Professional Documents
Culture Documents
CAD
Including an introduction to Sheet Metal, Injection Molding of Plastics, and Rapid Prototyping
Designers needed to know cost early in design to do what-if analysis and explore alternative designs before expensive hard tooling decisions finalized
Advent of solid modeling with access to full solid definition of the part and assembly Design to Cost (DTC) strategies in place, due to high overseas competition, but no practical tools
Need to know early if cost targets are being met redesign if necessary before its too late.
Welded Assembly
Casting
Sheet Metal
Injection Mold
x3 $95 $10 $75 $100 $55 $25 Piece-part costs $400 $8 Tooling costs $1.20 $5,000 $0.30 $60,000
aPriori
feature extraction algorithms CAD Solid Model
1. Cost Scripting Language 2. Parameterized machine, Virtual Production Environments material, tooling and labor Database
In-House
Supplier
User
Physics Based Mechanistic Manufacturing Process Models (cycle times -> cost)
Routing Engine
Optimum manufacturing sequence automatically derived from CAD Solid Model based on deterministic routing logic and Genetic Algorithms
* Philpott, M.L., Integrated Real-Time Feature Based Costing (FBC), U.S. Patent No. 7,065,420, June 20, 2006
Cost Accounting
Insights and Cost Reduction Opportunities
Cost Statement - Calculated Results (one process, one part) Direct Variable Costs: = Part Weight * Raw Material Cost Per Kg / Material Utilization Material Cost $1.22 = Labor Time * Labor Rate Labor Cost $0.36 = Cycle Time * Labor Rate* Overhead Rate Direct Overhead $0.47 = Material Cost + Labor Cost + Direct Overhead Subtotal $6.00
= = = =
Expendable Tooling Cost Set-upTime * LaborRate / (AnnualVolume * NumberOfParts / BatchesPerYear) Additional Direct Costs (none) Expendable Tooling + Set-up Costs + Additional Direct Costs
Direct Fixed Costs: Hard Tooling Fixtures and Jigs Programming Cost Amortized Investment Total Cost
5,000
CapitalTooling / (AmortizationVolume) CapitalFixtures&Jigs / (AmortizationVolume) ProgrammingTime * LaborRate / (AmortizationVolume) Hard Tooling + Fixture and Jigs + Programming Cost Piece Part Cost + Amortized Investment
LaserCycleTime = Cutting Time + Piercing Time + Rapid Traverse Time + Scrap Cut Time LaserLaborTime = LaserCycleTime * LaborStandard
Standard Press Stage Tooling (aka Tandem die) Transfer Press Progressive Die
Large Stampings (eg car Body Panels) Small Stampings
Coil Stock
Hard Tooling
Progressive Die Tool a tool custom designed and built to produce stamped metal parts at high speed on a Progressive Die Press (a reciprocating press)
Stamping Die
(i.e. Tooling)
Example
Standard Press
Standard Press Stage Tooling (aka Tandem die) Transfer Press Progressive Die
Large Stampings (eg car Body Panels) Small Stampings
Coil Stock
Soft Tooling for straight bends No Custom Tooling (ie no Hard Tooling)
Turret Press
Soft Tooling for straight bends No Custom Tooling (ie no Hard Tooling)
Note: RotoMolding and Blow Molding, for hollow plastic parts such as plastic bottles are in an aPriori Process Group of its own.
Injection Molding
1. Mold Closes 2. Inject Plastic
3. Cooling
4. Mold Opens
Labor Cost = (Mold Close time + Injection Time + Cooling Time + Mold Open time) * $/hr rate
The Mold
(Tooling)
4
LDPE
2
HDPE
5 PP 6 PS
3 V
1
PETE
7
Other
SLA
SLS
Polyjet Process
Each facet is uniquely identified by a unit normal (a line perpendicular to the triangle and with a length of 1.0) and by three vertices (corners). The normal and each vertex are specified by three coordinates each, so there is a total of 12 numbers stored for each facet.
