Defining bodies


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Application: TopCASTOR 3D / TopCASTOR 2D

See also: defining contact areas

Icon access:

Menu access: Mechanical analysis | Contact definition | Bodies definition

Description:

This function is for defining the functional bodies that are in contact.

General principle:

  1. Choose the type of body (rigid or deformable) using the  and  buttons.

  2. Select the parts and beams that form a body.

  3. Enter a name for the body, or click on .

Optional point(s):

To rename a body, you simply select one of its constituent elements from the "Add/Modify" mode for the set to which it belongs.  You are then asked to provide a new name for the body.

A body can be extracted from one of two body sets.  All you have to do is click on  and select at least one element constituting the body that is to be extracted.

Either of the two body sets can also be completely emptied immediately by clicking on the  button.

Specific point(s):

 The different bodies can be identified on the screen by their color coding; the key to the color coding is provided in the legend window where the body names are followed by (R) if the body is rigid, or a (D) if it is deformable.

If a contact problem is defined, the associations will not be processed.  They will be replaced by the definition of the different bodies.

Editing can be undertaken at any time in the symbolic tree "RIGID BODIES SET" and "DEFORMABLE BODIES SET".

 

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