebars clamp to the fork tubes, either just above or just below the upper triple clamp. Most motorcycles today use telescopic forks for the front suspension. The forks can be most easily understood as simply large hydraulic shock absorbers with internal coil springs. They allow the front wheel to react to imperfections in the road while isolating the rest of the motorcycle from that motion.
A motorcycle handlebar is a tubular component of a motorcycle's steering mechanism. Handlebars provide a mounting place for controls such as brake, throttle, clutch, horn, light switches and rear view mirrors and they help to support part of the rider's weight.

COMMANDS USED TO MODEL
In Sketch
- Line
- Circle
- Spline
In Features
- Revolved Boss/Base
- Extruded Cut
- Reference Plane
- Reference Axis
- Fillet
- Mirror
- Combine
- Dome
- Linear Pattern
- Swept Boss/Base
- Project Curve
- Body Move
11.CHASIS:
A chassis is the load-bearing framework of an artificial object, which structurally supports the object in its construction and function. Chassis is the main support structure of the vehicle which is also known as 'Frame'. It bears all the stresses on the vehicle in both static and dynamic conditions. In a vehicle, it is analogous to the skeleton in living organisms. A motorcycle's chassis or frame forms its skeleton. All the components of a motorcycle, like the suspension, wheels, fuel tank, seats, handlebars etc, are attached to this base structure which lends a motorcycle its strength and ability to handle well. Back bone frame, Single cradle frame, Double cradle frame, Perimeter frame, Trellis frame and Monocoque frame are the types of motorcycles frame by construction.

COMMANDS USED TO MODEL
In Sketch
- Sketch Picture
- Spline
- Arc
In Features
- Mirror
- Extruded Boss/Base
- Revolved Boss/Base
- Swept Boss/Base
- Project curve
- Reference Geometry
- Extruded Cut
- Chamfer
- Fillet
- Dome
- Split
- Combine
12.ENGINE:
An engine or motor is a machine designed to convert one form of energy into mechanical energy. Heat engines, like the internal combustion engine, burn a fuel to create heat which is then used to do work. A motorcycle engine is an engine that powers a motorcycle. Motorcycle engines are typically two-stroke or four-stroke internal combustion engines. Most engines have a gearbox with up to six ratios. The rider changes gears on motorcycles using a foot-pedal and manual clutch, but early models had hand-levers. More recently, some have automatic or semi-automatic gearboxes.

COMMANDS USED TO MODEL
In Sketch
- Sketch Pictures
- Line
- Circle
- Arc
In Features
- Composite Curve
- Circular Pattern
- Extruded Boss/Base
- Revolved Boss/Base
- Fillet
- Revolved Boss/Base
- Reference Geometry
- Dome
- Mirror
- Extruded Cut
- Combine
- Split
- Chamfer
13.FUELTANK/GAS TANK:
A fuel tank (also called a petrol tank or gas tank) is a safe container for flammable fluids. Though any storage tank for fuel may be so called, the term is typically applied to part of an engine system in which the fuel is stored and propelled (fuel pump) or released (pressurized gas) into an engine. The fuel tank is a reservoir that holds the fuel supply and helps maintain its temperature at a level below its flash point. The fuel tank also serves as an important means of dissipating heat from the fuel that is returned from the engine.

COMMANDS USED TO MODEL
In Sketch
- Sketch Picture
- Spline
- Arc
In Surfaces
- Extruded Surface
- Swept Surface
- Knit Surface
- Surface Boundary
- Surface Trim
- Lofted Surface
In Features
- Project Curve
- Mirror
- Fillet
- Extruded Cut
- Shell
ASSEMBLY:
Combining multiple parts that fit together to create assemblies is called ASSEMBLY in SOLIDWORKS. We integrate the parts in an assembly using Mates, such as Concentric and Coincident. Mates define the allowable direction of movement of the components.


FRONT VIEW:

SIDE VIEW:

Assembly Definition - An assembly is a collection of related parts saved in one SOLIDWORKS document file with a .sldasm extension.
Assemblies
- Contain anywhere from two to over one thousand components, which can be parts or other assemblies called subassemblies
- Display movement between related parts within their degrees of freedom.
The components in an assembly are defined in relation to each other using assembly mates. The assembly components were attached using various types of mates such as coincident, concentric, and distance mates.
Mates
Mates position the components in an assembly precisely with respect to each other. Positioning the components defines how they move and rotate with respect to each other. Mates create geometric relations, such as coincident, perpendicular, and tangent. Each mate is valid for specific combinations of geometry such as cones, cylinders, planes, and extrusions.
Explode the Assembly
An exploded view separates the components in an assembly to facilitate viewing. Exploded views include many options such as which components to include, what distances to use, and in which direction to display the exploded components. The exploded view is saved with a configuration of the assembly or subassembly.
RENDERING:
Rendering of the Solidworks model is done using PhotoView 360 and Solidworks Visualize.

