Browsers supply a great deal of view-related functionality in HyperMesh by listing the parts of a model in a tabular and/or tree-based format, and providing controls inside the table that
allow you to alter the display of model parts.
Perform automatic checks on CAD models, and identify potential issues with geometry that may slow down the meshing
process using the Verification and Comparison tools.
Space frames are models that have a sparse distribution of elements, such as a car body. Space frame models can generally
have element counts in the hundreds of thousands, but their basic structure is rather simple.
Shell models are models that are made up primarily of shell elements, namely, quads, and trias. In general, a shell
model represents many parts, each with numerous features such as holes and edges, and connected together using 1D
elements such as bars and rigids.
Global handles are most effective when used to make general shape changes for a model, such as changing the basic
shape of a model, stretching parts of a model, or making changes that involve the movement of many local handles.
Solid models are models that are made up of solid elements, namely, tetras, pentas, and hexas. In general, a solid
model represents a single part with numerous features such as holes, edges, bosses, flanges and ribs.
Shell models are models that are made up primarily of shell elements, namely, quads, and trias. In general, a shell
model represents many parts, each with numerous features such as holes and edges, and connected together using 1D
elements such as bars and rigids.
You can change the shape of a model with local domains and handles.
Moprhing can be accomplished using one or more of the following methods:
Moving the local handles
Changing a distance or angle
Changing the radius, curvature, or arc angle of an edge domain
Mapping nodes to a line, plane, surface, or mesh
Using section mapping, line and surface difference, and element offset
Using freehand morphing capabilities such as move nodes, record, and sculpting
You can move handles in the Morph panel, Move Handles subpanel using the following
options:
interactive
Move handles interactively by dragging the mouse across the screen. You select an
entity such as a vector, line, plane, surface, or domains, to orient the mouse
location in 3D space, and move a handle by clicking on it and dragging it to a new
location. Interactive morphing is most effective for visualizing how the mesh will
react when a handle is moved and for making approximate shape changes. If you want to
move a handle a specific distance or to a specific position, it is better to use a
non-interactive option.
translate
Translate handles along a vector or element normals.
rotate
Rotate handles about an axis.
move to XYZ
Position handles at specific XYZ locations or place them on lines, surfaces, or
another mesh.
move to node, move to point
Position handles at specific node or point locations, or place them on lines,
surfaces, or another mesh.
When applying handle perturbations to your model, it is important to note that the nodes in
the model follow the movements of the handles according to the influence coefficients. This
concept comes into play when you are using the rotate function. After rotating handles you
may find areas in the model, particularly those defined by curved edges, that are not
rotated the same as the neighboring handles. This is because the nodes have followed the
handles instead of being rotated about the axis. To correct this situation, select the
true rotation checkbox. This will cause the nodes to be rotated as
well as the handles with the amount of rotation being equal to the influence coefficient.
Although it could be argued that true rotation is the "correct" way to morph via rotation of
the handles, not all morphing applications are best done using true rotation.
While morphing a model, the following message may be displayed: "Some handles selected are
dependent on others. Would you like to ignore dependencies for this operation?". This occurs
when both a dependent handle and the handle on which it is dependent are selected to be
morphed. If you click yes the given perturbation is applied to each
handle and the dependent handles are not given an additional perturbation inherited from
another handle. If you click no, the given perturbation and any
inherited perturbation is applied to each dependent node. For most cases you will want to
click yes.
The Morph panel, Alter Dimensions subpanel allows you to change one of the parameters in
the model, such as the distance between nodes, the angle between nodes, or the radius or
curvature of an edge domain. The basic concept is as follows:
Select two nodes (node a and node b).
Select handles corresponding to those nodes.
The handles selected are the ones that will move to make the distance between node a
and node b, or angle with a vertex selected, equal the specified value. You must select at
least one handle for each end and the handle may be coincident with one of the nodes. For
solid models, controlling a particular dimension often involves moving more than one handle
for each end.
The radius, curvature, and arc angle options are used as follows. You select any number of
curved edge or 2D domains, select the center calculation and style
options, set the new radius, curvature multiplication, or arc angle factor for them, and
click morph. All the domains are changed simultaneously.
Note: The
curvature tool scales your radius by a factor rather than a set radius, so if you want to
change a radius from 5.0 to 8.0, you need to set the curve ratio to 1.6. The curvature
tool is intended for domains that do not have constant curvature. Making the bias factor
retroactive does not work for radius changes.
Methods available for calculating the center of curvature for the selected domains
include:
by normals (Default)
Uses the element normals to approximate where the center of curvature is for each
node in the selected domains. This method is not always accurate, but often gives good
results for regular meshes.
by axis
you may select an axis which will serve as the center of curvature.
by line
You may select a line which will serve as the center of curvature.
by node
You may select a node which will serve as the center of curvature.
by edges
Uses the edge domains to calculate the center of curvature with the center lying in
the plane of the edge domains. The symmetry option refers to how the morphing of the
edge domains is applied to neighboring 2D domains. The auto-symmetry option was the
default for HyperMorph prior to version 8.0. In 8.0 you
may choose to turn off symmetry when using this option.
For auto-symmetry, the changes in the radii of the edge domains are applied to any 2D
domain, depending on the number of edge domains you change for the 2D domains. If you change
only one edge domain for a given 2D domain, the radius change will not be applied linearly
across the 2D domain. If you change the radii of two edges for any given 2D domain, either a
linear or planar temporary symmetry is created between the two edge domains for the 2D
domain that will apply radius changes more linearly across the 2D domain. This works best if
the mesh is regular. If you are changing only one edge for a 2D domain, you can increase the
bias factor of any handles on an edge domain to yield a more even distribution.
Mapping an edge domain to a line or a 2D mesh to a plane, surface, or mesh is done using
the Map to Geom panel. This option is very effective for fitting a mesh to new geometric
data. When mapping a domain to a geometric feature, all the nodes in neighboring domains are
stretched along with it, minimizing mesh distortion. You have several options for
determining how the nodes for the mapped domain are placed on the geometry. When mapping an
edge domain or node list the nodes can be moved normal to the line, along a vector to the
line, or distributed along the full length of the line. When mapping a 2D domain or
selection of nodes to a plane, surface, or mesh, the nodes can be moved normal to the
target, normal to the elements of the 2D domain or selected nodes, or along a vector. If you
wish to fit a mesh to a surface, there is no option to do this automatically, however, with
multiple mapping operations, or using the user control option you can
fit a 2D domain to a surface.
Furthermore, you have the option of creating a morph constraint between the nodes and the
map target automatically after mapping. This constraint will allow you to do further
morphing operations while maintaining the constrained nodes on the geometry.
The map to geom panel is also effective for solid model meshing. You can create a block of
solid elements roughly in the shape of the geometry that you are trying to mesh, and then
use map to surface to morph the faces of the block to the geometry.