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DMU Navigator Preface What's New?

Getting Started Basic Tasks Advanced Tasks Workbench Description Customizing Glossary Index

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Preface
DMU Navigator Version 5 addresses Digital Mock-Up (DMU) process centric design and review requirements of the extended enterprise. It offers a scalable solution capable of handling digital mock-ups of all sizes, ranging from consumer goods to very large automotive, aerospace, plant, ship and heavy machinery mock-ups. Available on both UNIX and Windows environments, DMU Navigator is built to be totally compliant with Windows presentation standards. DMU Navigator Version 5 comprises the following main applications: Kinematics Simulator Fitting Simulator Space Analysis DMU Optimizer The above applications are delivered as totally interoperable workbenches. From a user interface standpoint, switching from one to another is completely transparent and done in a context-sensitive fashion. In addition, to these workbenches, DMU Navigator is an open solution which offers: Support of native CATIA Version 4 and Version 5 data Interface with the VRML industry standard for data exchange Native OLE (Object Linking and Embedding) compliance. This facilitates the system integration within the office environment and across the digital enterprise. DMU Kinematics Simulator Offers motion simulation capabilities. Kinematics Simulator can be cooperatively used with other current or future companion products of the DMU Navigator next generation such as DMU Fitting Simulator and DMU Space Analysis. DMU Fitting Simulator Allows the user to define and simulate assembly and disassembly procedures thereby validating product assembly and maintenance at the design stage. Fitting Simulator can be cooperatively used with other current or future companion products of the DMU Navigator next generation such as Kinematics Simulator and Space Analysis. DMU Space Analysis Offers advanced interference analysis, sectioning and measurement capabilities. Space Analysis can be cooperatively used with other current or future companion products of the DMU Navigator next generation such as DMU Kinematics Simulator and Fitting Simulator.

DMU Optimizer Improves user's productivity by computing an optimized representation of data for mockup verification in the context of the immersive and collaborative design review environment of the full digital mockup.

Using This Guide More Information

Using This Guide


This guide is the DMU Navigator Version 5 User's Guide. To get the most out of DMU Navigator, use the following user guide wizard. It will help you better locate information relevant to you as well as to the way you work. User Guide Wizard Go to: I am a first time user The getting started tutorial. Once you have finished, you should move on to the user task section of this guide. This steps you through basic procedures. Your DMU Navigator Version 5 session and start reviewing your own documents. If you need some help in understanding tools and commands, use the on-line help. You can also take a look at the basic tasks or the advanced tasks in this guide to locate information with which you are not already familiar. You will use the samples contained in C:\Program Files\Dassault Systemes\B05doc\online\dmnug\samples folder.

I have used DMU Navigator before

Where to Find More Information


Prior to reading this book, we recommend that you read the Infrastructure User's Guide. Note: You can start a DMU Navigator session by entering the command dmu (Windows) or DMU (UNIX). This starts the default DMU Navigator Version 5 environment. You may also like to read the following complementary product guides, for which the appropriate license is required. DMU Fitting Simulator User's Guide DMU Kinematics Simulator User's Guide DMU Space Analysis User's Guide DMU Optimizer User's Guide

Click to find out more about Conventions used in this guide.

What's New?
BASIC TASKS Setting Up Your Session New: You can now position components Enhanced: Using the Search Command Navigating Minor enhancements in Navigating in Fly Mode Annotating New: Creating Annotated Views Enhanced: you can define annotation text font size and font name New: Managing Annotated Views New: You can add information to annotated views in Editing Annotated Views Properties Enhanced: You can now edit the hyperlink URL. Using Camera Capabilities Enhanced: About Cameras Enhanced: You now create Cameras via the View->Named Views... New: Editing Camera Properties Enhanced: You can now move Cameras using the Edit->Properties... Using Generic Animation New: Detecting Interferences Automatically Creating Scenes New: About Persistency in Scenes Enhanced: Exploding an Assembly Publishing New: you can publish objects in HTML format using the P icon Additional Tools New: Measuring Between New: Measuring Item New: Measuring Inertia ADVANCED TASKS Interoperability with CATIA V4 New: Sending Models from VPM to CATIA V4

New: Importing N4D Scenes in a DMU Navigator Session Conferencing Enhanced: Initializing the Backbone Driver Enhanced: you can now move, show/hide products in conference New: Running CATDMUUtility Batch Process About Macros New: Writing A Group Macro New: Writing An Annotated View Macro About Automation Objects New: About WorkbenchNavigator Object New: About Groups and Related Objects New: About AnnotatedViews and Related Objects

Getting Started
This tutorial will guide you step-by-step through your first DMU Navigator session, allowing you to get acquainted with the product. You will need a DMU Navigator V5 session and should be familiar with basic concepts such as document windows, standard and view toolbars. You should be able to complete this tutorial in about 15 minutes.

Entering the Workbench Inserting Components Examine Mode Managing Views Beginner's Fly Mode Looking At Objects Managing URLs Creating Scenes

Entering the DMU Navigator Workbench


This task shows you how to enter the DMU Navigator workbench and create a new document. 1. Select Digital Mockup -> DMU Navigator from the Start menu. The DMU Navigator workbench is displayed and a document like this will appear:

Note that more toolbars may appear next to the Standard toolbar when you create a document.

Inserting Components
This task shows you how to insert components into a DMU Navigator document. 1. Select the Insert -> Existing Component... command.

If the menu item cannot be selected, right-click product1 in the specification tree and select Existing Component... from the contextual menu. 2. In the Insert an Existing Component dialog box, specify the file location for the model of interest: the platform.model document from the samples folder The sample document is installed in the user guide-specific sample folder. For more information on where sample documents are installed by default, see Accessing Sample Documents in the Infrastructure User's Guide. 3. Click the Files of type drop-down list and select the model type. 4. Double-click the platform.model to insert it into your DMU Navigator document. The DMU Navigator document now looks like this:

Navigating in Examine Mode


Navigating in Examine Mode is the default mode. You can examine your document as you would from the outside by moving around the document's perimeter, or as you would from within, turning your head to view or moving closer (zoom in, zoom out) to different objects. This task shows you how to rotate, zoom and move your document. 1. Press and hold down the middle mouse button, then the left mouse button, and drag (still holding both buttons down) to rotate.

2. Press and hold down the middle mouse button, then click the left mouse button and drag (still holding the middle mouse button down) to zoom: Dragging towards 12 o'clock zooms in on your document; dragging towards 6 o'clock zooms out of your document.

3. Drag using the middle mouse button to a new location.

Managing Views
This task shows you how to create and annotate a user-defined view. 1. Click the Create an Annotated View from the DMU Navigator Tools Toolbar. 2. The 2D view is defined and identified in the specification tree. You can now customize this view. 3. Adjust the different view parameters (zoom, rotation, etc.) until you are happy with the result.

The 2D Marker toolbar is active and you can now annotate your view. 4. To add text, click the Text icon then click where you want to place the text. The Annotation Text dialog box appears.

5. Enter the desired text in the 2D text box and click OK. The text is added at the desired position. 6. Click the Rectangle icon to create a text box around the text. 7. Drag across the text you added to create a text box. 8. Annotate your document further as desired.

Navigating in Beginner's Fly Mode


This task shows you how to navigate through a document in beginner's fly mode. In beginner's fly mode you can move upward or downward on any horizontal view plane as you move forward. Beginner's fly mode commands are single-action commands. Releasing the mouse button means you exit the command. Before using the Fly navigation mode, you must be in a perspective view (View ->Render Style ->Perspective). 1. Click the Fly icon in the View toolbar: The icons used in the beginner's fly mode appear in the View toolbar.

2. Click the Turn Head

icon then drag (left mouse button) to define your starting position (the

direction in which you look at the object). 3. Release at desired location. 4. Click the Fly icon, then click the left mouse button to begin to flying: You begin to fly forward in the chosen direction. A green arrow appears along with a circular target located at the center of the view The figure below the arrow specifies the speed at which you are flying.

5. Still holding the left button down, drag to the left or right, or up or down, to change direction: You fly in the direction in which you drag. The further you drag away from the center of the view

(represented by the circular As you drag, the shape of the arrow changes to reflect the direction in which you are flying.

symbol), the greater the change in direction.

6. Drag the cursor back towards the center of the view to continue flying forward in the new direction.

7. To modify your speed, click the Accelerate or Decelerate icon one or more times, then click the Fly icon again followed by the left mouse button to pursue your fly. 8. Click the Examine mode icon in the View toolbar to return to the default navigation mode.

Looking At Objects
During the course of your inspection, you may want to concentrate on a particular object and view it closer up. Changing the target lets you dynamically redefine your target and viewing distance. This task explains how to look at the document in a specific direction by targeting through a user-defined viewport. 1. icon in the DMU Viewing toolbar. Click the Look At 2. 3. Click (left mouse button) on an object in the document to select it. Drag (still holding left mouse button down) slowly to display the viewport. As you begin to drag, a rectangle with two diagonals appears and continues to grow as long as you continue to drag. This rectangle represents the viewing window of the future view. Continue dragging to move around, resize and reposition the viewport. The viewport is then shaped like a pyramid: your eyepoint is located at the vertex of the pyramid. You can resize the viewport by dragging the middle mouse button.

4.

5.

Release the button. You now see what is targeted inside the viewport.

Managing URLs
You can add hyperlinks to your document and then use them to jump to a variety of locations, for example to a marketing presentation, a Microsoft Excel spreadsheet or a HTML page on the intranet. This task explains how to add hyperlinks. You should prepare a document that you want to see displayed via a hyperlink. 1. 2. Select the object you want to represent the hyperlink. Select the Insert-> Add Hyperlinks command. The Manage Hyperlink dialog box appears.

3. 4. 5.

Enter a name identifying your hyperlink. Click Browse... and select the file in the Link to File dialog box then click Open. Click OK in the Manage Hyperlink dialog box. You can now test the link you added.

6. 7.

Select the object to which you just added the hyperlink. Click the Go to Hyperlinks The linked file is displayed. icon in the DMU Data Navigation toolbar.

Creating Scenes
This task shows you how to create a scene. 1. Click the Create Scene icon .

The Edit Scene dialog box and a scene representation in the document window are displayed.

2. Click OK to create a scene. You are now in a scene window: The background color turns to green. Scene 1 is identified in the specification tree. 3. Perform the required modifications. For instance modify the viewpoint.

4. Click the Save Viewpoints icon 5. Click the Exit From Scene icon from the DMU Select toolbar. to swap to the initial window.

The scene is updated to reflect changes made in the scene window.

This concludes the step-by-step getting started scenario. You should now go to the user task section of this guide. This steps you through basic procedures, letting you get the most out of this product.

Basic Tasks
The basic tasks you will perform in the DMU Navigator workbench introduce the powerful design review environment capabilities offered. The table below lists the information you will find. Setting Up Your Session Navigating Annotating Using Camera Capabilities Using Generic Animation Creating Scenes Proximity Query Comparing Drawings Publishing Additional Tools

Setting Up Your DMU Navigator Session


Enter the workbench: Select Digital Mockup ->DMU Navigator from the Start menu. Insert components: Select Insert ->Existing Component..., then select desired component(s) via the Insert an Existing Component dialog box. Import a CAD part: Select Insert ->Existing Component..., then select .prt or .asm type files via the Insert an Existing Component dialog box. Define groups: Select one or more products in the geometry area or specification tree, click the Group icon then OK in the Edit Group dialog box. View the selection: Select one or more products then click the Current Selection icon. View the cache: Select Tools ->Cache Content. Search for named objects: Click the Search icon, enter search criteria in the Search dialog box and click Search. Translate components: Click the Translate or Rotate icon, select a component and enter an offset value in the Move dialog box. Rotate components: Click the Translate or Rotate icon, then the Rotation tab in the Move dialog box. Select a component then the rotation axis and specify an angle. Position Components Snap components: Click the Snap icon, then select two geometric elements.

Entering the DMU Navigator Workbench


This task shows you how to enter the DMU Navigator workbench and open a new document. 1. Select Digital Mockup->DMU Navigator from the Start menu. The DMU Navigator workbench is loaded and a DMU Navigator document opens:

The DMU Navigator workbench comprises: A specification tree and a geometry area Specific toolbars A number of contextual commands available in the both the specification tree and the geometry area. Clicking off View -> Specifications visible in the menu bar removes the specification tree and lets you use the entire screen for the geometry.

Inserting Components
This task shows you how to insert components into a DMU Navigator document. 1. Select the Insert -> Existing Component... command.

If the menu item cannot be selected, right-click product1 in the specification tree and select Existing Component... from the contextual menu. 2. In the Insert an Existing Component dialog box, select the file location. 3. Click the Files of type: list. 4. Select the desired type from the following: cgr (*.cgr) V4 model (*.model) CATpart (*.CATpart) CATproduct (*.CATproduct) V4 session (*.session) VRML 2.0. obj (*.obj) byu (*.byu) iges pdb (*.pdb) stl (ASCII and binary) (*.stl) STRIM and STYLER models (*.tdg) Models, parts and products are loaded in visualization mode, i.e. without associated technological data (only visualization data is loaded). To access technological data, you must switch to design mode. This is done by selecting components inserted in the specification tree and then Edit ->Representations ->Design Mode from the menu bar. 5. Click Open in the dialog box. The DMU Navigator document now looks like this:

Note: You can load the product structure only and then specify which 3D representations to insert. For more information, see Loading the Product Structure Only. Adding CDM Products: For more information, see Adding a CDM Product to a Product on UNIX as well as Customizing CDMA Data in Catia Version 5 on UNIX in the V4 Integration User's Guide. Reading Parts and Assemblies from VPM-1: For information on reading parts and assemblies in VPM-1, please refer to Building a V5 product from a VPM1-PSN Window in the V4 Integration User's Guide. Open to MultiCAD: If you want to import a CAD part which is not directly supported by DMU Navigator, you can run a background converter that will output one of the following formats: cgr, pdb (Deneb part), vrml or stl. The CAD part files you want to import must have the .prt extension. The DMUNAV_CONVCOMMAND environment variable must be given the name of the conversion command as value. This command can be a .bat script on Windows or a shell script on UNIX. It has the following arguments: Input file Full path of the cgr, pdb, vrml or stl file to be created in the data cache, depending on the format chosen. The command must return 0 if it completes successfully and 1 if an error occurs. Once the DMUNAV_CONVCOMMAND environment variable is defined, the .prt extension is proposed in the Insert Existing Component command. If you select a file with this extension, the command defined by the DMUNAV_CONVCOMMAND environment variable is run.

Each time a CATProduct containing a reference to such a part is re-read, the data cache is searched for the up-to-date file. If no up-to-date file is found, the command defined by the DMUNAV_CONVCOMMAND environment variable is re-run. Using File ->Open, you can now open 2D documents in the following formats: cgm V4 model (ENOVIA-DMU Navigator only) tiff, jpeg, bmp, picture AutoCAD files (*.dxf, *.dwg) CATIA V4 drawings (*.model) CATIA V4 image files (*.picture) Note: You can also compare 2D documents to highlight differences. Inserting Sample Documents Sample documents (installed along with the online help library) are provided in many (but not all) cases, to support the topic scenario explaining how a specific command works. The sample documents are installed in user guide-specific sample folders. In the online documentation filetree, there is one samples folder for each users guide. For more information on where sample documents are installed by default, see Accessing Sample Documents in the Infrastructure User's Guide.

Importing CAD Parts into a CATProduct Document


The DMU Navigator Solution is an open system capable of importing data from the most widely used data standards and CAD systems. You can easily preserve your CAD investment while still benefiting from the DMU Navigator Solution. How Does it Work? Two translation modes are supported: Batch mode Associativity mode. What About the Elements you Import? As the data contained in the parts you import are loaded in DMU Navigator, they are inserted as additional representations within the DMU product structure, along with any other representation previously inserted from any supported source. Once imported, the data can be handled just as if it were created in the session.

