Kenja824
Automotive
- Nov 5, 2014
- 949
I created a family master of a hydraulic cylinder. Because the body of the cylinder will have a bunch of stuff we do not created, I have to use the "Edit Solid Density" to get the cylinder to the correct weight.
Why is it that any solid bodies I use the Edit Solid Density on, stop getting included on the total weight in the Assembly Navigator column?
The problem this is causing is that the family members it makes dont have a weight ng up in the assembly navigator column. If I do a measure bodies, the weight comes out correct, but the weight columns are blank. If you bring them into an assembly, the assembly will add up all the weights of components but ignore the family members. How do I get their weight to show up?
I cant add a material spec to the bodies because that would turn the cylinder weight to being a solid cylinder of steel and make it weight far too much. The only thing I can think of is to add a material spec to all of the bodies and hollow out the cylinder and play with the amount I take out of it to make it the right weight. It would be helpful if there is an attribute to fill in to fix it though. lol
Why is it that any solid bodies I use the Edit Solid Density on, stop getting included on the total weight in the Assembly Navigator column?
The problem this is causing is that the family members it makes dont have a weight ng up in the assembly navigator column. If I do a measure bodies, the weight comes out correct, but the weight columns are blank. If you bring them into an assembly, the assembly will add up all the weights of components but ignore the family members. How do I get their weight to show up?
I cant add a material spec to the bodies because that would turn the cylinder weight to being a solid cylinder of steel and make it weight far too much. The only thing I can think of is to add a material spec to all of the bodies and hollow out the cylinder and play with the amount I take out of it to make it the right weight. It would be helpful if there is an attribute to fill in to fix it though. lol