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PARTS

MODELLING
and REPORT
 PART: BATTERY COVER, this part is modeled using a series of 8 sketches and extrusions. The first one
(sketch 1) will define the size of the part. Extrusion 2 will remove close to 50% of the material to create a corner to
be later turned into a curve (round 1 and 2). Extrusion 3 will create the bottom horizontal pads to allow the snap-
ping of the cover to the body_cover_back.prt. The top snap hook if form using extrusions 4, 5 and 6 and then
finished with a chamfer. Extrusion 7 and round 3 creates the two circular reliefs on the face of the battery and
extrusion 8 and round 4 created the three reliefs near the top snap hook. These later reliefs allow for easy removal
of the battery cover.
RENDERING
MODELLING
&VISUALIZATION
 PART: STAND, this part is modeled using a simple sweep protrusion. Since the final
shape is symmetrical I modeled only half part and then mirrored it.

 PART: SPEAKER_COVER_HOLDER, this part is modeled using a first extrusion with a ring sketch, then a
second extrusion add the protruding piece and then this piece is chamfered. This whole part could have
been done using a single extrusion.

 PART: SPEAKER_RING, this part is modeled using a simple revolve feature of the
sketch shown.
 PART: SPEAKER, composed of two revolves, one provides the conical shape, the other the con
cave top. Two cylindrical extrusions make up the bottom part.

 PART: SPAKER_COVER_FRONT,
created using equivalent fea-
tures and process as to create both
body_cover parts.

 PART: SPAKER_COVER_BACK, created using


equivalent features and process as to create both
body_cover parts.

 PART: ELECTRONICS, made of


simple extrusions
 PART: BODY_COVER_BACK, this part is modeled using a several extrusions to add and remove material. It
is also used the shell, chamfer and round function to get the general concave shape. The first extrusion provides
the general shape of the part and also the thickness. After the shell command, the two batteries containers are
added as extrusion 2. A series of chamfers and round commands are used to achieve the smooth finish. Screw
holes are added at the end via extrusions instead of the “hole” command. Notice the lack of a hole for the insertion
of the metal stand. That hole will be added during assembly, in assembly mode.

 PART: BODY_COVER_FRONT, is modeled in a similar fashion but with fewer features as it is a less complex
part.
 RENDERING IN PRO/E, includes manipulation of light sources to acchieve the desirable illumination of the
assembly and also virtual rooms and scenarios for the rendering. For this assemble, 3 new materials were created
: 1 black glossy plastic for the casing, 1 shiny metal material for the stand and the speakers and finally 1 rubber
black material for the speaker_rings parts. The rendered result is below
 ASSEMBLY, the assembly in Pro/Engineer involves two main steps: placement and constriction of a part to references and then adjusting those constriction values
so that each part will take the correct place in the final assembly. Also, parts that move together should be constrained to each other. In this assembly each speaker is
composed of seven parts that are connected to each other. The speaker is then inserted to the body part and will be able to rotate 180°, from an aproximate horizontal
position. In this case two speaker.prt, two speaker_ring.prt, a speaker_cover_back.prt, a speaker _cover_front.prt and one speaker_cover_holder.prt are constrained
together. If it becomes necessary to rotate the speaker, all parts will move together. The speaker_cover_back.prt is constrained to body_cover_front.prt via a “nsert” con-
strain, a mate constrain and a angle align constrain, this later one allowing the free rotation of the speaker. It is also at the assembly stage that further modeling is done,
namely the creation of two holes for the insertion of the metal stand. The screw hole that joins the speaker_cover_back.prt and speaker_cover_holder is also added dur-
ing this stage.
 RENDERING IN HYPERSHOT PRO, Bunkspeed's Hypershot software represents the current state of
the art in cpu based rendering and operates in 'realtime' fast enough for 3d photorealistic design applications to
become possible. It includes a broad selection of materials that can be further custmized to one's needs. Hyper-
shot provides a 3D environment for rendering and photorealistic illumination. The work flow is integrated with Pro/E
for it supports native Pro/E files and *.igs files. once the assembly is imported each part can be "painted" with the
desired material.

 EARLY STAGE RENDERING in exploded view with incomplete parts.

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