This task shows you how to import data contained in CAD Parts or Assemblies into a CATProduct document. The main purpose of such an import is to be able to read data which remain synchronized with the most current level available. DMU Navigator software P2. 1. Select the Insert -> Existing Component... command.

2. 3. 4.

If the menu item cannot be selected, right-click product 1 in the specification tree and select Existing Component... from the contextual menu. In the Insert an Existing Component dialog box, select the file location. Click the Files of type: list. Select the desired type from the following: .prt .asm Models, parts and products are loaded in visualization mode, i.e. without associated technological data (only visualization data is loaded). To access technological data, you must switch to design mode. This is done by selecting components inserted in the specification tree and then Edit ->Representations ->Design Mode from the menu bar. To set external format import settings, see Customizing External Formats Import. Click Open in the dialog box.

5.

Defining Groups of Products


This task explains how to define groups of products. A group is a set of products defined explicitly by selecting products individually. Groups are persistent and can be stored in the document. Insert all the cgr files from the samples folder. 1. Select a product in the geometry area or in the specification tree. 2. Ctrl-click other products to add them to the initial selection.

3. Select Insert -> Group... from the menu bar or click the Group Navigator Tools toolbar to create a group:

icon in the DMU

The Edit Group dialog box and the Preview window appear.

4. The Preview window shows selected products. To change the default display setting for this window, see Customizing DMU Navigator Settings. (Optional) Select products in the specification tree or the geometry area to remove them from the group.

5. (Optional) Enter a meaningful name for the group you want to create. 6. Click OK to create the group.

The group is identified in the specification tree. Groups created in this manner are persistent and can be stored in the document. They are listed as a separate entity in the specification tree and can be selected at any time and modified. 7. In the specification tree, double-click the group you just defined to modify it Or, Right-click the group you just defined and select Group 1 object -> Definition from the contextual menu. The Edit Group dialog box appears and displays the contents of the group you just created. Parts in the group are highlighted in the specification tree and in the geometry area. 8. Modify group contents as desired. 9. Click OK to confirm. You can change the properties (color, line type and weight) of groups as well as hide (transfer them to the No Show space) them.

Viewing the Current Selection


The object or objects selected make up the current selection. The list of objects selected can be viewed using the Current Selection icon in the DMU Data Navigation toolbar. Making a new selection changes the current selection. For a description of the various selection techniques, please refer to the Infrastructure User's Guide. This task illustrates current selection capabilities. Insert all the cgr files from the samples folder. In the geometry area or in the specification tree: 1. Select one or more objects. 2. Click the Current Selection Panel

icon in the DMU Data Navigation toolbar.

The Current Selection dialog box identifies all objects selected.

The Current Selection dialog box contains two tabs, letting you visualize the specification tree or 3D view of your current selection.

3. Click the Freeze checkbox to freeze the contents of the dialog box on the current selection. The dialog box will no longer be updated. 4. Select an object in the Current Selection dialog box. The object is highlighted in the geometry area and in the specification tree. 5. Click the Reframe on selection checkbox to fit the selection into the available space in the geometry area. 6. Select other objects in the Current Selection dialog box in turn and notice the geometry area reframe on the selections.

7. De-select the Freeze checkbox. The dialog box is updated and now shows the last object selected only. 8. Click the View related objects checkbox to navigate through objects linked to the current selection. Note: View related objects is only available if there is one object selected.

Relationships identified are parents, any children or connected objects and relationships between objects. Products, groups, simulation, shuttles and AEC objects are all taken into account. Note: Contextual menu commands are available in the Current Selection dialog box.

Viewing the Cache Content


Working with a Cache System: Two different modes are available when a component (V4 model, V5 CATPart, V5 CATProduct, etc.) is inserted into a DMU Navigator CATProduct document: Design mode: in this mode, the exact geometry is available and the document is inserted as is. Visualization mode: in this mode, a representation of the geometry only is available and the corresponding cgr file, if it exists, is inserted from the cache system. Using a cache system considerably reduces the time required to load your data. The cache system is organized into two parts: Local cache: a read/write directory located locally on your machine and used to store cgr files. The first time a component is inserted, it is tessellated. This means that the corresponding cgr file is computed and saved in the local cache as well as displayed in the document window. The next time this component is required, the cgr file which already exists (and not the original document) is automatically loaded from the local cache. The user is normally responsible for the local cache. Released cache: a read-only cache which is not necessarily located locally on your machine. Several directories can be defined for the released cache. If the cgr file cannot be found in the local cache, the DMU Navigator browses released directories in the order listed to check whether it is located in one of them. If it is still not found, the component is tessellated and saved in the local cache. The site administrator is normally responsible for the released cache. Reading Components from a Database: The cache system works in exactly the same way when components inserted into a CATProduct document come from a database. An additional check is run: if the cgr file is not found in the local or released caches, the DMU Navigator requests that, if the cgr file exists in the database, it be downloaded. The cache system is managed via the Cache Management tab in the Options dialog box. For more information, see Customizing Cache Settings. This task shows you how to view the contents of the cache. A DMU Navigator document open 1. Select the Tools -> Cache Content command The Cache Content dialog box appears listing the contents of the local cache.

Other information including whether or not the cache system is turned on, the current cache used and the maximum cache size is also given in the dialog box. 2. In the Cache directory drop-down list box, select the cache directory whose contents you want to review By default, the contents of the local cache are shown. 3. Click Close when done

Using the Search... Command (General Mode)


This task explains how to perform a quick search for and select a named object. You can search for: objects with a specific name, or of a specific type or color product properties objects created using a specific workbench, in the current document or throughout the whole product structure. For more information on searching using a combination of search criteria, see the Infrastructure User's Guide. Insert all the cgr files from the samples folder. 1. Select the Edit->Search... command or click the Search toolbar. You can also run the command using the Ctrl+F shortcut. The Search dialog box appears: 2. Click the General tab: icon in the DMU Data Navigation

If the Select command was active before you selected the Search... command, it remains active. The Search...command does not prevent you from running other commands on the search results (once selected). so you can also work with other commands while the Search dialog box remains open. This means that you can: run commands using the menus and icons and also apply commands in contextual menus to selected search results using the power input field: for example, you can manipulate selected specification tree elements using the "c:center on", "c:center graph", "c:cut" commands. If you select the Search button now, all items in the specification tree will be found. 2. Enter the name body* in the Name field: ...then click the Search button. The two body items are highlighted in the list in the Search dialog box, a query is also generated in the Generated queries field:

...and the body items are preselected in the geometry area:

3. Click the Select button to select the items. The body items are selected:

4. Click OK to exit search mode. Note that clicking OK has the same effect as clicking both the Select and Close buttons. You can sort the results alphabetically by Name and Path in the Search dialog box by clicking the corresponding column header. For more detailed information, please refer to Selecting Using the Search... Command (Favorites and Advanced Modes) in the Infrastructure User's Guide.

Translating Components
This task will show you two ways of translating a component: by entering translation values by selecting geometrical elements to define a translation direction. The component to be translated must belong to the active component. Open the document MovingComponents01.CATProduct then select Digital Mockup->DMU Navigator from the Start menu.

1. Click the Translate or Rotation icon

The Move dialog box is displayed. Either you specify an offset value between the element and the x, y or z axis, or you select a geometric element to define the direction you need.

2. Select the component to be translated, i.e. CRIC_BRANCH_3.

3. Enter 50 mm as the offset value, in the Offset X field. 4. Click Apply. The selected component is translated accordingly.

5. Click the Invert button to reverse the previous operation and translate the component in the opposite direction. The translation is reversed. You can click Apply as many times as you wish to translate the component onto the desired position.

6. Click OK to close the dialog box.

7. Repeat steps 1 and 2. 8. Click the Selection button to define a new translation with respect to a geometrical element.

The Translation tab contents is grayed out. If you select a line or a plane you need to enter a distance value. The translation is then done along the selected line or normal to the selected plane. Selecting two faces or planes assumes these elements are parallel.

9. Select the red and blue faces as shown. These faces are parallel.

The distance between these faces is computed. The Offset field then displays this distance value: Offset X: 20mm Offset Y: 0mm Offset Z: 0mm Please note the result depends on the unit parameters you can customize via Tools->Options->General->Parameters->Units... The default values are the following:

10. Click Apply to translate the blue component. You can apply this translation to any other components. You just need to select it and click the Apply button.

11. Click OK to exit. You can translate constrained components using the Shift key and the compass.

Rotating Components
This task will show you the two ways of rotating a component: by entering the rotation angle and specifying the rotation axis by selecting a geometric element as the rotation axis and entering the angle value. The component to be rotated must belong to the active component.

Open the document MovingComponents01.CATProduct then select Digital Mockup->DMU Navigator from the Start menu. 1. Click the Translate or Rotation icon

2.

The Move dialog box is displayed. Translation options are available. To find out how to translate components, refer to Translating a Component. Click the Rotation tab.

3.

Select the component to be rotated, that is CRIC_BRANCH_1.

4. 5.

Check the Axis Y option. Enter 90 as the angle value in the Angle field.

6.

Click Apply. The selected component is rotated accordingly.

7. 8. 9.

Click OK to close the dialog box. Repeat steps 1 thru' 3. Click the Selection button to define a new rotation with respect to a geometrical element.

10.

Select the edge as shown to specify the new rotation axis.

11 Enter 90deg in the Angle field.

12. Click Apply to rotate the red component. You can apply this rotation to any other components. You just need to select it and click the Apply button.

13. Click OK to exit. You can rotate constrained components by means of the Shift key and the compass.

Positioning Components
This task will show you how to position a component Open the document MovingComponents01.CATProduct then select Digital Mockup->DMU Navigator from the Start menu. 1. Click the Translate or Rotation icon

2. The Move dialog box is displayed. Translation and Rotation options are available. To find out how to translate components, refer to Translating a Component. Click the Position tab.

3. Select the component to be positioned, that is CRIC_BRANCH_1.

4. Enter values in the X, Y and Z fields to define the position. For instance, enter 0

5. Enter the required values in the Phi, Theta, and Psi fields. Phi, Theta and Psi define the euler angle according to the ZXZ convention 6. Click Apply. The selected component is positioned accordingly.

Snapping Components
The Snap command allows you to project the geometric element of a component onto another geometric element belonging to the same or a different component. The element to be snapped must belong to the active component. Open the document MovingComponents01.CATProduct then select Digital Mockup->DMU Navigator from the Start menu. You will obtain different results depending on the elements selected. The table below indicates what you can do:

First Element Selected Point Point Point Line Line Line Plane Plane Plane

Last Element Selected Point Line Plane Point Line Plane Point Line Plane Identical points.

Result The point is projected onto the line. The point is projected onto the plane. The line passes through the point. Both lines become collinear. The line is projected onto the plane. The plane passes through the point. The plane passes through the line. Both planes become parallel.

1. Click the Snap icon

2. Select the red face as shown. The element selected first is always the element that will move.

3. Select the blue face as shown.

The red face is projected onto the plane defined by the blue face.

Navigating
Navigate in Examine mode: See Activating Viewing Tools Using the Mouse in the Infrastructure User's Guide. Navigate in Walk mode: Select View ->Navigation Mode ->Walk, press and hold down middle mouse button to define horizontal plane, drag to left or right to determine direction then click left mouse button to begin. Drag to left or right to change direction then bring cursor back towards center of view to continue walk forward in the new direction. Navigate in Fly mode: Click the Fly Mode icon, press and hold down middle mouse button to define initial horizontal plane, drag to left or right to determine direction then click left mouse button to begin. Drag to left or right, up or down, to change direction then bring cursor back towards center of view to continue fly forward in the new direction. Use the viewpoint palette: Select View ->Viewpoint Palette... to access standard document views as well as pan, zoom, rotate and turn head commands. Change views: Click to display previous view or to display next view. View against ground: Click the Horizontal Ground icon to display the ground plane. If necessary, drag ground up or down to position it. Magnify: Click the Magnifier icon and adjust magnifier viewport in your document window to display magnified section in the Magnifier window. Look at objects: Click the Look At icon, click an object to select it and drag slowly to display and adjust viewport then release the button. Set lighting effects: Click the Lighting icon and vary ambient lighting effects using light source options and the brightness slider in the Light Source dialog box. Drag the handle(s) to set the lighting direction. Set depth effects: Click the Depth Effects icon, then desired checkboxes in the Depth Effect dialog box to set depth effects, for example, the Foggy option to create fog effects.

Navigating in Examine Mode


Navigating in Examine Mode is the default mode. You can examine your document as you would from the outside by moving around the document's perimeter, or as you would from within, turning your head to view or moving closer (zoom in, zoom out) to different objects. Note: When in beginner's fly mode, click the Examine mode to return to the default navigation mode. icon in the View toolbar

For more information, see Activating Viewing Tools Using the Mouse in the Infrastructure User's Guide.

Navigating in Walk Mode


In Walk mode, you can walk forward and backward (backward in advanced mode only) as well as turn right or left as you walk along the horizontal plane. Two walk modes are available: Beginner's mode Advanced mode for experienced users. Before using the Walk navigation mode, you must be in a perspective view (View->Render Style->Perspective). If you attempt to activate Walk mode, you will be prompted to switch to a perspective view.

Beginners Walk Mode


This task shows you how to navigate through a document in beginner's walk mode.

Beginner's walk mode commands are single-action commands. Releasing the mouse button means you exit the command. You can only move forward in beginner's walk mode. Insert the platform.model document from the samples folder. 1. Select View->Navigation Mode->Walk. The icons used in the beginner's walk mode appear in the View toolbar: These commands are also available via View->Modify in the menu bar. 2. Click the Turn Head icon in the View toolbar then drag (left mouse button) to define

your starting position (the direction in which you look at the object). 3. 4. Release at desired location. Click the Walk icon, then click the left mouse button to begin to walking:

You begin to walk straight forward in the chosen direction. A green arrow appears along with a circular target located at the center of the view.

The figure below the arrow specifies the speed at which you are walking.

The speed at which you first approach the object depends on the initial distance from the object, and is calculated automatically. The speed is optimized so that you reach the point you target in approximately 10 seconds. 5. Still holding the left button down, drag to the right or left to change direction. You walk in the direction in which you drag. The further you drag away from the center of

the view (represented by the circular

symbol), the greater the change in direction.

Dragging to the left lets you view the object as if you had turned your head to the left; dragging to the right produces the same effect in the opposite direction. As you drag, the shape of the arrow changes to reflect the direction in which you are walking. 6. 7. Drag the cursor back towards the center of the view to continue walking forward in the new direction. To modify your speed, click the Accelerate or Decelerate icon one or more

times, then click the Walk icon again followed by the left mouse button to pursue your walk. 8. To return to the default navigation mode, click the Examine mode toolbar. You can also set mouse sensitivity and collision detection using the appropriate options in the Visualization tab, accessed via the Tools->Options command. For more information, see the Infrastructure User's Guide. icon in the View

Advanced Walk Mode


This task shows you how to navigate through a document in Walk mode. Before using the Walk navigation mode, you must be in a perspective view (View -> Render Style -> Perspective). It is easier to walk through documents in contexts where you would find a virtual ground, i.e. in buildings, planes or ships for example.

Insert the platform.model document from the samples folder 1. Select View ->Navigation Mode ->Walk. 2. Press and hold down the middle mouse button to define the horizontal view plane 3. Still holding the button down, drag to the left or to the right to determine the direction in which you wish to walk. In the Walk mode, press and hold down the middle mouse button until you've finished navigating. 4. When in the direction in which you wish to walk, click the left mouse button to begin walking. You begin to walk forward in the chosen direction. A green arrow appears along with a circular target located at the center of the view, like when using beginner's walk mode.

An arrow indicating the direction in which you are walking appears. 5. Still holding the middle button down, drag left or right to change direction: Dragging to the left lets you view the object as if you had turned your head to the left; dragging to the right produces the same effect in the opposite direction. 6. Drag the cursor back towards the center of the view to continue your walk forward in the new direction.

