<< Click to Display Table of Contents >> Navigation: Getting Started Tutorials - MechDesigner > The User Interface > 2: Model-Editor, Mechanism-Editor, Part-Editor |
The three editor-types have the same interface.
Graphic-Area : |
Add, view, select, and edit elements |
Contextual toolbars : |
To add elements that are contextual to each editor. These toolbars are to the left and right of the Graphic-Area |
Name-Tabs : |
Click to view a different editor. |
Show / Hide : |
A light-bulb to indicate that you want to see this Mechanism-Editor as a Background Sketch Use in combination with Visibility toolbar > Show other Kinematic and Sketch-Elements Mechanisms |
When you start MechDesigner, you will see the Model-Editor workspace.
Note: You MUST use the Model-Editor to add at least one Mechanism-Editor.
Model-Editor workspace 1.Click the Model-Editor name-tab to move to the Model-Editor workspace. graphic-area : shows the Front-Plane and the Triad at the Origin. To see the three orthogonal Planes, you must spin the view. To spin the view, use the arrow keys on your keyboard, or View toolbar > Spin X–axis : Red-Arrow Y–axis : Green-Arrow ( IMPORTANT : Gravity is – Y-axis ) Z–axis : Blue-Arrow: |
Model-Editor toolbar
The Model-Editor toolbar is to the left of the graphic-area. Use the Model-Editor toolbar to: •Add Planes •Add Mechanism-Editors You must add a minimum of one Mechanism-Editor. |
When you do Model-toolbar > Add Mechanism, you select a Plane. You jump immediately to the new Mechanism-Editor workspace, that has a new Mechanism name-tab. You can add Mechanism-Editors. to the same or different Planes.
Use the Mechanism-Editor workspace to build your machine model. Use Mechanism-Editor workspace to add: •Parts, Joints, Gears, Cams, ... that become the kinematic-chains - the bones •Function-Blocks to plan how you want to move each kinematic-chain - the brain •Solids that become the 3D view - the flesh and skin on the bones •Springs to add external force functions - the muscles You can also analyze: •Kinematics : Linear/ Angular Position, Velocity, Acceleration of any Part and Joint •Kinetostatic : Linear Force or Angular Torques from the motion, mass and inertia of each Part in each Kinematic-Chain |
The contextual toolbars are to the left, right, and above the graphic-Area.
Modeling FB toolbar - ABOVE GRAPHICS-AREA ![]() Solids toolbar - ABOVE GRAPHICS-AREA ![]() |
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Kinematic-elements toolbar Left of Graphic-Area ![]() |
Kinematic-FB toolbar Right of Graphic-Area![]() |
Machine-elements toolbar Left of Graphic-Area![]() |
Forces toolbar Right of Graphic-Area![]() |
Add Parts with the Mechanism-Editor.
Start the Part-Editor in the Mechanism-Editor workspace, which becomes the Part-Editor workspace.
To edit a different Part: close the Part-Editor, return to the Mechanism-Editor, and edit the different Part.
See also How to Start the Part-Editor
Part-Editor Use the Part-Editor to add: •Sketch-elements : Points, Lines, Arcs, Circles, Blend-Curves, Splines •Dimensions and constraints to or between sketch-elements Note: Constraints you add show in the Selection-Window when you SHIFT-CLICK the sketch-element |
Geometry toolbar Left of Graphic-Area. ![]() |
Constraints toolbar Right of Graphic-Area ![]() |