PHOTO VIEW 360:
PhotoView 360 is distinguished from RealView in that it is not a process of the GPU, and photorealistic renderings can be achieved regardless of the graphics card used. This is because it is entirely calculated on the CPU on your PC and is rendered in a sequential event and is therefore not dynamic. PhotoView 360 renderings are more photorealistic than RealView because light rays and reflections are more accurately calculated.
PhotoView 360 rendering supports:
- Self-reflection (reflection of objects in one another)
- HDRI (environmental) lighting.
Appearances
Appearances control the way the surfaces of the model look. They can be applied at the assembly, part, body, feature or face of a model. All surface of a model have an appearance applied to them.
Materials vs Appearances
Appearances are different from materials. When we applied a material to a part, it defines the physical properties of the part such as density and strength. Included in the material definition is a default appearance, however this can be changed. As an example, if we were modeling a body component for an automobile, the material would be steel, however the final component would be painted, so the appearance could be something other than what was applied with the steel material.
Photorealistic Rendering
Photorealistic rendering is the process of photography except that we are using a computer model instead of a physical model. Prior to actually producing a product we may need to show the customer what the product will look like or we may need to produce marketing materials.
The PhotoView 360 software
PhotoView 360 is a software solution from Solidworks, fully integrated into the Solidworks software to create photorealistic images directly from Solidworks models. Renderings may be created from Solidworks parts and assemblies, but not drawings. PhotoView 360 can produce photorealistic images to add visual impact to presentations and documents.
Some of the key features of PhotoView 360 are:
- Photorealistic images directly from Solidworks models
- PhotoView 360 interacts with the 3D geometry created with the Solidworks software. All changes to Solidworks models are accurately represented in the PhotoView 360 images.
- Fully integrated into Solidworks.
- PhotoView 360 software is supplied as a Solidworks add-in.
Appearances in PhotoView 360
Appearances affect the way a surface reacts to light. They may be applied to parts, features or faces.Appearances are of two general types,
Procedural Appearances
Procedural appearances are defined by some procedure and consist of one or more colors and the way the appearance reacts to light. Procedural appearances can be thought of as 3D, that is they go all the way through the part. This is like adding dye to a plastic to be injected; the color will go all the way through the finished part.
Texture Appearances
Texture appearances are applied like wallpaper. During application, they can be stretched, shrunk, rotated, and reoriented to make them fit the surface. The pattern will be duplicated as many times as necessary to cover the entire surface.
Lighting
Lights may be added in the same way a photographer adds lights when taking photographs. PhotoView 360 uses the same lights as SolidWorks but also uses lighting from the rendering environment or scene. PhotoView 360 has the sophistication to trace light rays and reflections.
Scenes
Each SolidWorks model is associated with a PhotoView 360 scene, for which you can specify properties such as environments and backgrounds. Scenes help to put products in context.
Decals
Images, such as company logos, can be applied to models.
Output
The rendered output from PhotoView 360 can be viewed on the screen, or saved to a graphics file.
Options
PhotoView 360 has its own options. Options allow you to customize the PhotoView 360 settings to reflect your preferences. Options are divided into Output Image Settings, Render Quality, Bloom, Contour Rendering and Direct Caustics.
Scenes
PhotoView 360 scenes are made up of the things we see in the rendering that are not the model. They can be thought of as a virtual sphere around the model. Scenes are composed of backgrounds, foreground effects, and scenery. PhotoView 360 has numerous predefined scenes to make initial renderings quick and easy.
PhotoView 360 Rendering Procedure
For each SolidWorks model to be rendered, the process requires the same steps. Most of the steps are done within SolidWorks with only a few steps requiring PhotoView 360.
The following steps are repeated until a satisfactory output is obtained:
- Position the Model - Use a standard view, or use zoom, rotate and move to position the model in the desired position.
- Apply appearances to the model, features and/or selected faces.
- Set the Scene - Select one of the various preset scenes, or set your own background and scenery.
- Set Lighting - Adjust the environmental lighting or add direct lights. Preview Render The preview is a test of the settings before final render.
- Render the Model - The model is rendered to the Final Render window.
- Save Output - To be used, the final render must be saved as a separate image file.
- Post Processing - The rendered image output is not always the final product. Often the image output is used with other programs for additional effects.
SOLIDWORKS VISUALIZE:
Quickly and easily create professional, photo-quality images, animations, and other interactive 3D content to get your products to market faster.
SOLIDWORKS Visualize allows us to leverage our 3D CAD data to create photo-quality content in the fastest and easiest way we can–from images to animations, interactive web content, and immersive Virtual Reality. It brings our products to life. SOLIDWORKS Visualize is the “camera” for our CAD data.
Some renderers are fast but output low-quality images. Some produce great quality but take six months to learn. Others are easy to use, but take four hours to render an image. SOLIDWORKS Visualize provides the right combination of quality, speed, and ease of use, and is the best renderer.
SOLIDWORKS VISUALIZE PROFESSIONAL:
With SOLIDWORKS Visualize Professional we can tell a deeper 3D story about our product using our CAD data. It enables us to easily generate photo-quality stills and interactive animations to effectively communicate the most complex design details.
The features of SOLIDWORKS Visualize Professional are listed below,
- Demonstrate products more effectively with full animation of parts, models, appearances, cameras, and environments
- Import our SOLIDWORKS CAD Motion Studies for truly photographic animations
- Quickly show off the final design with one-click 360-degree spins
- Create interactive web content such as Interior Panoramas and Exterior VRs
- Present and compare varying design solutions side-by-side with multiple viewports and included Configurator tool
- Unleash our creative side with customizable Camera Filters
SOLIDWORKS Visualize Professional also includes key features to help increase productivity. The integrated Render Queue allows us to stack up jobs on our machine or a dedicated render farm to automatically complete one after the other, providing remarkable time savings.
CONCLUSION:
In this project i have learned
- How to design a part or a model with proper 2D sketching and dimensioning.
- How to make a fully defined sketch.
- How to model a part or component using different features like surface modelling and solid modelling etc..
- How to make an assembly by using proper mates.
- How to make a photo realistic view of a model by using photoview360 and solidworks visualize.