Pressing the PageUp and PageDown keys modifies your speed. Speed is indicated in the status bar. 7. Click the left mouse button again to reverse direction: You begin to walk backward, away from the target. Note: The left and right are now defined as if you were walking away from the target with the your back towards it. You can also set mouse sensitivity and collision detection using the appropriate options in the Visualization tab, accessed via the Tools->Options command. For more information, see the Infrastructure User's Guide.

Navigating in Fly Mode


In Fly mode you can move upward or downward on any horizontal view plane as you move forward or backward (backward in advanced mode only). Two fly modes are available: Beginner's mode Advanced mode for experienced users. Before using the Fly navigation mode, you must be in a perspective view (View->Render Style->Perspective). If you attempt to activate Fly mode, you will be prompted to switch to a perspective view.

Beginner's Fly Mode


This task shows you how to navigate through a document in beginner's fly mode. Note: Beginner's fly mode commands are single-action commands. Releasing the mouse button means you exit the command. You can only move forward in beginner's fly mode. Insert the platform.model document from the samples folder. 1. Click the Fly Mode icon in the View toolbar or select View->Navigation Mode->Fly.

The icons used in the beginner's fly mode appear in the View toolbar.

2. 3. 4.

These commands are also available via View -> Modify in the menu bar. Click the Turn Head icon in the View toolbar then drag (left mouse button) to define your starting position (the direction in which you look at the object). Release at desired location. Click the Fly icon, then click the left mouse button to begin to flying:

You begin to fly forward in the chosen direction. A green arrow appears along with a circular target located at the center of the view The figure below the arrow specifies the speed at which you are flying.

5.

The speed at which you first approach the object depends on the initial distance from the object, and is calculated automatically. The speed is optimized so that you reach the point you target in approximately 10 seconds. Still holding the left button down, drag to the right or left, or up or down, to change direction.

You fly in the direction in which you drag. The further you drag away from the center of the

symbol), the greater the change in direction. view (represented by the circular As you drag, the shape of the arrow changes to reflect the direction in which you are flying.

6. 7.

Drag the cursor back towards the center of the view to continue flying forward in the new direction. or Decelerate icon one or more times, To modify your speed, click the Accelerate then click the Fly icon again followed by the left mouse button to pursue your fly. Each click on the icon increases or decreases the speed by approximately 40%. When you collide with a solid object when flying, you will slide along the object's surface and not fly through the object, providing a realistic effect. This feature is also available in Advanced Fly mode. Pressing the Shift key and dragging lets you bank left or right. You can use the option "Gravitational effects when navigating" in the Visualization tab, accessed via the Tools->Options command, to fix the X, Y or Z axis during navigation.While turning in Fly mode, this creates the impression that the user viewpoint tilts or banks with respect to the fixed axis, as in a real plane. You can also set mouse sensitivity and collision detection using the appropriate options in the Visualization tab, accessed via the Tools->Options command. For more information, see the Infrastructure User's Guide. icon in the View To return to the default navigation mode, click the Examine mode toolbar.

8.

Advanced Fly Mode


This task shows you how to navigate through a document in advanced fly mode. Insert the platform.model document from the samples folder. In advanced fly mode, you can move upward or downward on any horizontal view plane as you move forward or backward. 1. Click the Fly Mode icon in the View toolbar or select View ->Navigation Mode ->Fly 2. Press and hold down the middle mouse button to define the initial horizontal view plane. 3. Still holding the button down, drag to the left or to the right to determine the direction in which you wish to fly In the Fly mode, press and hold down the middle mouse button until you've finished navigating.

4. When in the direction in which you wish to fly, click the left mouse button to begin flying: You begin to fly forward in the chosen direction. A green arrow appears along with a circular target located at the center of the view, like when using the beginner's fly mode. The speed at which you first approach the object depends on the initial distance from the object, and is calculated automatically. The speed is optimized so that you reach the point you target in approximately 10 seconds.

5. Still holding the middle button down, drag left or right, or up or down, to change direction: You fly in the direction in which you drag. The further you drag away from the center of the view, the greater the change in direction. 6. Drag the cursor towards the center of the view to continue flying forward in the new direction.

Pressing the PageUp and PageDown keys modifies your speed. Speed is indicated in the status bar. Each press of the key increases or decreases the speed by approximately 40%. 7. Click the left mouse button again to reverse direction: You begin to fly backwards, away from the target. When flying backwards, the up and down are reversed. You can use the option "Gravitational effects when navigating" in the Visualization tab, accessed via the Tools->Options command, to fix the X, Y or Z axis during navigation. While turning in Fly mode, this creates the impression that the user viewpoint tilts or banks with respect to the fixed axis, as in a real plane. You can also set mouse sensitivity and collision detection using the appropriate options in the Visualization tab, accessed via the Tools->Options command. For more information, see the Infrastructure User's Guide.

Using the Viewpoint Palette


The Viewpoint Palette provides an easy and precise way to define your document views. It gives you access to a certain number of viewing tools that will let you fine-tune viewpoints. You can pan and rotate as well as turn your head to view or move closer (zoom in, zoom out) to different objects in your document by predetermined increments. You can start from scratch or fine-tune a standard view. Views can then be stored and called up from a list of viewpoints, as well as combined to produce an animation. To access the Viewpoint Palette, select View -> Viewpoint Palette... The Viewpoint Palette dialog box appears.

Select standard views : Select View ->Viewpoint Palette..., click in the Viewpoint Palette dialog box then select the desired view. Pan, zoom, rotate & turn your head: Select View ->Viewpoint Palette..., and experiment with pan and zoom (Translate box default position), rotation (Rotate box default position) and turn head commands.

Changing Views
Individual views are created as you navigate through your design in examine, walk and fly modes. Views are stored and can be reviewed using previous and next icons in the DMU Viewing toolbar. In walk and fly modes, views are created each time you pause during your walkabout or fly around. Insert the platform.model document from the samples folder. This task shows you how to change views. 1. 2. Navigate in Examine mode (zoom, pan, etc.) to create and save several different views icon in the DMU Viewing toolbar or select View -> Modify -> Click the Previous Previous View: 3. The previous view is displayed in the geometry area. Click the Previous icon again.

4.

Click the Next

icon, or select View -> Modify -> Next View:

The next saved view is displayed in the geometry area.

Viewing Objects against the Ground


Ground lets you visually insert a plane at the ground level of your document, thus enabling you to recognize when your document is viewed the right way up. By default, when you first access a document, the plane parallel or tangent to the bottom point of your document is considered to be the ground. You can, however, change the plane used to identify the ground. For more information, see Customizing the Ground. This task shows you how to show and hide the ground. Insert the platform.model document from the samples folder. 1. Select View->Ground, or click the Horizontal Ground toolbar. The ground plane is displayed in the geometry area. 2. To hide the ground, simply repeat the same step. Drag (left mouse button) the ground up or down to a new location, then release the mouse button. The ground is repositioned as defined. icon in the DMU Viewing

Magnifying
This tasks explains how to obtain a magnified view of your document in a separate window. Insert all the cgr files from the samples folder. 1. Select the View->Magnifier... command or click the Magnifier icon in the DMU Viewing toolbar. The Magnifier window opens containing a magnified section of your document:

The section magnified is defined by the magnifier viewport which appears over the object in your document:

Note that the magnifier viewport has handles: the "+" symbol lets you move the viewport the arrows in the corners let you resize the viewport. 2. Point to the + symbol and drag it to move the viewport and magnify another area of the document:

3. Point to one of the arrows and drag it to size the magnified area up and down: While you drag, the symbol appears.

All the viewing and manipulations performed in the document window are also reflected in the Magnifier window. For example, rotate the object to see how the object is also rotated in the Magnifier window:

Looking At Objects
This task explains how to look at the document in a specific direction by targeting through a user-defined viewport. Insert the platform.model document from the samples folder. 1. Select the View->Modify->Look At command, or click the Look At 2. Drag (left mouse button down) slowly to display the viewport. As you begin to drag, a rectangle with two diagonals appears and continues to grow as long as you continue to drag. This rectangle represents the viewing window of the future view. 3. Continue dragging to move around, resize and reposition the viewport. The viewport is then shaped like a pyramid: your eyepoint is located at the vertex of the pyramid. You can resize the viewport by dragging the middle mouse button. icon.

4. Release the button. You now see what is targeted inside the viewport.

You can also press and hold down both Shift then the middle mouse button for a quicker result.

Setting Lighting Effects


This tasks explains how to vary ambient lighting effects. Insert all the cgr files from the samples folder. 1. Select the View->Lighting... command or the Lighting icon in the DMU Viewing toolbar to display the Light Sources dialog box. The default light source settings look like this...

... and produce a lighting effect, for example, like this:

Note that the One Light Source icon is activated by default. The sphere indicates the current lighting direction. The handle on the sphere indicates the direction from which the light is being projected: by default, the light is coming from the top left. You can drag the handle around (using the left mouse button) to change the lighting direction. The new lighting effect is created instantaneously as you drag the handle. The first slider at the bottom of the dialog box lets you adjust light source brightness. 2. Drag the handle down and towards the bottom right: the light is now coming from the bottom right:

3. Click the Two Light Source icon

to add another light source.

In our example, using two light sources means that the lighting is now too bright. 4. Drag the brightness slider (the first slider in the list) to the left to reduce the brightness.

5. Now drag the lower handle up towards the top left to change the direction of the corresponding light source.

6. Click the Neon Light icon

to produce a neon light effect.

7. Click the No Light Source icon

to switch off all light sources.

The bottom two sliders control contrast and specular intensity of light sources respectively.

Setting Depth Effects


This tasks explains how to achieve 3D depth effects, namely, clipping geometry between clipping planes and creating fog effects. Insert all the cgr files from the samples folder. 1. Select the View->Depth Effect... command or the Depth Effects icon in the DMU Viewing toolbar to display the Depth Effect dialog box. The orange sphere completely encompasses the objects in your document. The white cross represents the center of the objects in the geometry area. The color of the area behind the orange sphere is the background color of your document. The vertical lines represent the front (near) and back (far) clipping planes.

By default, depth effects are deactivated: if you zoom in and out, you will see that for the moment the geometry is not clipped. You can keep the Depth Effect dialog box open and continue working with other commands. You will be able to understand the results obtained by setting depth effects by zooming in and out. 2. Set the Near Limit and Far Limit by checking the Fixed checkbox for each option, entering values and pressing Enter in each case. Note that location of the vertical lines representing the clipping planes has changed.

3. Zoom in progressively to see how the geometry is clipped by the near clipping plane: The back (far) section of the geometry is clipped. You now only see what is located between the near and far clipping planes.

4. Zoom out to see all the geometry. 5. Click the Foggy option. The foggy option introduces a foggy effect.

6. Zoom out again. As you zoom out, the fog effect is increased. The fog gets thicker as you continue to zoom out beyond the back clipping plane.

Annotating
Add 3D annotations: Click the 3D Annotation icon, click where you want to place the text, enter the text in the Annotation Text dialog box then click OK. Create hyperlinks: Select an object then click the Add Hyperlinks icon. Identify your hyperlink and select the destination file in the dialog box then click OK. Jump to hyperlinks: Double-click the hyperlink cue in the geometry area or the specification tree. Create Annotated Views: Annotate the active view using commands in the DMU 2D Marker toolbar. Manage Annotated Views: You can recover 2D views using the Managing Annotated Views icon. Double-click the required view in the Annotated Views dialog box. Edit Annotated Views Properties: Right click the view you need to edit in the specification tree. Add comments, change the view name... in the Properties dialog box displayed. Use temporary markers: Select Analyze ->Graphic Messages ->Name or Coordinate and move the cursor over objects in your document.

Adding 3D Annotations
You can annotate your 3D document. Annotations are attached to the point selected to place the text. This task explains how to add 3D text. Insert the platform.model document from the samples folder. 1. 2. Select Insert -> 3D Annotation from the menu bar or, icon in the DMU Navigator Tools toolbar. click the 3D Annotation Click an object at the point you want to place the text. Note: You can select the object first. The Annotation Text dialog box appears.

3. 4.

Enter the desired text in the 3D Text field. Click OK. The text is added at the desired position. Annotations are attached to the point selected. You can move your document: annotations remain attached to the point at which you place them. Note: Text annotations are identified in the specification tree.

A text's drawing properties include its color. You can change the color of text that you've already added.

5.

Right-click a text you've already added and select Properties from the contextual menu, or click the text and select Edit -> Properties from the menu bar. Note: Dynamic highlighting as you move your cursor over objects helps you locate them.

6. 7.

The Properties dialog box appears. Make desired changes. Click OK when done.

Double-click the annotation to modify the text. Checking the Set as default checkbox in the Properties dialog box sets the selected properties as default properties and changes how new annotations will look when you create them. To delete annotation text, right-click the object and then select Delete from the contextual menu.

Creating Hyperlinks
You can add hyperlinks to your document and then use them to jump to a variety of locations, for example to a marketing presentation, a Microsoft Excel spreadsheet or a HTML page on the intranet. You can add hyperlinks to models, products and parts as well as to any constituent elements. Visualization Mode does not permit selection of individual model elements. To select these elements, switch to Design Mode (Edit ->Representations ->Design Mode) This task explains how to add hyperlinks. Prepare a document that you want to see displayed via a hyperlink. Insert all the cgr files from the samples folder. 1. Select the Insert->Add Hyperlinks command, or click the Add Hyperlinks icon in the DMU Navigator Tools toolbar. 2. Select the object you want to represent the hyperlink. Or, 1. Select the object you want to represent the hyperlink. 2. Select the Insert-> Add Hyperlinks command, or click the Add Hyperlinks icon in the DMU Navigator Tools toolbar. The Manage Hyperlink dialog box appears.

3. Enter a name for your hyperlink. Note: This is the name that will appear as a textual cue if the Name checkbox is set in the Options dialog box. For more information, see Customizing DMU Navigator Settings. 4. Enter the path to the destination file in the URL field then press Enter. Or, Click Browse... and select the destination file in the Link to File dialog box. Note: You can add more than one link. Simply enter another path or click Browse... and select another file. All links created are listed in the Link to file or URL box. Select a link then click Go to to follow the link to the destination file. Select a link then click Remove to remove existing links. 5. Click OK in the Manage Hyperlink dialog box when satisfied. The hyperlink is created and is identified in the specification tree.

The hyperlink cue is displayed on the object in the geometry area. By default, hyperlink cues are graphical. Note: You can change the color of the hyperlink cue. To do so, right-click the cue then select Properties from the contextual menu, or select the cue then Edit -> Properties from the menu bar. You can now edit the Hyperlink URL, simply right-click the hyperlink cue and select URL object ->Add Hyperlinks from the contextual menu to edit the link. For example:

Jumping to Hyperlinks
This task explains how to jump to hyperlinks. You have already added a hyperlink to your document. There are several ways to jump to hyperlinks: Double click the hyperlink cue, or the desired hyperlink in the specification tree. Or, Click the Go to Hyperlinks icon in the DMU Data Navigation toolbar, then select the object with the desired hyperlink, the hyperlink cue or the desired hyperlink in the specification tree. Or, Select the object with the desired hyperlink, the hyperlink cue or the desired hyperlink in the specification tree, then click the Go to Hyperlinks icon in the DMU Data Navigation toolbar. Or, Right-click the hyperlink cue and select URL object->Definition... from the contextual menu. Note: If more than one link has been created, the Open Hyperlink dialog box appears. 2. Select the link of interest, then click OK. The file linked is displayed.

1.

Note: Objects with hyperlinks are identified by textual and/or graphical cues.

Creating Annotated Views


You can draw straight lines, freehand lines, circles, arrows and rectangles. You can create complex annotations by combining several objects as well as include text in document views. This task explains how to annotate your documents. Insert all the cgr files from the samples folder. To annotate documents, you must be in an active view. Objects drawn are associated with the active view and will no longer be visible if the view is changed. You can also add 2D annotations in active views in the Section viewer for example. Annotations are no longer visible if you change viewer.

