Professional Documents
Culture Documents
Preface
What's New?
Getting Started
Basic Tasks
Advanced Tasks
Workbench
Description
Customizing
Glossary
Index
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.
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.
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
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.
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:
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.
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.
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.
icon then drag (left mouse button) to define your starting position (the
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
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.
4.
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.
5.
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.
3.
4.
Click Browse... and select the file in the Link to File dialog box then click Open.
5.
6.
7.
Creating Scenes
This task shows you how to create a scene.
1. Click the Create Scene icon
4.
Click the Save Viewpoints icon
5. Click the Exit From Scene icon
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
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.
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.
2.
3.
4.
5.
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.
3. Select Insert -> Group... from the menu bar or click the Group
Navigator Tools toolbar to create a 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.
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.
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.
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
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:
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.
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.
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:
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.
2.
3.
4.
5.
6.
Click Apply.
The selected component is rotated accordingly.
7.
8.
9.
Click the Selection button to define a new rotation with respect to a geometrical element.
10.
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
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:
Point
Point
Identical points.
Point
Line
Point
Plane
Line
Line
Line
Point
Line
Plane
Plane
Point
Plane
Line
Plane
Plane
Result
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.
For more information, see Activating Viewing Tools Using the Mouse in the Infrastructure
User's Guide.
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.
2.
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.
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
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.
Drag the cursor back towards the center of the view to continue walking forward in the new
direction.
7.
or Decelerate
times, then click the Walk icon again followed by the left mouse button to pursue your walk.
8.
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.
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.
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
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
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.
8.
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.
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.
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.
4.
toolbar.
The ground plane is displayed in the geometry area.
2.
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:
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
icon.
You can also press and hold down both Shift then the middle mouse button for a quicker result.
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.
The bottom two sliders control contrast and specular intensity of light sources
respectively.
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.
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.
3.
4.
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.
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.
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.
1.
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.
Note: Objects with hyperlinks are identified by textual and/or graphical cues.
1.
2.
3.
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.
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.
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.
1.
2.
3.
4.
5.
Click Cancel to exit the Annotated Views dialog box or OK to enter the view
selected.
You can edit the annotated view.
Right click the view you need to edit in the specification tree.
2.
3.
4.
5.
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.
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 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
Parallel
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.
2. Adjust the different view parameters (zoom, rotation, etc.) until you are
happy with the result.
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.
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
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.
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.
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.
3.
4.
5.
6.
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.
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.
Replaying Animations
This task shows you how to replay a recorded animation.
You must have already recorded an animation. See Recording Animations.
1.
2.
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.
2.
3.
4.
5.
the recording
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.
The Edit Scene dialog box and a scene representation in the document window are
displayed.
2.
3.
4.
5.
6.
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.
3.
The scene is created and its representation appears in the left corner of the main
window.
4.
5.
The added components (NOZZLE) are identified in the specification tree and added
in the geometry area.
6.
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.
4. Click Apply.
This is what you obtain:
For more details about the explode capacity, please refer to the DMU Fitting Simulator User's
Guide.
4.
Click the Save Viewpoints icon
5. Click the Exit From Scene icon
5. Double-click Scene1 either in the specification tree or in the geometry area to swap to the
scene window.
1.
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()
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.
The Edit Scene dialog box and a scene representation in the document window are displayed.
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
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.
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.
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.
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
3. This is what you obtain if you selected Synchronize Viewpoint (very useful to perform clash detection)
6. Define a query, for example use the '%' wildcard, in the Query panel then click
Submit.
The results of the query are displayed.
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.
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.
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.
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.
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
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
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
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.
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.
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 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.
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)
The 3D annotation (new markup) creation is automatically taken into account and visible in the guest
session :
Input Options :
-f
: Input file with appropriate extension. A path must follow the option.
-l
: Input list of model with -f, or database identifiers with -db option.
-db
-cgr
: 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
-cache
-user
: 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.
-pwd
: 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.
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
The AnnotatedView.
Example:
This example applies the view of the NewAnnotatedView AnnotatedView.
TheNavigatorWorkbench.View(NewAnnotatedView)
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
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")
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)
Properties
Methods
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
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
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
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")
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_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
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 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 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 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 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.
File
Edit
View
Insert
Tools
Analyze Windows
Help
View
For...
See...
Viewpoint Palette...
Changing Views
Looking At Objects
Named Views...
Lighting...
Depth Effect...
Ground
Magnifier...
Magnifying
Insert
For...
See...
Creating Hyperlinks
3D Annotation
Group
Simulation
Recording Animations
Compile
Recording Animations
New Component
New Part...
Existing Component...
Inserting Components
Tools
For...
See...
Options
CacheContent
Replay
Replaying Animations
Publish
Publishing
Loading Products into DMU Navigator
Backbone Connection
Conferencing
Import
Analyze
For...
See...
Measuring Properties
Measure Inertia
Measuring Inertia
View 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.
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.
product
F
fly
target
track
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.
U
URL
Uniform Resource Locator. A text used for identifying and addressing an item
in a computer network.
V
viewing
distance
viewport
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
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