The work has begun! And by work I mean it's been challenge getting my bearings with Shark's quirks even to this point. I fully admit I am a Noob so by the end of this process many of my tactics may prove to be the most inefficient way to work Shark. But one has to start somewhere.
First observations:
1. Shark is NOT a body design tool! That is not necessarily a bad thing as it probably was never intended to be one. It just does not have the niceties that ICEM/Surf, Creo, Catia and NX have for doing this kind of work. All I know is it's going to be challenge to get to the end of this one.
2. Body design 101 is having the explicit ability to deal with the center line of the vehicle's curvature, acceleration and matching values. Being able to modify 3rd, 4th, 5th and beyond is crucial to getting it right. I could not seem to find the tools and/or technique so I have had to take extra steps to get center line curvature.
3. The Zebra lines are almost useless out of the box. If anyone knows how to make them G2 smooth, please let me know.
4. I did not think I would say this about Shark. The "associativity" (I know, not a word) within the features (Entities) are working against me. In many trials I found I needed to take the cowl to a solid to "see" its quality only to find I needed to delete it so I could get back to first surface underlying it to make changes. Something tells me I am doing something improper. Hopefully that is true and I find out the way through the forest.
5. The Model Tree is excruciatingly cumbersome. More to follow on that.
Edited by user Thursday, January 11, 2018 5:46:40 PM(UTC)
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