1.

Click the Create an Annotated View from the DMU Navigator Tools Toolbar The 2D view is created and identified in the specification tree

2.

3.

The DMU 2D Marker toolbar becomes active. You can now annotate your view. Click the appropriate icon in the DMU 2D Marker toolbar to draw straight lines, freehand lines, circles, arrows or rectangles.

4.

Put the cursor where you want to start the object, then click and drag to draw the object: To draw a straight line, click at the start of the line and drag from the beginning to the end of the line. To draw a freehand line, click at the start of the line and drag the cursor along the path of the line. To draw a circle or a rectangle, click at the start of the object and drag diagonally across the area in which you want the object to appear. To draw an arrow, click at the start of the arrow and drag from the beginning to the end of the arrow. You can move and resize 2D markers easily. All you need to do is drag the green manipulators attached to the marker selected.

5. 6.

Click the Text

icon to annotate your view with text.

In the view, click where you want to place the text. The Annotation Text dialog box appears.

7.

8.

Enter the desired text in the 2D text box and click Apply. change the size and style of annotation text if needed and click Apply. You can add more than one line of annotation text. To edit existing text, simply double-click. The text is added at the desired position. An object's drawing properties include color, line type and weight. You can change drawing properties of objects that you've already drawn. icon to enter the selection mode. Select the Select

9.

Right-click an object you've already drawn and select Properties from the contextual menu, or click the object then select Edit -> Properties from the menu bar. Note: Dynamic highlighting as you move your cursor over objects helps you locate them.

The Properties dialog box appears. 10. Click the Graphic tab to display the graphic properties of the current object. 11. Make desired changes: You can change the color, line type and line weight of the selected object. 12. Click OK when done.

Checking the Set as default checkbox in the Properties dialog box sets the selected properties as default properties and changes how new annotations will look when you create them. To delete all annotations in the current view, select the Delete All icon. Annotations You can also delete individual markers by right-clicking the object and then selecting Delete from the contextual menu.

Managing Annotated Views


This task explains how to recover your 2D views using the Manage Annotated Views icon. Insert all the cgr files from the samples folder. Create at least two views. These 2D views are identified in the specification tree

1. 2. Click the Manage Annotated Views icon. The Annotated Views dialog box is displayed

3.

Double-click View.1in the dialog box to recover your view.

4.

Now double-click View.2.

5.

Click Cancel to exit the Annotated Views dialog box or OK to enter the view selected. You can edit the annotated view.

Editing Annotated Views Properties


This task explains how to edit annotated views properties. This new capability eases the collaborative work as you can add information such as user name, creation or modification dates...) Insert all the cgr files from the samples folder. Create an Annotated View. Please refer to Creating Annotated Views 1. 2. 3. Right click the view you need to edit in the specification tree. Select the Properties item from the contextual menu displayed The Properties dialog appears

4. 5.

Enter the required information ( creator name, comments...) Click Apply and click OK to exit the dialog box. The next views you are going to create will be assigned the creator name you entered.

Using Temporary Markers


You can visualize the names of objects as well as coordinates of points defined on objects in your document as you move your cursor over objects. Clicking turns the temporary marker into a 3D annotation. This task explains how to visualize object names and point coordinates. Insert all the cgr files from the samples folder. 1. Select Analyze -> Graphic Messages -> Name from the menu bar to view object names. 2. Move your cursor over objects in your document. The name of the object is displayed.

3. Re-select Analyze -> Graphic Messages -> Name to de-activate the command. 4. Select Analyze -> Graphic Messages -> Coordinate from the menu bar to view point coordinates. 5. Move your cursor over objects in your document: The coordinates of the point under the cursor are displayed. Dynamic highlighting helps you identify points of interest.

6. Re-select Analyze -> Graphic Messages -> Coordinate to de-activate the command. Clicking turns the temporary marker into a 3D annotation.

Using Camera Capabilities


About Cameras: Gives background information on cameras. Create and Display Cameras: Adjust view parameters (zoom, rotation, etc.) of the document and click the Create Camera icon then OK in the Edit Camera dialog box. Edit Cameras Properties: right-click the camera to be edited. Perform changes, when satisfied, click Apply and OK. Move Cameras: Select a camera, attach the 3D compass to the 3D camera representation, then drag parts (axis, arc, etc.) of the compass to move the camera to a new position. Select Standard Views: Select View ->Named Views... then double-click the desired view. User-defined Views: Customize the selected standard view then click Add. Use other options in the Named Views dialog box to manage views.

6. Zoom out and rotate the model to see the 3D representation.

7. Click anywhere in the geometry area to de-select the camera and see the camera symbol.

You can create several cameras at different locations. The DMU Navigator offers you the possibility of visualizing the viewpoint of each camera in different windows. 8. Select Window -> Camera Window from the menu bar. All cameras created are listed. 9. Select the cameras of interest from the list. A new window showing the camera viewpoint is opened for each camera selected. If you want to organize the opened windows horizontally: 10. Select Window -> Tile Horizontally from the menu bar.

If you want to organize the opened windows vertically: 11. Select Window -> Tile Vertically from the menu bar.

If you want to organize the opened windows in a cascading arrangement in which they overlap each other: 12. Select Window -> Cascade from the menu bar.

About Cameras
Cameras let you take stills of views or viewpoints in your document. A series of views showing different viewpoints in succession can be combined to create an animation. Cameras are identified by name in the specification tree and by a symbol in the geometry area.

A 3D representation helps you locate the viewpoint of interest by showing what the camera sees through a viewport:

Cameras are moved using the 3D compass or directly using the green manipulators. Note that you can use cameras in two different modes: Perspective or parallel. Please refer to Editing Camera Properties

Perspective mode

Parallel mode

Editing Cameras Properties


This task shows how to display and edit camera properties. Insert all the cgr files from the samples folder. You create a camera 1. Right-click the camera in the specification tree. Select the Properties item form the contextual menu displayed. You can also select the camera and use the Edit->Properties command The Properties dialog box is displayed: The Lens tab is active

The Lens tab lets you edit the following: Type Perspective

Parallel

Focal length (click and drag or use the spin box)

The Preview window lets you see the actions (zoom, new type...) you perform and these actions are updated in the geometry area For more detailed information, please refer to Moving Cameras 2. Click the Position tab.

3. Select values for the Origin and Target distances 4. When satisfied, click Apply. 5. Click OK.

Using Standard Views


This task explains how to use standard views. Insert the platform.model document from the samples folder. 1. Select the View->Named Views... command: The Named Views dialog box appears. The list provides a number of standard views you can use to display the document: *front *back *left *right *top *bottom *iso.

2. Double-click the desired view. For example, double-clicking *front obtains the front view:

The other views are:

Creating, Modifying and Deleting User-Defined Views


This task explains how to create, modify and delete user-defined views. Note that user-defined views are stored with the document. Insert the platform.model document from the samples folder. 1. Select the View->Named Views... command and double-click the desired view. You are now ready to customize the view.

2. Adjust the different view parameters (zoom, rotation, etc.) until you are happy with the result.

3. Click the Add button to add the view to the list. The default name of the view is Camera 1.

4. Rename the view as required and press Enter.

You now see a 3D viewpoint representation in the geometry area. The 3D representation is a viewport that helps you to define what you want to see in the view. What you see inside the viewport can then be stored in your view. You can manipulate the 3D representation to define exactly what you want to see: zooming, rotating and panning the geometry using the standard tools also affects the 3D representation dragging the corners rotates it dragging any of its sides or any of the corner markers inside the representation moves it (the triangular marker always represents the bottom left corner) dragging the point in the center (the eye position) defines the direction in which you look at the document.

6. Manipulate the 3D representation to define your view parameters. 7. Click the Properties button to access the Camera Properties dialog box.

8. Double-click anywhere on the 3D representation to apply the view parameters, and click Apply to apply the changes to your view. 9. If you want to modify any customized view you have already saved, select it, modify the view parameters again, then click the Modify button. You can also delete views by selecting the view from the list and clicking the Delete button. The Reverse button lets you view the object from the reverse angle.

Moving Cameras
This task shows how to move the camera you have just created to the desired position. You can move cameras in three different ways, using Pan, rotate and zoom commands directly in the camera window Or, The 3D compass. For information on the 3D compass, see the Infrastructure User's Guide. The Edit-> Properties... on Cameras

You defined a Camera. 1. Select Window -> Camera Window and select the camera from the list to open a separate window showing the camera viewpoint. 2. Select Window -> Tile Vertically to organize opened windows vertically.

3. Pan, rotate and/or zoom the camera in the camera window until satisfied with the camera position. The camera position in the document window is updated.

1. Select the camera to be moved in the specification tree: The 3D representation is shown in the geometry area. To move the camera, you will attach the 3D compass to the 3D camera representation. If you cannot see the 3D representation, click the camera in the specification tree and select Camera object -> Definition from the contextual menu, then click the Show Graphic Representation checkbox in the Edit Camera dialog box. 2. Attach the 3D compass to the 3D camera representation: Press and hold down the left mouse button on the red square of the 3D compass Drag the 3D compass to attach it to the camera representation: Notice that the compass changes appearance as you drag it.

Pointing to a line coming from the eye automatically snaps the compass to the eye and pointing to one of the sides of the viewport snaps the compass to the target. You can attach the 3D compass to two different positions of the camera representation as shown below: the eye and the target.

3. Select Window -> Camera Window and select the camera from the list to open a separate window showing the camera viewpoint. 4. Select Window -> Tile Vertically to organize opened windows vertically.

5. Click one of the translation axes of the 3D compass and drag to translate to the desired position. As you move the camera in the document window, the camera viewpoint in the camera window is updated.

6. Click one of the rotation axes of the 3D compass and drag to rotate to the desired position. 7. Continue experimenting until satisfied with the camera position. The camera viewpoint is automatically stored.

1. Right-click the Camera in the specification tree 2. Select the Properties item from the contextual menu displayed 3. The Properties dialog box is displayed.

The Lens tab is active 4. If you zoom, pan, rotate the camera within the Preview window, the camera position is updated accordingly in the geometry area.

5. Continue experimenting until satisfied with the camera position. Click Apply and click Ok. This is the new camera position you obtain :

Using Generic Animation


Record animations: Select a camera then click the Simulation icon. Move the camera using the 3D compass, clicking Insert in the Edit Simulation dialog box to record shots and OK to save the simulation. Select the simulation object and click the Compile Simulation icon. Set options in Compile Simulation dialog box then click OK to create a film. Replay animations: Select a replay object and click the Replay icon. Replay the recorded animation using buttons and options in the Replay dialog box. Generate an animation file: Select a simulation object and click the Compile Simulation icon. In the Compile Simulation dialog box, click the Generate an animation file checkbox and set other options. Click File name... and specify the animation file name and location before clicking Save in the Save As dialog box. Record viewpoint animations: Click red start command in the Viewpoint Animation toolbar and move the geometry as desired to record viewpoints. Click stop command when satisfied. Detect interferences automatically: Double-click the simulation object in the specification tree and click Clash Detection (On). Set options in the Edit Simulation dialog box and run your simulation.

Recording Animations
This task shows how to create an animation using one camera. This is done in two steps: Define a simulation. For this, you will use the 3D compass. For more information on the 3D compass, see the Infrastructure User's Guide. Create a film from your simulation. You defined a Camera. 1. 2. Click the camera in the specification tree. Click the Simulation icon or select Insert->Simulation from the menu bar. The Edit Simulation dialog box and the Preview window showing the object manipulated (in our case, the camera) appear. To change the default display setting for the Preview window, see Customizing DMU Navigator Settings. Close the Preview window. The camera viewpoint is stored in the Simulation object each time you click Insert. You can, in this way, record a series of viewpoints which when combined and compiled create your animation. Remember the initial position is automatically recorded. Using the 3D compass, move the camera to a new location. By default, the 3D compass snaps to the eye when you clicked the Simulation icon if it wasn't attached before. Click Insert and record the desired shot. Move the camera as often as necessary, clicking Insert to record shots.

3.

4.

5. 6.

7. 8.

You may find it useful to open the camera window (Window->Camera Window) and tile the two windows. This will allow you to see the camera viewpoint better as you move the camera. Use the VCR buttons to position the camera in its original location and replay the recorded camera positions. Click OK to save the simulation. Note: No track is displayed when defining a simulation recording camera viewpoints.

9. 10.

You are now ready to create a film. This is done by compiling your simulation. Select the Simulation object in the specification tree. Click the Compile Simulation icon . The Compile Simulation dialog box appears.

11. 12. 13.

Enter a meaningful name for your film if desired. Activate the Time step drop-down list box and select the Time step you want to break down each shot into. Click OK to compile the simulation and create a film: You can see the results in the geometry area as the simulation is being compiled. For more information on Simulation and Compile Simulation capabilities, see the Fitting Simulator User's Guide. Use Simulation capabilities in this way to produce an animated inspection of your design.

Replaying Animations
This task shows you how to replay a recorded animation. You must have already recorded an animation. See Recording Animations. 1. 2. Select the Replay object in the specification tree. Click the Replay icon . The Replay dialog box is displayed.

3. 4.

5.

Open the camera window (Window->Camera Window) and tile the two windows to see the animation better. Click: the Play Forward button to run a continuous replay of the recorded viewpoints or the Step Forward button to run a step-by-step of the recorded viewpoints. Adjust the sampling step: Leaving the value at x1 replays the film in the number of steps defined when compiling the simulation. Increasing the value speeds up the animation, for example, setting the sampling step to x2 will replay the film at every second step. You can choose one of the loop modes to re-run the animation in a continuous way (either in one direction only or in one direction then the other). For more information on Replay capabilities, see the Fitting Simulator User's Guide.

Generating an Animation File


This task shows you how to generate an animation file in standard movie format. You must have already recorded an animation. See Recording Animations. 1. Click the Compile Simulation icon .

The Compile Simulation dialog box appears:

2. 3. 4. 5.

Make sure the Generate an animation file option is activated. Enter a meaningful name for the animation file you want to create. Activate the Time step drop-down list box and select the time step. Click File name to store your animation.

The Save As dialog box displays. 6. Click Setup to display the Choose Compressor dialog box Enter the required parameters and click OK. 7. Specify the file location and name, then click Save. The animation file is created and saved In AVI Microsoft format. For more information on Compile Simulation capabilities, see the Fitting Simulator User's Guide.

Recording Viewpoint Animations


This task will show you how to record viewpoint animations either using the fly command or manipulating directly the geometry. A replay is automatically created for each new viewpoint recording. Open the the cgr files from the samples folder.

Use the Fit All In icon to position the model geometry on the screen. 1. Click the Record Viewpoint Animations icon from the DMU Generic Animation toolbar. The Viewpoint animation toolbar appears:

2. Click the red button to start recording viewpoints. The Resulting Replay dialog box is displayed

3. Enter a meaningful name and click Ok. The replay object is identified in the specification tree

You are in recording mode:

the Viewpoint animation toolbar lets you stop or pause whenever you need it. The third icon gives you the status (record). You are ready to start recording viewpoints. 4. Move the geometry as desired, for instance:

the recording

5. When you are satisfied, click the

button and close the Viewpoint Animation toolbar.

6. Double-click Replay.1 in the specification tree.

The Replay dialog box is displayed:

7. Use the VCR buttons to run Replay.1

Detecting Interferences Automatically


This task shows you how to use the Interference Detection functionality while replaying a simulation. The Automatic Clash Detection is now available while moving an object with the 3D compass. Open the document AUTO_CLASH_DETECTION.CATProduct, then select Digital Mockup -> DMU Navigator from the Start menu. 1. Double-click Simulation.1 in the specification tree

The Kinematic Simulation and Edit simulation dialog boxes appear. 2. Click the arrow within the clash detection icon from the DMU Generic Animation toolbar. Undock the toolbar if necessary.

