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IndustryArena Forum > CAD Software > Autodesk > Autodesk Inventor Scaling Help
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  1. #1
    Join Date
    Nov 2010
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    0

    Arrow Autodesk Inventor Scaling Help

    Hello

    I am doing a team project where we have to design a 3D model in inventor.

    Our project is optimus prime, and everyone was assigned a limb (sub-assembly)

    We finally put the thing together and realized that the arms are about 30-50% too large for the body. So we need to scale the whole arm down.

    The arm has about 5 parts, one of them is a hand that has another 6 or 7 parts in it. The whole arm was designed to move just like a real arm would.

    Is there any way to turn our gorilla-like optimus into a somewhat normal looking one? The whole sub-assembly that is the arm needs to be shrunk. Redesigning every component is not possible as we do not have the time to do so.

    Additionally, if you know how to do this in solidworks, or pro-engineer, please share. I have access to these programs on campus as well.

    Thank you so much for your help
    Anya

  2. #2
    Join Date
    Sep 2010
    Posts
    0
    Option A: Fix all parts correctly by putting in correct dimensions, it won't take as long as you think. Also, all your mates to move arm parts around will still be there.

    Option B: New Part -> Pick default template -> Exit sketch mode if default is to start from there, Under Model Tab choose Derive -> Pick assembly/or Part to bring in and on far right tab there should be an option to scale the part under the Options tab.

    You can them save and import each new arm back in.

    You most likely will find it more difficult to re-pose arms as they are now another level down in the assembly.

  3. #3
    Join Date
    May 2008
    Posts
    99
    A second vote for going back and redimensioning.... if you've used sound parametric approach, it should go quickly. (But I recognize that if you're new to MCAD / parametric design, then you may actually be a bit of a cluster)

    Alternatively, you could derive components, and scale them down.

    In the future, you could use skeletal/muscular modeling techniques to build the framework first, and then everyone's subassemblies are built off those master skeleton files, and they should both fit together and scale well if needed.

  4. #4
    Join Date
    Jun 2007
    Posts
    73
    While I agree, there no substitute for a well dimensioned model, for the purposes of this project, i think the derived component method is the way to go.
    Especially if the models were created without measuring an action figure or the like.

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