BLOCK facet normal 0.000000e+00 -1.000000e+00 0.000000e+00 outer loop vertex 0.000000e+00 0.000000e+00 -1.000000e+00 vertex 1.000000e+00 0.000000e+00 0.000000e+00 vertex 0.000000e+00 0.000000e+00 0.000000e+00 endloop endfacet facet normal 0.000000e+00 0.000000e+00 1.000000e+00 outer loop vertex 1.000000e+00 1.000000e+00 0.000000e+00 vertex 0.000000e+00 0.000000e+00 0.000000e+00 vertex 1.000000e+00 0.000000e+00 0.000000e+00 endloop endfacet facet normal -1.000000e+00 0.000000e+00 0.000000e+00 outer loop vertex 0.000000e+00 1.000000e+00 0.000000e+00 vertex 0.000000e+00 0.000000e+00 -1.000000e+00 vertex 0.000000e+00 0.000000e+00 0.000000e+00 endloop endfacet facet normal 0.000000e+00 0.000000e+00 1.000000e+00 outer loop vertex 1.000000e+00 1.000000e+00 0.000000e+00 vertex 0.000000e+00 1.000000e+00 0.000000e+00 vertex 0.000000e+00 0.000000e+00 0.000000e+00 endloop endfacet facet normal 0.000000e+00 -1.000000e+00 0.000000e+00 outer loop vertex 0.000000e+00 0.000000e+00 -1.000000e+00 vertex 1.000000e+00 0.000000e+00 -1.000000e+00 vertex 1.000000e+00 0.000000e+00 0.000000e+00 endloop endfacet facet normal 1.000000e+00 0.000000e+00 0.000000e+00 outer loop vertex 1.000000e+00 1.000000e+00 -1.000000e+00 vertex 1.000000e+00 0.000000e+00 0.000000e+00 vertex 1.000000e+00 0.000000e+00 -1.000000e+00 endloop endfacet
facet normal 1.000000e+00 0.000000e+00 0.000000e+00 outer loop vertex 1.000000e+00 1.000000e+00 0.000000e+00 vertex 1.000000e+00 0.000000e+00 0.000000e+00 vertex 1.000000e+00 1.000000e+00 -1.000000e+00 endloop endfacet facet normal 0.000000e+00 0.000000e+00 -1.000000e+00 outer loop vertex 0.000000e+00 1.000000e+00 -1.000000e+00 vertex 1.000000e+00 0.000000e+00 -1.000000e+00 vertex 0.000000e+00 0.000000e+00 -1.000000e+00 endloop endfacet facet normal 0.000000e+00 0.000000e+00 -1.000000e+00 outer loop vertex 1.000000e+00 1.000000e+00 -1.000000e+00 vertex 1.000000e+00 0.000000e+00 -1.000000e+00 vertex 0.000000e+00 1.000000e+00 -1.000000e+00 endloop endfacet facet normal -1.000000e+00 0.000000e+00 0.000000e+00 outer loop vertex 0.000000e+00 1.000000e+00 -1.000000e+00 vertex 0.000000e+00 0.000000e+00 -1.000000e+00 vertex 0.000000e+00 1.000000e+00 0.000000e+00 endloop endfacet facet normal 0.000000e+00 1.000000e+00 0.000000e+00 outer loop vertex 1.000000e+00 1.000000e+00 -1.000000e+00 vertex 0.000000e+00 1.000000e+00 -1.000000e+00 vertex 0.000000e+00 1.000000e+00 0.000000e+00 endloop endfacet facet normal 0.000000e+00 1.000000e+00 0.000000e+00 outer loop vertex 1.000000e+00 1.000000e+00 0.000000e+00 vertex 1.000000e+00 1.000000e+00 -1.000000e+00 vertex 0.000000e+00 1.000000e+00 0.000000e+00 endloop endfacet endsolid BLOCK
to check: 1. F must be even 2. E must be a multiple of three 3. 2*E must equal 3*F F, E, V, and B are the number of faces, edges, vertices, and separate solid bodies.
Leaky Models
Two facets The triangulated edge of two surface patch do not match, thus produce crossed in the gaps between faces. 3D space. All facets in a STL data file should construct one or more non-manifold entities according to Euler's Rule for legal solids: F-E+V=2B F, E, V, and B are the number of faces, edges, vertices, and separate solid bodies.