3. Set the Clash detection to on 4. Select 0.04 as interpolation step in the Edit Simulation dialog box.

5. Run your simulation using the VCR buttons. The products in clash are highlighted in the geometry area.

Now select the Stop mode clash detection

6. Run your simulation. This time, the simulation stops at the first clash detected.

If you need to obtain a finer clash analysis, you need to define a interference, please refer to Space Analysis User's Guide.

Defining Scenes
About scenes: Gives background information about scenes. Create scenes: Click the Create Scene icon then OK in the Edit Scene dialog box. Set scene properties then click the Exit from Scene icon to return to the initial document window. Add a component: In the document window, click Product1, select Insert ->Existing Component... then the component(s) you want to add. Reset & Check Component Positioning: Double-click the scene representation then select Tools ->Checking Positioning... to highlight items moved. Click the Reset Selected Products icon and exit the scene. Remove a component: In the document window, delete a component. Explode an assembly: Create a scene. In the scene window, select the product(s) you want to explode and click the Explode icon. Set options in the Explode dialog box and click OK. Exit the scene. Save viewpoints : Click the Create Scene icon then OK. Modify viewpoints then click the Save viewpoints icon. Click the Exit from Scene icon to return to the initial document window. Editing a Scene Macro : You create a scene through a macro and edit specific parameters. About Persistency in Scenes: Deactivate a node in an existing scene. Exit scene the node in the product is still activated and deactivated in the scene.

About Scenes
The Scene capability lets you control the position and orientation of each component in a product. You can easily rotate a component and set different positions and orientations in an instance. Scenes are identified by name in the specification tree and by a graphical representation in the geometry area. The following operations are not allowed in a Scene context: add remove replace cut delete paste

Creating Scenes
This task shows you how to create scenes. Insert all the cgr files from the samples folder. 1. Click the Create Scene icon .

The Edit Scene dialog box and a scene representation in the document window are displayed.

2.

Click Ok to end the scene creation. You are now in a scene window: The background color turns to green. Scene 1 is identified in the specification tree.

3.

Perform the required modifications. For instance modify: The viewpoint Graphical attributes Show-no show. Within a scene, click the Reset selected products icon to reposition the components as they were in the initial product. Note that color attributes and the show-no show specification are not taken into account when using the Reset selected products icon. to swap to the initial window. Click the Exit From Scene icon The scene is updated to reflect any changes made.

4.

5. 6.

Double-click Scene 1 either in the specification tree or in the geometry area to swap to the scene window. Create as many scenes as needed. Deactivating View -> Scene Specification Visible in the menu bar removes the scene representation and lets you use the entire screen for the product. You can also use the F4 key to toggle more quickly.

Adding a Component
This task shows you how to add components to a product. Insert all the cgr files from the samples folder, except NOZZLE_1_2.cgr and NOZZLE_2_2.cgr. 1. . Click the Create Scene icon The Edit Scene dialog box and a scene representation in the window appear.

2.

Click OK to end the scene creation. You are now in a scene window: the background color turns to green. Scene 1 is identified in the specification tree.

3.

Click the Exit From Scene icon

to swap to the initial window.

The scene is created and its representation appears in the left corner of the main window.

4.

Now add the NOZZLE, for this: Select Product1 in the specification tree and select Insert->Existing Component... Shift-select NOZZLE_1_2.cgr and NOZZLE_2_2.cgr and then click Open.

5.

The added components (NOZZLE) are identified in the specification tree and added in the geometry area.

6.

Double-click scene1 to swap to the scene window: The corresponding components are automatically added and appear in the specification tree By default, the shape representation is deactivated therefore the scene visualization is unchanged.

Clicking the Exit From Scene icon made.

updates the scene to reflect any changes

Using Reset Selected Products


This task shows you how to use the Reset Selected Products command. Please refer to Creating Scenes. Insert all the cgr files from the samples folder. You created Scene.1. 1. Double-click the scene representation to enter the scene.

In this scene you moved certain components.

2. Select Tools->Checking Positioning... from the menu bar to find out the items you moved.

The moved items are highlighted in the specification tree.

3. Click the Reset Selected Products icon

and exit the scene.

The items are repositioned in the scene as they were in the initial product.

Removing a Component
This task shows you how removing components affect a scene. Insert all the cgr files from the samples folder. You created a first Scene. 1. Remove the REGULATION_COMMAND for instance.

Scene 1 is updated. 2. Double-click the scene representation to enter the scene.

This scenario is also valid when replacing a component. The scene is automatically synchronized.

Using Explode in a Scene


The Explode capability can be used in a scene context. You can easily create a scene and explode a product without changing anything in the original product. This task shows you how to manage an exploded view in a scene context. Insert all the cgr files from the samples folder. 1. Click the Create Scene icon .

The Edit Scene dialog box and a scene representation in the document window are displayed:

2. Click Ok to end the scene creation.

3. Select Product.1and click the Explode icon

The Explode dialog box appears. Note the Explode now takes into account assembly constraints The constrained Explode type is applicable only to specific cases: when the assembly is assigned coincidence constraints: axis/axis plane/plane

4. Click Apply. This is what you obtain:

5. Click the Exit From Scene icon

to swap to the initial window.

For more details about the explode capacity, please refer to the DMU Fitting Simulator User's Guide.

Saving Viewpoints in a Scene


This task shows you how to save viewpoints in a scene. It can be very useful to save specific viewpoints in a scene different from the initial product viewpoint. Insert all the cgr files from the samples folder. 1. Click the Create Scene icon .

The Edit Scene dialog box and a scene representation in the document window are displayed:

2. Click Ok to end the scene creation. You are now in a scene window: The background color turns to green. Scene 1 is identified in the specification tree. The default viewpoint is the initial product viewpoint.

3. Modify the viewpoint.

4. Click the Save Viewpoints icon 5. Click the Exit From Scene icon from the DMU Select toolbar. to return to the initial document window.

The initial product viewpoint is displayed.

5. Double-click Scene1 either in the specification tree or in the geometry area to swap to the scene window.

The viewpoint saved is taken into account in the scene. If you do not use the save viewpoint command, the viewpoint is the default one.

Editing a Scene Macro


If you perform a task repeatedly, you can take advantage of a macro to automate it. A macro is a series of functions, written in a scripting language, that you group in a single command to perform the requested task automatically. This task will show you how to edit a scene macro created in the DMU Navigator workbench. You stored your recorded macros in a text format file. For more details about recording, running macros please refer to the DMU Navigator Infrastructure User's Guide. You can easily modify the macro instructions specific to DMU Navigator (strings of characters put in bold). Here is a scene macro example: (you create a scene through the macro process) SCENE MACRO
Language="VBSCRIPT" '********************************************************* ' Purpose: This macro can be used interactively to create a scene and move products within. ' ' Returns: None '********************************************************* Sub CATMain()

1.

'Deactivate file alert (to avoid interactive message during write of files if any) Dim FileAlertSave As Boolean FileAlertSave = CATIA.DisplayFileAlerts CATIA.DisplayFileAlerts = False 'Find the root of the CATProduct Dim RootProduct As AnyObject Set RootProduct = CATIA.ActiveDocument.Product 'Create the scene Dim TheSceneWorkbench As Workbench Set TheSceneWorkbench = CATIA.ActiveDocument.GetWorkbench ( "SceneWorkbench" )

Dim Ascene As Scene Set Scene = TheSceneWorkbench.WorkScenes.AddNewScene ("Scene1", RootProduct) End Sub

EXPLANATIONS Create the scene launches the scene creation "Scene1 corresponds to the to be created scene RootProduct: corresponds to Product1 Please refer to Creating Scenes.

About Persistency in Scenes


The activation or deactivation of a product is persitent in the scene context. This task will show you how the activation or deactivation is persistent in Scene context. For this: you are going to deactivate a node in the product specification tree Insert all the cgr files from the samples folder. 1. Click the Create Scene icon .

The Edit Scene dialog box and a scene representation in the document window are displayed.

2. Right-click REGULATION_COMMAND.1 in the specification tree. 3. Select Representations->Deactivate Node from the contextual menu displayed

4. Click Ok to end the scene creation. 3. Click the Exit From Scene icon to swap to the initial window.

4. The REGULATION_COMMAND.1 representation is activated in the Product1

The scene is updated: The node REGULATION_COMMAND.1 is deactivated in the scene. The deactivation is persistent within the scene context.

Proximity Query
Run a proximity query (DMU Navigator license only): Click the Proximity Query icon, make your reference selection and set other options in the Proximity Query dialog box then click Apply. If desired, hide the products found. Note: the query is run on activated shape representations only. Run a proximity query (DMU Navigator & Optimizer): Click the Proximity Query icon, make your reference selection and set other options in the Proximity Query dialog box then click Apply. Note: the query can be run on products inserted without shape representations. If desired, activate shape representations of products found.

Proximity Query
Large assemblies can be complex, consisting of many products and subproducts. You can simplify a complex assembly by displaying only those products you want to work with. Proximity Query lets you do just that. How Does it work?: The proximity query calculation is not based on the representation visualized in session but on the cubic representation, which corresponds to the accuracy parameter. Because of the way in which the detection algorithm is designed, the real distance may be greater than the clearance value. Thus, three kinds of increase may arise: Due to the cubic representation itself: :maximum increase= 2*accuracy*sqrt(3) Due to the clearance value: maximum increase= accuracy*sqrt(3) Due to the relative position: maximum increase= 0.5*accuracy*sqrt(3) Thus, the combination of the three factors give a maximum increase= 3.5*accuracy*sqrt(3)

Accuracy: Setting an accuracy determines the size of the cubes used to represent the products in the calculation. For larger products, a lower setting will result in a slower computation time but a more precise result. Clicking ... opposite Accuracy gives you access to the Cache Management and Accuracy dialog box which tells you how much cache is used, lets you free the cache, and if you have a DMU Navigator license only, will calculate the cache required for an accuracy setting you enter. Clearance: Setting a clearance defines an area around the reference selection within which all nearby products or outside of which all far away products are returned by the query depending on the Products to select option chosen. This task shows how to perform a proximity query. You have the DMU Navigator license only, which means the query will take into account the objects of the activated representation only. Insert all the GARDENA model documents from the samples folder. 1. Click the Proximity Query icon .

The Proximity Query dialog box displays:

2. Select one of the products you want to be the reference for the query, Lock.1 for instance. 3. Set the accuracy by entering a value, 3mm for example.4. Check the Far away products only option. 4. Click Apply. The results display in the Result field.

5. Click OK when done. The products found are highlighted both in the specification tree and geometry area:

6. Hide the products found. Now you can work with a simplified product.

You can combine the Proximity Query command with other DMU commands for example Comparing Products (DMU Space Analysis toolbar). Note that if you have only the DMU Navigator license, the query only takes into account the products with an activated representation. DMU Optimizer License: If you have a DMU Optimizer License, you can run a query on the components with the representation deactivated.

Proximity Query with DMU Optimizer license


Large assemblies can be complex, consisting of many products and subproducts. You can simplify a complex assembly by displaying only those products you want to work with. Proximity Query lets you do just that. This task shows how to run a proximity query based on components inserted without associated shape representations. You load the product structure only. Insert all the PLATFORM*.model documents from the samples folder. Make sure shape representations are deactivated before inserting your model files. Make sure you work with the cache system on. 1. Deactivate representations. For this: Select Tools->Options from the menu bar. The Options dialog box is displayed. Expand the Infrastructure category in the left-hand tree. Click the Product Structure tab. In the Representation field, check the Do not activate default shapes on open option. Click Ok to confirm your operation.

For more details, refer to Loading the Product Structure Only. 2. Activate the cache system: For this: Select Tools->Options from the menu bar. The Options dialog box is displayed. Expand the Infrastructure category in the left-hand tree. Click the Cache Management tab. In the Cache Activation box, check the Work with the Cache System option. Click Ok to confirm your operation. Restart your session to take modifications into account.

For more details, refer to Customizing Cache Settings.

3. Click the Proximity Query icon

The Proximity Query dialog box appears:

4. Select one of the products you want to be the reference for the query, PLATFORM_10 (PLATFORM_10.1) for instance.

5. Set the Clearance by entering a value. In our example, we will keep the default value of 0mm. Clearance: Setting a clearance defines an area around the reference selection within which all nearby products or outside of which all far away products are returned by the query depending on the Products to select option chosen. 6. Set the Accuracy by entering,1000mm for example. Accuracy: Setting an accuracy determines the size of the cubes used to represent the products in the calculation. For larger products, a lower setting will result in a slower computation time but a more precise result. Clicking ... opposite Accuracy gives you access to the Cache Management and Accuracy dialog box which tells you how much cache is used, lets you free the cache, and if you have a DMU Navigator license only, will calculate the cache required for an accuracy setting you enter. 7. Check the Nearby products including selection option. 8. Click Apply. The result displays in the Result field.

9. Click OK when done. The products found are highlighted in the specification tree. 10. Activate the shape representations of the items. For this: Right-click the highlighted items in the specification tree Select Representations Select Activate Node

This is what you obtain: Now you can work with a simplified product.

You can combine the Proximity Query command with other DMU commands for example Comparing Products (DMU Space Analysis toolbar). Note that if you have only the DMU Navigator license, the query only takes into account the products with an activated representation.

Advanced Tasks
The advanced tasks you will perform in the DMU Navigator workbench introduce conferencing capabilities and interoperability with the ENOVIA 3d com Navigator. Interoperability with CATIA V4 Interoperability with ENOVIA 3d com Navigator Conferencing Running CATDMU Utility Batch Process About Macros More About Automation Objects

Interoperability with CATIA V4


Import N4D Scenes: Declare the required variable N4D_TO_DMU_DECL= file dlname, select Tools->Import N4D Scenes... Select the file location and click Open in the Import N4D Scene File dialog box displayed. Send Models from VPM to CATIA V4: select Tools ->Send to CATIA V4->Add Single.

Importing N4D Scenes in a DMU Navigator Session


This task shows you how to read a N4D scene in a DMU Navigator V5 session. Have a DMU Navigator session running 1. Under Unix and Windows NT You need to declare the following variable: N4D_TO_DMU_DECL = Path_dlname This is an example of a this file:
# Unix_path alias # # # x:\db\ CAR MODELS /u/users/catusr/db/ MODEL REPOSITORY

2. Select Tools ->Import N4D Scene

3. The Import N4D Scene File dialog box is displayed:

4. Select the file location. The file type is wrl by default. 5. Click Open in the dialog box. The N4D Scene document now looks like this:

Sending Models from VPM to CATIA V4


This functionality is available on ON UNIX ONLY This task shows you how to send products. Your VPM model is opened into the DMU Navigator V5.

Have a DMU Navigator V5 and an CATIA V4 session running. You opened a VPM model in a DMU Navigator session:

1. In DMU Navigator V5, select Tools ->Send to CATIA V4

2. Select the required item from the pull-down menu Add Single: lets you send your VPM model to CATIA V4 session in active mode Replace Active: lets you replace the current active model in the CATIA V4 session Add Passive: lets you add VPM models to the CATIA V4 session in passive mode Synchronize Viewpoint: the CATIA V4 viewpoint will be DMU Navigator V5 one

3. This is what you obtain if you selected Synchronize Viewpoint (very useful to perform clash detection)

Interoperability with ENOVIA 3d com Navigator


Load products: Right-click product(s) in ENOVIA 3d com Navigator and select DMU_V5 -> Load from the contextual menu View and manipulate products: Right-click product(s) in ENOVIA 3d com Navigator and select the appropriate command from the contextual menu Save products: Select the File ->Save command in the DMU Navigator

Loading Products into DMU Navigator


This task shows you how to load products, for example a .model, selected in ENOVIA 3d com Navigator, into the DMU Navigator. Have a DMU Navigator and an ENOVIA 3d com Navigator session running. 1. In DMU Navigator, check Tools ->Backbone connection to establish the connection between DMU Navigator and ENOVIA 3d com Navigator. 2. icon if not already selected In ENOVIA 3d com Navigator, click the Search Tree to access the products of interest via WebInfo. The Search Tree and default directories are displayed. 3. Expand the Enovia Queries directory until you can access a query capability. 4. Right-click and select Activate from the contextual menu. The Enovia Access dialog box appears.

