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Altair HyperMesh Desktop 13.

0
Introduction
Pre-processing for Finite Element Analysis
Basic Interaction with HyperMesh Desktop
Trainers Name
Month XX, 2014

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Chapter 1 - Basic Interaction with HyperMesh Desktop


1) Basic Interaction with HyperMesh Desktop
Getting Started
Opening and Saving Files
Controlling the Display
Working with Panels
Organizing a Model
Questions & Answers

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HyperWorks Desktop Integration - Typical FEA Process

IMPORT FROM CAD or CAE World

HyperMesh

PRE-PROCESSING

HyperMesh

CAD

CAE

1) GEOMETRY

2) FEM

3) ANALYSIS

SOLVING

Solver

POST-PROCESSING

HyperView
HyperGraph

ALTAIR SOLVER

EXTERNAL SOLVER

Results Visualization

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Getting Started with HyperMesh Desktop


Getting Started - Running HyperMesh Desktop
WINDOWS
1)
2)
3)
Or
4)

From the Start Menu, select All Programs.


Click Altair HyperWorks
Select the name of the program you want to run HyperMesh Desktop.
User can create a Windows Shortcut

UNIX and LINUX:


5)
6)

At the prompt, type <install directory>/scripts/hm.


Set up an alias.

MAC OS X:
7) The icons in the Applications Menu or the chosen install folder location.
Or
8) The install location under scripts via a terminal window.
(i.e. /Applications/AltairHyperWorks/altair/scripts/hm under a terminal window would launch
HyperMesh.)

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Getting Started with HyperMesh Desktop


Getting Started - The Start-In Directory

The Start-In Directory or Working Directory is the location from which the
HyperWorks Desktop application is launched.
This directory ("current working directory , can be changed) defines where certain
settings and configuration files are written by default:
1.

Configuration files (hmmenu.set, hmsettings.tcl, hwsettings.xml, hm.mac, etc

2.

History File (command.cmf)

3.

HyperMesh Model Files, FE Data and Geometry Files. (User can browse to different
directories for opening and saving)

Changing the Start-in Directory

On Windows, can be changed by editing the "Start in" field on the application
executable or its shortcut.
On Linux, the start-in directory is defined by the directory from which the user runs
the application startup script.

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Getting Started with HyperMesh Desktop


Getting Started - Online Help

HyperMesh offers comprehensive documentation in the online help.


The Help can be accessed through the menu bar or the use of the h , keyboard
(help documentation is intelligent, opening in the section representing the panel
that the user is actively in)
Help also contains detailed tutorials on many advanced HyperMesh functions.

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Getting Started with HyperMesh Desktop


How to search - Online Help

Example: how to use HyperWorks Online Help to search documentation about


comments created by HyperMesh in the input deck.

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HyperMesh Desktop Graphical User Interface

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HyperMesh Desktop Graphical User Interface


Title Bar It tells you which product is active
Menu Bar It enables access to many types of functionality. It places functionality into
groups, accessible via pull downs
Toolbar It gives access to commonly used tools via icons
Browser It contains the following tabs:

Solver, Model, Utility, Include, Import, Export, Connector, Entity State, Entity Editor, ...

Graphics area displays the model


Menu Page It divides the main menu into groups based on function
Panel area menu items / functions for interacting with HyperMesh
Sub-panel It divides panel into similar tasks related to panels main function
Command Window lets the user type in and execute tcl commands

Available through the View drop down menu (turned off by default)

Status Bar It shows status of operations being performed

Indicates the current Include file, Component Collector, and Load Collector

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HyperMesh Desktop Menu Bar

Designed for new users to HyperMesh

Easily navigate to Panels

Process Based Workflow


Action / Object / Method Architecture
Action: Create, Edit, Delete, etc
Object: on which to Perform Action
Method: by which to perform Action on
Object
Each menu controls specific HM Entities

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HyperMesh Desktop Menu Bar

Some panels use


icons to represent the
subpanels

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HyperWorks Desktop Clients


Client Selector Toolbar

HyperWorks applications can be selected from the


Client Selector toolbar.
The Client Selector button on the left-most end of
the toolbar allows you to select HyperMesh,
HyperView, HyperGraph 2D, HyperGraph 3D,
MotionView, MediaView, TextView and TableView.
The toolbars, view controls, and menu bars change
based on the application you select.