5. Choose a role from the proposed list. The Query panel can now be accessed and filled to define your query.

6. Define a query, for example use the '%' wildcard, in the Query panel then click Submit. The results of the query are displayed.

8. Select one or more entries and click Add to add a bookmark to selected objects in a WorkBook and subsequently have direct access to them. The Choose Target WorkBook dialog box appears.

9. Select the WorkBook of interest from among those proposed in the dialog box and click OK. A bookmark to selected objects has been created. You can now access these objects directly via the WorkBook.

In ENOVIA 3d com Navigator, the products you want to load may already be bookmarked in a WorkBook. If this is the case, simply select and expand the appropriate WorkBook to display products of interest. 10. Expand the WorkBook to display the products of interest: right-click and select Expand on ->All Levels from the contextual menu.

11. Select one or more products, right-click and select DMU_V5 -> Load from the contextual menu to load products into the DMU Navigator. Selected products are loaded into the DMU Navigator. A Download dialog box appears informing you of the progress of the download.

You can, at any time and in the same way, add products to an existing DMU Navigator session. The Unload command in the contextual menu lets you remove products from the DMU Navigator session. For more information on how to connect to the ENOVIA 3d com Navigator in general, see the Portal 3d com User's Guide.

Viewing & Manipulating Products


This task shows you how to manipulate products via the ENOVIA 3d com Navigator contextual menu, seeing the results in your DMU Navigator session. Have loaded products into the DMU Navigator via ENOVIA 3d com Navigator. 1. In ENOVIA 3d com Navigator, select one or more products, right-click and select one of the commands in the DMU_V5 contextual menu: Highlight: highlights selected products in the specification tree and geometry area of the DMU Navigator, adding them to the current selection. This can, for example, be used to place selected products in a group.

Unhighlight: Removes highlighting from products selected via ENOVIA 3d com Navigator. Reset Highlight: Removes all highlighted products in the DMU Navigator from the current selection. Reframe: Zooms in or out to fit all the geometry into the available space. Show: Displays hidden selected products. No Show: Hides the selected products in the No Show space. Color Highlight: Changes the color of selected products to the color selected (blue in our example).

Reset Color: Restores the original color of selected products.

Saving Products
This task shows you how to save products loaded into your DMU Navigator session from ENOVIA 3d com Navigator as CATProduct documents. Have loaded products into the DMU Navigator via the ENOVIA 3d com Navigator. 1. In the DMU Navigator, click the Save The Save As dialog box opens. icon or select the File ->Save command.

2. 3.

In the Save As dialog box, specify the location of the document to be saved as well as its name and type. Click Save.

Conferencing
Initialize the backbone Driver: As Administrator, launch the backbone daemon on node 1"CATSysDemon -dm domain.lst -timeout 3000 Launch the Backbone daemon on both Node2 and Node3 as follows:"export BBDomainManager=node1 CATSysDemon-timeout 3000". once initialized, the user must select the backbone driver option using Tools->Options->General -> General... Initialize the Conference: User 1 must select the Tools->Conferencing->Host from the menu bar to host a conference. Other users must select the Tools->Conferencing->Guest from the menu bar to be able to receive invitation calls. Work in Conference: The host performs modifications (3D & 2D annotations, viewpoints...) The guest session is automatically updated.

Initializing the Backbone Driver


The backbone needs to be set up on each computer running applications which need to communicate. Under UNIX, conferencing is supported by the Backbone process. On NT, you can select either the Conference driver Microsoft NetMeeting or Backbone.

WHAT YOU NEED TO KNOW:


If you use Backbone as conference driver (on UNIX, optional on NT) for the first time, you need (as administrator) to set up backbone on each computer but also on a reference server. For this, you need to define a server as a specific domain manager.

This task shows you how to initialize backbone driver for conferencing purposes. You have three UNIX machines: Node1-Node2-Node3, follow the described procedure: 1. You need (as administrator) to define a machine (for example Node1) as "Domain Manager" 2. Launch the Backbone daemon on Node1 as follows: "CATSysDemon -dm domain.lst -timeout 3000" domain.lst is a file containing the machine list belonging to the Domain. A timeout (in seconds) is triggered once the daemon runs without CATIA or another daemon backbone

In our example domain.lst contains Node2 and Node3. 3. Launch the Backbone daemon on both Node2 and Node3 as follows: "export BBDomainManager=node1 CATSysDemon -timeout 3000" 4. (Optional) use the -DebugL4 option when launching the daemons to make sure everything works correctly.

5. Once the Backbone domain is initialized, you need to (as user) to select backbone as conference driver. For this: Select Tools->Options from the menu bar. The Options dialog box is displayed. Click the General category in the left-hand tree. Click the General tab. In the Conferencing field, check the Backbone option. Click Ok to confirm your operation

Remember that users must select the same conference driver.

Initializing the Conference


More About Conferencing: Conferencing enables different people from different places to dialog and/or work together as if they were virtually at a same place. Audio, video or chat tools enable the conference members to dialog while whiteboard or any other application sharing capabilities enable them to share documents or even applications. Usually, one member has a leading role, he is named the host or the master member. The conferencing functionality is available with ENOVIA DMU V5R4, under Windows NT or 9x and UNIX platforms

This scenario describes how to start a conference under Windows NT with NetMeeting as conferencing driver. If you work on NT and if you selected the NetMeeting option as conference driver, make sure you have version 3.01 installed. Have a DMU Navigator session running. On NT, you can select either the Conference driver Microsoft NetMeeting or backbone. On UNIX only, you need to select the backbone as conference driver For more information on the backbone process, please refer to the Infrastructure User's Guide Communications Backbone Files. Select Tools->Options from the menu bar. The Options dialog box is displayed. Expand the General category in the left-hand tree. Click the General tab. In the Conferencing field, check the Conferencing driver option you need. Click Ok to confirm your operation

Both users must select the same conference driver

1. User 1 must select the Tools->Conferencing->Host from the menu bar to host a conference. 2. Other users must select the Tools->Conferencing->Guest from the menu bar to be able to receive invitation calls.

On NT only, if you chose the NetMeeting option: The NetMeeting and the Conferencing dialog boxes appear:

There must be one and only one host member in the conference, but as many guest members as needed.

If the NetMeeting interface is already on the desktop, you can use it to host a conference by selecting the Call/Host Meeting menu item, and then connect DMU to that conference by selecting Tools->Conferencing->Host from the menu bar in the DMU window. Likewise, guests already in a NetMeeting conference can connect DMU to that conference by selecting the Tools->Conferencing->Guest from the menu bar in the DMU window. 3. Edit your own personal information by selecting the Who I am button. The Business card dialog box is displayed.

the update on every database option saves information on NetMeeting too. 4. The host member then uses either the NetMeeting or the Conferencing dialog box to call other members. Using NetMeeting dialog box: use Call/New Call or select the Place Call icon and enter the name or the IP address of the member machine.

Using the Conferencing dialog box: enter the name or the IP address of the member machine and click the Call button.

NetMeeting enables users to initialize a conference by placing direct calls without being host. Such a conference cannot be used for DMU conferencing. As soon as the conference is active (i.e. at least 2 members connected), the Chalk tab page of the Conferencing dialog box is displayed. The host and guest user interfaces are a little different since they cannot perform the same actions. The host one looks like this:

The guest one like this:

The conference is on hold. Everybody can go on working, opening files or windows, etc. 5. The host member clicks the Start button in the Conferencing dialog box to initialize a conference. The Start button switches automatically to Suspend. What about the Chalk function? When the conference is running, only the member who has the chalk (the host has the chalk by default) can work. Some specific actions or commands are replicated in other members sessions. The other members cannot interact in the DMU window, only in the Conferencing dialog box. Thus, any guest can request the chalk through the Conferencing dialog box by clicking the Request chalk button. The chalk is given, at any time, by the host member to any member by selecting a member name in one of the two lists in the Conferencing dialog box. Of course, the host member can also get the chalk for himself by selecting the Get chalk button.

6. How to suspend the conference? The host member can suspend the conference at any time. All he needs to do is click the Suspend button. Performing this action allows everybody to work on their own, open a new part for instance. Only the host can suspend and start a conference.

7. How to quit the conference? Any member can leave the conference by selecting the Tools->Conferencing->Stop from the menu bar or exiting the Conferencing dialog box, hanging up the NetMeeting conference or exiting the NetMeeting user interface. If the host leaves the conference, the conference is ended for everybody.

Now, let's look at the Conferencing dialog box more carefully. When the conference has started, this dialog box is the only one the non-chalk users can interact with. It comprises of a header, a footer and several tab pages: The header The header indicates the host identification (user name and node name and/or IP address) and the current status of the conference (started or suspended). The Chalk page The Chalk page is used to manage the chalk. The host member can give the chalk to anyone whether requested or not, or get it for himself, while the guest members can only request it. The host member can also choose to automatically accept incoming requests. The Options page The Options page is used to customize options. Application developers can use it to offer user options. This is the case for telepointers.

ko (now in tools options) The Chat page The Chat page allows the members to send messages to the other conference members.

The History page The History page provides a list of certain actions performed throughout the conference.

The Documents page The document page is used to indicate which documents are opened in the host member session.

The footer The footer comprises the button used by the host member to start and suspend the conference.

Working in Conference
This task shows how you can work in a conferencing environment. Have a DMU Navigator session running. You initialized a conference. For more detailed information please refer to Initializing the Conference. Each member of the conference must have access to the data and load them by themselves. In order to help them, information about which documents are open in the host member session is provided to any member. The actions replicated during a conference are the following: workbench transition object selection viewpoint modification (zoom, rotation) 3D annotations (creation, modification and deletion) 2D annotations (linked to cameras) creation, modification and deletion Conferencing now supports: move products (free hand or simulation context) show/hide specification tree status (if you expand a node as the host it is replicated in the guest session)

1. This is the host session: The ProductA.CATProduct.1 is the one used in this conference

2. This is the guest session:

User 1 decides to add a 3D annotation (new markup):

The 3D annotation (new markup) creation is automatically taken into account and visible in the guest session :

Running CATDMUUtility Batch Process


The CATDMUUtility is a batch process enabling the generation of cgr, 3dmap, wrl and NCGM format from a CATIA file or MULTICAD files : It can process files through a path or a list under UNIX operating system through the EnoviaVPM This task shows explains how to use the CATDMU Utility batch process 1. Prepare the Input file defining conversion parameters. A typical computation parameters file looks like this: Example 1: CATDMUUtility -f inputfile -cgr outputfile1 [-nolod] [-sag value] [-3dmap outputfile2] [-vox value2] [-box outputfile3] [-unit value3] Example 2: CATDMUUtility -l inputliste -db name -user username -pwd password -server servername -cgr -cache Example 3: CATDMUUtility -l inputliste Example of input file: Under WINDOWS NT "e:\New A\CRIC_BRANCH_1.CATPart" e:\B05doc\online\dmnug\samples\CRIC_BRANCH_1.CATPart e:\B05doc\online\dmnug\samples\GARDENAATOMIZER.model Under UNIX /usr/B05doc/online/dmnug/samples/CRIC_BRANCH_1.CATPart Note: Special characters [] identify optional parameters. Please find below the different options available input, output -f -cgr -wrl -cache

Input Options : -f -l -db : Input file with appropriate extension. A path must follow the option. : Input list of model with -f, or database identifiers with -db option. : Input database name for processing a list of Data Base identifiers. The name of the Data Base { VPM } must follow the option. Can not be used with -f option and without -l option. Output Options :

: Output file for cgr corresponding to the input file. A path must be indicated after the option, if no path is specified the output will be written into the cache by using -cache option. -NCGM : Output file for NCGM corresponding to the input file. A path must be indicated after the option, if no path is specified the output will be written into the cache by using -cache option. -3dmap : Output file for 3dmap corresponding to the input file. A path must be indicated after the option, if no path is specified the output will be written into the cache by using -cache option. -wrl : Output file for vrml corresponding to the input file. A path must be indicated after the option, if no path is specified the output will be written into the cache by using -cache option. -box : Output file for bounding box corresponding to the input file. Text format. Computing options : -vox : Switch to generate 3map with a specified voxel value. Its use is mandatory after -3dmap option. A float value is required. -sag : Optional switch to generate cgr with a specified sag value. A float value is required. Default value is defined in the settings. -nolod -unit : Optional switch to generate CGR without Level Of Detail (LOD) : Optional switch to compute in the appropriate unit { mm, cm, m, inch, foot} Default value is input millimeter : mm

-cgr

-cache -user -pwd

: Optional switch to generate files directly in the cache directory : user name identifier for a Data Base connection. Only used with -db option If no user or a blanc is required, the option must not be used. : password of the user for a Data Base connection. Only used with -db option If no user or a blank password is required, the option must not be used.

-server : logical name of the Data Base server (Defined in Settings). Only used with -db option. Its use is mandatory to establish the connection with the Data Base. To use this option, make sure you work with the Cache system. For this: select Tools->Options->Infrastructure->Cache Management For more detailed information, see Customizing Cache Settings 2. Run the following shell to start the batch process: Under UNIX: Place yourself in the following directory: cd /install_folder/code/command Run the command: ./catstart -run "CATDMUUtility -f inputfile -cgr outputfile1" Under Windows: Write a shell script containing the following lines: cd \install_folder\code\bin CATDMUUtility CATDMUUtility -f inputfile -cgr outputfile1 Run the shell. Note: The "install_folder" is the name of the installation directory or folder. For more information on installing DMU, see the Infrastructure User's Guide.

About Macros
Write a Group Macro: Open a CATProduct document. Select the Tools->Macro->Macros... command to display the Macro dialog box. Select External File in the Macro in drop-down list to run a macro stored in a file. Click Select to select the name of the macro to run. The Select External File dialog box appears. Select the .CATScript document, then click Open. Click Run in the Macro dialog box to replay the selected macro. Write a Annotated View Macro:Open a CATProduct document. Select the Tools->Macro->Macros... command to display the Macro dialog box.Select External File in the Macro in drop-down list to run a macro stored in a file. Click Select to select the name of the macro to run. The Select External File dialog box appears. Select the .CATScript document, then click Open. Click Run in the Macro dialog box to replay the selected macro.

Writing a Group Macro


If you perform a task repeatedly, you can take advantage of a macro to automate it. A macro is a series of functions, written in a scripting language, that you group in a single command to perform the requested task automatically. You create the Group macro by editing a file (written in a scripting language) to insert the functions you wish. For more information on macros, see the Infrastructure.

What does the Group Macro do ?


The Inertia macro computes the inertia data of the selected products in the opened CATProduct document and displays the results in a dialog box.

How to run the Macro ?


1. Open a CATProduct document. 2. Select the Tools->Macro->Macros... command to display the Macro dialog box. 3. Select External File in the Macro in drop-down list to run a macro stored in a file. 4. Click Select to select the name of the macro to run. The Select External File dialog box appears. 5. Select the DocSampleGroup.CATScript, then click Open. 6. Click Run in the Macro dialog box to replay the selected macro. A dialog box appears giving you the group data of the product.

Sample Group CATScript


Language="VBSCRIPT" '********************************************************* ' Purpose: This macro can be used interactively to invert (DMU Invert) the selection. '********************************************************* Sub CATMain() ' Find the workbench Dim TheNavigatorWorkbench As Workbench Set TheNavigatorWorkbench = CATIA.ActiveDocument.GetWorkbench ( "NavigatorWorkbench" ) ' Retrieve the groups collection Dim TheGroups As Groups Set TheGroups = TheNavigatorWorkbench.Groups ' Create a group with selected products Dim SelGroup As Group Set SelGroup = TheGroups.AddFromSel ' Fill the selection SelGroup.FillSelWithInvert ' Delete the group TheGroups.Remove SelGroup.Name End Sub

Writing an Annotated Views Macro


If you perform a task repeatedly, you can take advantage of a macro to automate it. A macro is a series of functions, written in a scripting language, that you group in a single command to perform the requested task automatically. You create the Annotated Views macro by editing a file (written in a scripting language) to insert the functions you wish. For more information on macros, see the Infrastructure.

What does the Annotated Views Macro do ?


The Annotated View macro computes the inertia data of the selected products in the opened CATProduct document and displays the results in a dialog box.

How to run the Macro ?


1. Open a CATProduct document. 2. Select the Tools->Macro->Macros... command to display the Macro dialog box. 3. Select External File in the Macro in drop-down list to run a macro stored in a file. 4. Click Select to select the name of the macro to run. The Select External File dialog box appears. 5. Select the DocSampleAnnotation.CATScript, then click Open. 6. Click Run in the Macro dialog box to replay the selected macro. A dialog box appears giving you the macro responsible name. Change it if needed.

Sample Annotated Views CATScript


Language="VBSCRIPT" '********************************************************* ' Purpose: This macro can be used interactively to create an approval. '********************************************************* Sub CATMain() 'Acquire the name of the Responsible for approval Dim Name As String Name = "John SMITH" 'Default value ComponentName = InputBox("What is your name ?", "Responsible name", Name ) If Name <> "" Then ' Find the Navigator workbench Dim TheNavigatorWorkbench As Workbench Set TheNavigatorWorkbench = CATIA.ActiveDocument.GetWorkbench ( "NavigatorWorkbench" ) ' Retrieve the AnnotatedViews collection Dim TheAnnotatedViews As AnnotatedViews Set TheAnnotatedViews = TheNavigatorWorkbench.AnnotatedViews ' Create positions of the frame Dim CharHeight CharHeight = 0.06 Dim CharWidth CharWidth = 0.05 Dim HalfWidth HalfWidth = 0.30 Dim HalfHeight HalfHeight = 2*CharHeight Dim Center(1) Center(0) = 1.1 Center(1) = -0.8 Dim Position1(1)

Position1(0) = Center(0)-HalfWidth+CharWidth Position1(1) = Center(1)+CharHeight Dim Position2(1) Position2(0) = Position1(0) Position2(1) = Center(1)-CharHeight Dim Position3(1) Position3(0) = Position1(0) Position3(1) = Center(1)-2*CharHeight Dim Position4(3) Position4(0) = Center(0)-HalfWidth Position4(1) = Center(1)-HalfHeight-CharHeight Position4(2) = Center(0)+HalfWidth Position4(3) = Center(1)+HalfHeight Dim Position5(3) Position5(0) = Center(0)-HalfWidth Position5(1) = Center(1) Position5(2) = Center(0)+HalfWidth Position5(3) = Center(1) ' Create the AnnotatedView Dim AnnotatedView1 As AnnotatedView Set AnnotatedView1 = TheAnnotatedViews.Add ' Create the Marker2Ds collection Dim Marker2Ds As Marker2Ds Set Marker2Ds = AnnotatedView1.Marker2Ds

' Create the texts Dim Marker2DText As Marker2D Set Marker2DText = Marker2Ds.Add2DText (Position1, "ACME Approval") Set Marker2DText = Marker2Ds.Add2DText (Position2, Name) Set Marker2DText = Marker2Ds.Add2DText (Position3, Cstr(Now)) ' Create the frame

Dim Marker2DRectangle As Marker2D Set Marker2DRectangle = Marker2Ds.Add2DRectangle(Position4, 0) Dim Marker2DLine As Marker2D Set Marker2DLine = Marker2Ds.Add2DLine(Position5) ' Update the view AnnotatedView1.Update ' Apply the view TheNavigatorWorkbench.View AnnotatedView1 End If End Sub

More About Automation Objects


About NavigationWorkbench Object: About Groups and Related Objects: About AnnotatedViews and Related Objects:

More About NavigatorWorkbench Objects


Navigator Workbench (Object)
Manages all DMU Navigator entities. This version allows to manage groups and annotated views. Properties o Groups(out CATIAGroups oGroups) Return the Groups collection. Example: This example retrieves the Groups collection of the active document. Dim TheNavigatorWorkbench As Workbench Set TheNavigatorWorkbench = CATIA.ActiveDocument.GetWorkbench ( "NavigatorWorkbench" ) Dim TheGroupsList As Groups Set TheGroupsList = TheNavigatorWorkbench.Groups o AnnotatedViews(out CATIAAnnotatedViews oAnnotatedViews) Return the AnnotatedViews collection. Example: This example retrieves the AnnotatedViews collection of the active document. Dim TheNavigatorWorkbench As Workbench Set TheNavigatorWorkbench = CATIA.ActiveDocument.GetWorkbench ( "NavigatorWorkbench" ) Dim TheAnnotatedViewsList As AnnotatedViews Set TheAnnotatedViewsList = TheNavigatorWorkbench.AnnotatedViews Methods o View(in CATIAAnnotatedView iAnnotatedView) Apply the AnnotatedView. Parameters:
iAnnotatedView

The AnnotatedView. Example: This example applies the view of the NewAnnotatedView AnnotatedView. TheNavigatorWorkbench.View(NewAnnotatedView)

About Groups and Related Objects


1. Groups (Object)
A collection of all groups currently managed by the application.

Methods o Add(out /*IDLRETVAL*/CATIAGroup oGroup) Create an empty Group. Returns: The created Group Example: This example creates a new Group in the TheGroups collection. Dim NewGroup As Group Set NewGroup = TheGroups.Add

o AddFromSel(out CATIAGroup oGroup) Create a Group containing all products in the selection. Example: This example creates a new Group containing all products in the selection in the TheGroups collection. Dim NewGroup As Group Set NewGroup = TheGroups.AddFromSel

o Item(in CATVariant iIndex,out CATIAGroup oGroup) Return a Group using its index or its name from the Groups collection. Parameters:
iIndex

The index or the name of the Group to retrieve from the collection of groups. As a numerics, this index is the rank of the Group in the collection. The index of the first Group in the collection is 1, and the index of the last Group is Count. As a string, it is the name you assigned to the Group. Example: This example retrieves in ThisGroup the ninth Group, and in ThatGroup the Group named Group3 from the TheGroups collection. Dim ThisGroup As Group Set ThisGroup = TheGroups.Item(9) Dim ThatGroup As Group Set ThatGroup = TheGroups.Item("Group3")

o Remove(in CATVariant iIndex) Remove a Group from the Groups collection. Parameters:
iIndex

The index or the name of the Group to retrieve from he collection of groups. As a numerics, this index is the rank of the Group in the collection. The index of the first Group in the collection is 1, and the index of the last Group is Count. As a string, it is the name you assigned to the Group. Example: The following example removes the tenth Group and the Group named Group2 from the TheGroups collection. TheGroups.Remove(10) TheGroups.Remove("Group2")

2. Group (Object)

Represents a DMU group. The DMU group is an entity which gathers reference to several products in order to automate validation and verification of the Digital Mock-Up. You can build a group using several methods : explicitly point out some products or take all products by default. The designated products can be intermediate or terminal node from the product structure. For instance, a user who has to verify the integration of the engine in engine bay, may define a group with the engine assembly or with all the parts from the engine in order to detect clashes. In the first case he has to add the engine assembly (as a product) in the group and in the second case, he has to add all the parts to the group. Obviously, when a modification occurs in the engine assembly he has to change the group only in the second case. To manage the explicit definition of the group, one may use the XxxxExplicit methods. When the system takes the group into account to perform a given task, it may be necessary to retrieve : the products designated by the user (ex : section of these products); the terminal nodes (or leaves) of the product (ex : clash detection takes into account terminal nodes); the set of products in the product structure which are not selected (ex : hide all products which are not in the group); the set of terminal nodes which are not selected (ex : clash of some products against all others). To perform these treatments one may use YyyyExtract or ZzzzInvert methods.

Properties

o get_ExtractMode(inout long oMode) Return or set the mode for the extraction. Returns: The mode 0 : the extraction provides the products from the group (intermediate of terminal nodes). 1 : the extraction provides terminal nodes of the products from the group. Example: This example reads the mode of NewGroup Group and sets it. Dim Mode As Integer Mode = NewGroup.ExtractMode NewGroup.ExtractMode = 1

Methods

o Invalid return type 'HRESULT' in CATIA IDL: HRESULT AddExplicit(in CATIAProduct iProduct) Add a product to the group. Parameters:
iProduct

The product to add Example: This example adds a product MyProduct to the group NewGroup. NewGroup.AddExplicit MyProduct o CountExplicit(out long oNbItems) Return the number of products in the group. Example: This example reads the number of products in the group NewGroup. Dim number As Integer number = NewGroup.CountExplicit

o ItemExplicit(in CATVariant iIndex,out CATIAProduct oProduct) Parameters:


iIndex

The index of the product in the group. The index of the first product is 1, and the index of the last product is CountExplicit. Returns: The retrieved Product Example: This example retrieves in ThisProduct the ninth Product from the NewGroup Group. Dim ThisProduct As Product Set ThisProduct = NewGroup.ItemExplicit(9) o RemoveExplicit(in CATVariant iIndex) Remove a product from the group using its index. Parameters:
iIndex

The index of the product in the group. The index of the first product is 1, and the index of the last product is CountExplicit. Example: The following example removes the tenth Product from the NewGroup group. NewGroup.RemoveExplicit(10) o CountExtract(out long oNbItems) Return the number of products which can be extracted from the group. Depending on the extract mode, the extracted products can be: Mode = 0 : the products from the group (intermediate or terminal nodes). Mode = 1 : the terminal nodes of the products from the group. Example: This example reads the number of products in the group NewGroup. Dim number As Integer number = NewGroup.CountExtract

o ItemExtract(in CATVariant iIndex,out CATIAProduct oProduct) Return a product which can be extracted from the group using its index. Parameters:
iIndex

The index of the product in the group. The index of the first product is 1, and the index of the last product is CountExtract. Example: This example retrieves in ThisProduct the ninth Product from the NewGroup Group. Dim ThisProduct As Group Set ThisProduct = NewGroup.ItemExtract(9) o FillSelWithExtract() Fill the selection with all products which can be extracted from the group. Example: This example fills the selection with products which can be extracted from the NewGroup Group. NewGroup.FillSelWithExtract o CountInvert(out long oNbItems) Return the number of (terminal nodes) products which cannot be extracted from the group. Example: This example reads the number of products in the group NewGroup. Dim number As Integer number = NewGroup.CountInvert o ItemInvert(in CATVariant iIndex,out CATIAProduct oProduct) Return a (terminal node) product which cannot be extracted from the group using its index. Parameters:
iIndex

The index of the product in the group. The index of the first product is 1, and the index of the last product is CountExtract. Example: This example retrieves in ThisProduct the ninth Product from the NewGroup Group. Dim ThisProduct As Group Set ThisProduct = NewGroup.ItemInvert(9)

o FillSelWithInvert() Fill the selection with all (terminal nodes) products which cannot be extracted from the group. Example: This example fills the selection with products which can be extracted from the NewGroup Group. NewGroup.FillSelWithInvert

About AnnotatedViews and Related Objects


1. AnnotatedViews (Object)
A collection of AnnotatedViews.

Methods o Add(out CATIAAnnotatedView oAnnotatedView) Create an AnnotatedView with the current viewpoint. Example: This example creates a new AnnotatedView in the TheAnnotatedViews collection. Dim NewAnnotatedView As AnnotatedView Set NewAnnotatedView = TheAnnotatedViews.Add

o AddFromViewpoint(in CATIAViewpoint3D iViewpoint,outCATIAAnnotatedView oAnnotatedView) Create an AnnotatedView with a given viewpoint. Parameters:
iViewpoint

The viewpoint. Example: This example creates a new AnnotatedView in the TheAnnotatedViews collection. Dim Viewpoint As Viewpoint3D Dim NewAnnotatedView As AnnotatedView Set NewAnnotatedView = TheAnnotatedViews.AddFromViewpoint(Viewpoint) o Item(in CATVariant iIndex,out CATIAAnnotatedView oAnnotatedView) Return a AnnotatedView using its index or its name from the AnnotatedViews collection. Parameters:
iIndex

The index or the name of the AnnotatedView to retrieve from the collection of AnnotatedViews. As a numerics, this index is the rank of the AnnotatedView in the collection. The index of the first AnnotatedView in the collection is 1, and the index of the last AnnotatedView is Count. As a string, it is the name you assigned to the AnnotatedView. Example: This example retrieves in ThisAnnotatedView the ninth AnnotatedView, and in ThatAnnotatedView the AnnotatedView named AnnotatedView3 from the TheAnnotatedViews collection. Dim ThisAnnotatedView As AnnotatedView Set ThisAnnotatedView = TheAnnotatedViews.Item(9) Dim ThatAnnotatedView As AnnotatedView Set ThatAnnotatedView = TheAnnotatedViews.Item("AnnotatedView3")

o Remove(in CATVariant iIndex) Remove a AnnotatedView from the AnnotatedViews collection. Parameters:
iIndex

The index or the name of the AnnotatedView to retrieve from he collection of AnnotatedViews. As a numerics, this index is the rank of the AnnotatedView in the collection. The index of the first AnnotatedView in the collection is 1, and the index of the last AnnotatedView is Count. As a string, it is the name you assigned to the AnnotatedView. Example: The following example removes the tenth AnnotatedView and the AnnotatedView named AnnotatedView2 from the TheAnnotatedViews collection. TheAnnotatedViews.Remove(10) TheAnnotatedViews.Remove("AnnotatedView2")

2. AnnotatedView (Object) Represents an Annotated View.


Properties o get_ProjectionMode(out CatProjectionMode oProjectionMode) Returns the projection mode of the AnnotatedView. Example: This example gets the projection mode of the NewAnnotatedView AnnotatedView. Dim Mode Mode = NewAnnotatedView.ProjectionMode

o get_Zoom(out double oZoom) Returns the zoom factor associated with the AnnotatedView. This property exists with the parallel (cylindric) projection type only. Example: This example retrieves in ZoomFactor of the NewAnnotatedView AnnotatedView. Dim ZoomFactor As Double ZoomFactor = NewAnnotatedView.Zoom o get_FieldOfView(out double oFieldOfView) Returns the field of view associated with the AnnotatedView. The field of view is half of the vertical angle of the viewpoint, expressed in degrees. This property exists with the perspective (conic) projection type only. Example: This example retrieves the field of view of the NewAnnotatedView AnnotatedView. Dim Field As Double Field = NewAnnotatedView.FieldOfView

o get_Comment(inoutCATBSTR oText) Returns or sets the comment associated to the AnnotatedView. Parameters:
iText

The text. Example: This example reads the comment of NewAnnotatedView AnnotatedView. Dim text As String text = NewAnnotatedView.Comment o get_Marker2Ds(out CATIAMarker2Ds oMarker2Ds) Return the Marker2Ds Collection of Marker2D associated to the AnnotatedView. Example: This example returns the TheMarker2Ds collection from the NewAnnotatedView AnnotatedView. Dim TheMarker2Ds As AnnotatedView Set TheMarker2Ds = NewAnnotatedView.Marker2Ds(9) Methods o GetOrigin(inout CATSafeArrayVariant oOrigin) Gets the coordinates of the origin of the viewpoint of the AnnotatedView. Example: This example retrieves the origin of the NewAnnotatedView AnnotatedView. Dim origin(2) NewAnnotatedView.GetOrigin origin o GetSightDirection(inout CATSafeArrayVariant oSight) Gets the components of the sight direction of the viewpoint of the AnnotatedView. The sight direction is the line passes both by the origin of the viewpoint and by the target. Example: This example gets the sight direction of the NewAnnotatedView AnnotatedView. Dim sight(2) NewAnnotatedView.GetSightDirection sight o GetUpDirection(inout CATSafeArrayVariant oUp) Gets the components of the up direction of the viewpoint of the AnnotatedView. Example: This example gets the up direction of the NewAnnotatedView AnnotatedView. Dim up(2) NewAnnotatedView.GetUpDirection up o Update() Update the AnnotatedView. Example: This example updates the NewAnnotatedView AnnotatedView. NewAnnotatedView.Update

3. Marker2Ds (Object)
Methods

o Add2DLine(in CATSafeArrayVariant iCoordinates,out CATIAMarker2D oMarker2D) Create a line Marker2D. Parameters:


iCoordinates

The coordinates iCoordinates(0) is the X coordinate of the first point iCoordinates(1) is the Y coordinate of the first point iCoordinates(2) is the X coordinate of the second point iCoordinates(3) is the Y coordinate of the second point Example: This example creates a new Marker2D in the TheMarker2Ds collection. Dim NewMarker2DLine As Marker2D Set NewMarker2DLine = TheMarker2Ds.Add2DLine(Positions) o Add2DArrow(in CATSafeArrayVariant iCoordinates,outCATIAMarker2D oMarker2D) Create an arrow Marker2D. Parameters:
iCoordinates

The coordinates iCoordinates(0) is the X coordinate of the head iCoordinates(1) is the Y coordinate of the head iCoordinates(2) is the X coordinate of the tail iCoordinates(3) is the Y coordinate of the tail Example: This example creates a new Marker2D in the TheMarker2Ds collection. Dim NewMarker2DArrow As Marker2D Set NewMarker2DArrow = TheMarker2Ds.Add2DArrow(Positions) o Add2DRectangle(in CATSafeArrayVariant iCoordinates,in long iFillStatus,out /CATIAMarker2D oMarker2D) Create a rectangle Marker2D. Parameters:
iCoordinates

The coordinates iCoordinates(0) is the X coordinate of the first point iCoordinates(1) is the Y coordinate of the first point iCoordinates(2) is the X coordinate of the second point iCoordinates(3) is the Y coordinate of the second point
iFillStatus

The status (1 the figure is filled, 0 the figure is not filled). Example: This example creates a new Marker2D in the TheMarker2Ds collection. Dim NewMarker2DRectangle As Marker2D Set NewMarker2DRectangle = TheMarker2Ds.Add2DRectangle(Positions, 0) o Add2DCircle(in CATSafeArrayVariant iCoordinates,in long iFillStatus,out CATIAMarker2D oMarker2D) Create a circle Marker2D. Parameters:
iCoordinates

The coordinates iCoordinates(0) is the X coordinate of the center iCoordinates(1) is the Y coordinate of the center iCoordinates(2) is the X coordinate of the a point on the circle iCoordinates(3) is the Y coordinate of the a point on the circle
iFillStatus

The status (1 the figure is filled, 0 the figure is not filled). Example: This example creates a new Marker2D in the TheMarker2Ds collection. Dim NewMarker2DCircle As Marker2D Set NewMarker2DCircle = TheMarker2Ds.Add2DCircle(Positions, 0)

o Add2DFreeHand(in CATSafeArrayVariant iCoordinates,out CATIAMarker2D oMarker2D) Create a free hand drawing Marker2D. Parameters:
iCoordinates

The coordinates iCoordinates(0) is the X coordinate of the first point iCoordinates(1) is the Y coordinate of the first point iCoordinates(2) is the X coordinate of the second point iCoordinates(3) is the Y coordinate of the second point iCoordinates(n*2-2) is the X coordinate of the n-th point iCoordinates(n*2-1) is the Y coordinate of the n-th point Example: This example creates a new Marker2D in the TheMarker2Ds collection. Dim NewMarker2DFreeHand As Marker2D Set NewMarker2DFreeHand = TheMarker2Ds.Add2DFreeHand(Positions) o Add2DText(in CATSafeArrayVariant iCoordinates,in CATBSTR iText,out CATIAMarker2D oMarker2D) Create a text Marker2D. Parameters:
iCoordinates

The coordinates iCoordinates(0) is the X coordinate of the point iCoordinates(1) is the Y coordinate of the point
iText

The text Example: This example creates a new Marker2D in the TheMarker2Ds collection. Dim NewMarker2DText As Marker2D Set NewMarker2DText = TheMarker2Ds.Add2DText(Positions, "example") o Item(in CATVariant iIndex,out CATIAMarker2D oMarker2D) Return a Marker2D using its index from the Marker2Ds collection. Parameters:
iIndex

The index of the Marker2D to retrieve from the collection of Marker2Ds. As a numerics, this index is the rank of the Marker2D in the collection. The index of the first Marker2D in the collection is 1, and the index of the last Marker2D is Count. Example: This example retrieves in ThisMarker2D the ninth Marker2D from the TheMarker2Ds collection. Dim ThisMarker2D As Marker2D Set ThisMarker2D = TheMarker2Ds.Item(9) o Remove(in CATVariant iIndex) Remove a Marker2D from the Marker2Ds collection. Parameters:
iIndex

The index of the Marker2D to retrieve from he collection of Marker2Ds. As a numerics, this index is the rank of the Marker2D in the collection. The index of the first Marker2D in the collection is 1, and the index of the last Marker2D is Count. Example: The following example removes the tenth Marker2D from the TheMarker2Ds collection. TheMarker2Ds.Remove(10)

4. Marker2D (Object)
Properties o get_Type(out CatMarker2DType oType) Return the Marker2D's type. Example: This example reads the type of NewMarker2D Marker2D. Dim type As CatMarker2DType type = NewMarker2D.Type o get_Fill(out long oStatus) Return or set the Marker2D's filling status for rectangle or circle Marker2D. Parameters:
iStatus

The status (1 the figure is filled, 0 the figure is not filled). Example: This example reads the status of NewMarker2D Marker2D. Dim status As Integer status = NewMarker2D.Fill o get_Text(inout CATBSTR oText) Return or set the text for a text Marker2D. Parameters:
iText

The text. Example: This example reads the text of NewMarker2D Marker2D. Dim text As String text = NewMarker2D.Text o get_TextFont(inout /*IDLRETVAL*/CATBSTR oFont) Return or set the text's font for a text Marker2D. Parameters:
iFont

The text's font. Example: This example reads the text's font of NewMarker2D Marker2D. Dim font As String font = NewMarker2D.TextFont o get_TextSize(inout double oSize) Return or set the text's size for a text Marker2D. Parameters:
iSize

The text's size. Example: This example reads the text's size of NewMarker2D Marker2D. Dim size As Double size = NewMarker2D.TextSize Methods

o GetPositions(inout CATSafeArrayVariant oCoordinates) Get the coordinates of the positions of the Marker2D. These positions depend on the type of the Marker2D : Line : 2 positions. Arrow : 2 positions, the first is the head and the second is the tail. Rectangle : 2 positions. Circle : 2 positions, the first is the center and the second is a point on the circle. FreeHand : n positions of all points of the drawing. Text : 1 position. Example: This example retrieves the coordinates in the NewMarker2D Marker2D. Dim Coordinates (3) NewMarker2D.GetPositions Coordinates o SetPositions(in CATSafeArrayVariant iCoordinates) Set the coordinates of the positions of the Marker2D. These positions depend on the type of the Marker2D : Line : 2 positions. Arrow : 2 positions, the first is the head and the second is the tail. Rectangle : 2 positions. Circle : 2 positions, the first is the center and the second is a point on the circle. FreeHand : n positions of all points of the drawing. Text : 1 position. Parameters:
iCoordinates

The coordinates iCoordinates(0) is the X coordinate of the first point iCoordinates(1) is the Y coordinate of the first point iCoordinates(2) is the X coordinate of the second point iCoordinates(3) is the Y coordinate of the second point oCoordinates(n*2-2) is the X coordinate of the n-th point oCoordinates(n*2-1) is the Y coordinate of the n-th point Example: This example retrieves the coordinates in the NewMarker2D Marker2D. Dim Coordinates (3) NewMarker2D.SetPositions Coordinates

Workbench Description
The DMU Navigator Version 5 application window looks like this: Click the hotspots to see related documentation.

DMU Navigator Menu Bar DMU Navigator Tools Toolbar DMU Viewing Toolbar View Toolbar DMU 2D Marker Toolbar DMU Data Navigation Toolbar DMU Move Toolbar DMU Generic Animation Toolbar Viewpoint Animation Toolbar Publishing Tools Toolbar DMU 2D Tools DMU Measure Toolbar

DMU Navigator Menu Bar


This section presents the menu bar tools and commands dedicated to the DMU Navigator workbench Start File Edit View Insert Tools Analyze Windows Help

View
For... Viewpoint Palette... See... Using the Viewpoint Palette

Modify -> Previous View Changing Views Modify -> Next View Modify -> Look At Named Views... Changing Views Looking At Objects Using Camera Capabilities Using Standard Views and Creating, Modifying and Deleting User-Defined Views

Navigation Mode -> Examine

Navigating in Examine Mode

Navigation Mode -> Fly

Navigating in Fly Mode

Lighting... Depth Effect... Ground

Setting Lighting Effects Setting Depth Effects Viewing Objects against the Ground

Magnifier...

Magnifying

Insert
For... See... Create an Annotated View Annotating Add Hyperlinks 3D Annotation Group Simulation Compile New Component New CDM Component New Part... Existing Component... Creating Hyperlinks Using the 3D Marker Defining Groups of Products Recording Animations Recording Animations Assembly User's Guide Integration User's Guide Assembly User's Guide Inserting Components

Tools
For... Options See... Customizing DMU Navigator Settings Customizing Data Cache Settings Loading the Product Structure Only Customizing the Ground

CacheContent Replay Publish

Viewing the Cache Content Replaying Animations Publishing Loading Products into DMU Navigator

Backbone Connection Conferencing Import

Analyze
For... See... Graphic Messages Using Temporary Markers Measure Between Measuring Between Measure Item Measure Inertia Measuring Properties Measuring Inertia

DMU Navigator Tools Toolbar

See Creating Annotated Views See Managing Annotated Views See Creating Hyperlinks See Using the 3D Marker See Defining Groups of Products See Defining Scenes

DMU Viewing Toolbar

See Looking At Objects See Changing Views See Changing Views See Magnifying See Setting Depth Effects See Viewing Objects against the Ground See Setting Lighting Effects

View Toolbar

See Navigating in Fly Mode See Navigating in Examine Mode

DMU 2D Marker Toolbar


The DMU 2D Marker toolbar contains the following tools:

For all 2D Marker tools, see Creating Annotated Views

DMU Data Navigation Toolbar

See Using the Search... Command See Proximity Query See Viewing the Current Selection See Jumping to Hyperlinks See Publishing See Snapping Components in the Assembly Design User's Guide

DMU Move Toolbar

See Rotating Components See Positioning Components See Snapping Components

DMU Generic Animation Toolbar

See Recording Animations See Recording Animations See Replaying Animations See Detecting Clashes Automatically See Recording Viewpoint Animations

Viewpoint Animation Toolbar

For all viewpoint animation commands, see Recording Viewpoint Animations

Publishing Tools Toolbar

For all Publishing tools, see Publishing.

DMU 2D Tools Toolbar

See Comparing Drawings See Publishing

DMU Measure Toolbar

See Measuring Minimum Distances & Angles Between Geometrical Entities or Points See Measuring Properties See Measuring Inertia

Customizing Settings
Before you start your first working session, you can customize the way you work to suit your habits. You can, for example, customize how the data cache is managed. This is done using Tools -> Options from the menu bar. This type of customization is stored in permanent setting files. Settings will not be lost if you exit your session.

Customizing DMU Navigator Settings Customizing Cache Settings Loading the Product Structure Only Customizing the Ground Customizing External Format Import

Glossary
3D

3D representation

Used to define your document viewpoints when using named views and camera capabilities.

D
data cache The area of storage used for the saving of conversions of models to cgr files.

E
examine eye The default navigation mode. Let's you view your document from the outside by moving around the document's perimeter, or from within, turning your head to view or moving closer (zoom in, zoom out) to different objects. Defines the observer's position. See 3D representation.

F
fly A navigation mode that lets you move upward or downward on any horizontal view plane as you move forward or backward through your document. Note: In beginner's mode, you cannot move backward.

P
In DMU wokbenches, subset or constituent part of a CATProduct document that can be of the following type: cgr (*.cgr) V4 model (*.model) CATpart (*.CATpart) CATproduct (*.CATproduct) V4 session (*.session) VRML 1.0. obj (*.obj) byu (*.byu) iges pdb (*.pdb) stl (ASCII and binary) (*.stl)

product

F
fly A navigation mode that lets you move upward or downward on any horizontal view plane as you move forward or backward through your document. Note: In beginner's mode, you cannot move backward. Defines the point of the document at which the eye is looking. See 3D representation. A visual aid describing the simulation path. No track is displayed for simulations recording camera viewpoints.

target track

U
URL Uniform Resource Locator. A text used for identifying and addressing an item in a computer network.

V
viewing distance viewport The distance between the eye and the target. Defines what you see in a document view. You can manipulate the 3D representation to define exactly what you want to see. See 3D representation.

Index Numerics
2D documents comparing opening 2D objects changing properties 3D Annotation command 3D marker 3D representation 3D text changing color of

A
Add Hyperlinks command adding 2D text 3D text arrows circles components to scenes coordinates hyperlinks lines object names rectangles temporary markers animation creating detecting clashes generating a film recording viewpoints

replaying annotating using graphic messages using the 2D marker using the 3D marker

B
back view beginner's fly mode bottom view

C
Cache Content command cameras creating moving using in animations Clash Detection(On) command clipping plane , commands 3D Annotation Add Hyperlinks Cache Content Clash Detection(On) Compare Drawing Compile Simulation Create Camera Create Scene Current Selection Depth Effect... Examine Existing Component... Fly Go to Hyperlinks

Graphic Messages Group... Horizontal Ground Lighting... Look At Magnifier Named Views... , , Next View Previous View Proximity Query Record Viewpoint Animations Replay Search Simulation Start Publish Viewpoint Palette... Walk comparing drawings Compile Simulation command components inserting rotating snapping translating conferencing Create Camera command Create Scene command creating animations cameras groups of products hypertext links new documents scenes user-defined views current selection viewing

Current Selection command

D
data cache viewing content defining groups of products deleting components from scenes user-defined views Depth Effect... command depth effects Far Limit foggy Near Limit DMU 2D Marker toolbar DMU Data Navigation toolbar DMU Generic Animation toolbar DMU Navigator Tools toolbar DMU Viewing toolbar documents creating new drawings comparing

E
ENOVIA 3dcom Navigator examine mode Existing Component... command exploding assemblies in scenes

F
Far Limit Fly command fly mode beginner's fly mode advanced fly mode front view

G
Go to Hyperlinks command Graphic Messages command Group... command ground customizing groups defining

H
Horizontal Ground command hyperlinks creating jumping to

I
inserting components isometric view

L
left view lighting effects neon light one light source switching off light sources two light sources Lighting... command Look At command looking at through viewport

M
Magnifier command manipulator moving markers using temporary markers using the 2D marker using the 3D marker modifying user-defined views moving cameras

N
Named Views... command , , navigating changing views examine mode fly mode magnified views viewing objects against the ground walk mode

Near Limit New... command Next View command

O
opening 2D documents

P
Previous View command products adding to scenes defining groups of deleting from scenes exploding in scenes properties 2D object 3D text Proximity Query command publishing

Q
query for nearby/far away products with DMU Optimizer license

R
recording animations Record Viewpoint Animations command Replay command replaying animations resetting component positions in scenes right view

rotating components

S
scenes adding components creating deleting components exploding assemblies resetting component positions search for nearby/far away products for named objects setting depth effects lighting effects Simulation command snapping components standard views back bottom front isometric left right top Start Publish command

T
temporary markers top view translating components

U
user-defined views show representations

V
viewing changing views current selection data cache content looking at magnifying objects against the ground panning rotating standard views turn head user-defined views using camera capabilities using viewpoint palette zooming viewpoint palette Viewpoint Palette... command

W
Walk command

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