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HyperMesh Desktop Toolbars

File Management (New, Open, Save, Import, Export, User


Profile, Tcl/Tk Tools)

Standard, User Defined and Model View Controls (Zoom,


Rotate, Pan)

Quick Access to Common Checks (Distance/Length, Mass


Calc, Edges, Features, Faces, Normals, Penetration and
Element Check)
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HyperMesh Desktop Toolbars

Visualization controls HOW things are shown

Color Modes
Shading Modes
1D Beam Visualization
New Visualization Tab

Display controls WHAT is shown

Mask Tools
Find
Element/Load Handles

Suggested Method for Creating/Editing Collectors (Delete,


Card Edit, Organize, Renumber)
Image Capture System (Copy to Clipboard or File, Capture
Graphics Area, Capture Panel, Capture free Window,
Capture Frame)

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HyperMesh Desktop Secondary Menu


Keyboard Shortcut and Settings
The secondary menu is a list of panels that can be accessed by using the function keys F1 through F12,
or in combination with the SHIFT or CTRL keys.

Preferences > Keyboard Settings


Key Function key only plus SHIFT key plus CTRL key
Help
Color
Print File
F1
Delete

Temp Nodes

Replace

Edges

Distance

Translate

Mask

Find

F6

Edit Element

Split

JPEG File

F7

Align Node

Project

Full Screen

Nodes

Node edit

Line Edit

Surface Edit

F2
F3
F4
F5

F8
F9

BMP File

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Check Elems

Normals

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Demo

Work Along Demonstration


HyperMesh Desktop GUI

(01-DEMO-GUI.hm)

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Opening and Saving Files


Opening and Saving Files
The following file operations are located in the Standard toolbar which can be accessed by selecting
View > Toolbars > HyperWorks > Standard or selecting File from Pull Down menu.

New Model
Opens a new FE model or session file.
New Session
Open Model
Opens an exixting model or session file.
Open Session
Save Model
Saves an exixting model or session file.
Save Session
Load User Profile Opens the User Profiles Window.
Load Load Results, Preference File, Solver Template or Metadata Table.

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Opening and Saving Files


Opening and Saving Files (continue )
Import Options The following icons open the Import Tab with the appropriate import type loaded:
Import Model (.hm)

Import Session (.mvw)

Import Connectors

Import Geometry (Unigraphics, Catia, ProE, Iges, Step, Parasolid, )


Import Solver Deck (RADIOSS, OptiStruct, Nastran, Dyna, Abaqus, Stl )
Export Options The following icons open the Export Tab with the appropriate export type loaded:
Export Model (.H3D FE)

Export Connectors

Export Solver Deck (RADIOSS, OptiStruct, Nastran, Dyna, Abaqus, Stl )


Export Geometry (IGES, PARASOLID, STEP)
Publish to PowerPoint

Publish to HTML

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Opening and Saving Files


Opening and Saving Files (continue )
Within the Scripting toolbar (View > Toolbars > HyperWorks > Scripting) there are additional tools
which
allow you to open various files:

New Tcl/Tk Script Starts a new HyperMath session.


Open Tcl/Tk Scripts
Open Tcl/Tk script in HyperMath or open command file in a text editor.
Open Command File

Run Tcl/Tk Script Opens a browser to load and run a TCL file.
Run Command File Opens a browser to load and run an HyperMesh command files (*.cmf).

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Demo

Work Along Demonstration


File Management

(01-DEMO-GUI.hm)

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Controlling the Display


Viewing: Mouse Buttons

Left mouse button


+CTRL & drag for rotate
+CTRL & click on entity to change center of rotation
+CTRL & click in graphics area to reset center to middle of screen

Middle mouse button


+CTRL & drag for zoom
+CTRL & roll scroll wheel for dynamic zoom
+CTRL & click in graphics area for fit

Right mouse button


+CTRL & drag for pan

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View Toolbars

XY
Top Plane
View

Previous
View
Fit

YZ
Restore/Save
Rear Plane
XZ
User View
View
Left Plane
Isometric
View
View

XZ
Right
Plane View

XY
Bottom
Plane View

Reverse
View

YZ
Front Plane
View

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View Toolbars

Zoom in or out by dragging the mouse vertically

Draw a circle (freeform) around the area to be


magnified

Dynamic Zoom (S)

Zoom into the center of the screen

Dynamic Rotate

Dynamically rotate the model about defined center

Dynamic Spin

Dynamically spin the model about a defined center

Pan

Drag the model around in the Graphics Area

Center

Select a node/point to center of the model at that point

Zoom In (+)
Zoom Out (-)
Circle Zoom (Z)

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View Toolbars
Rotate Left

Rotate the model view Left or Right about an


imaginary vertical axis in the middle of the graphics
area

Rotate the model view Up or Down about an


imaginary horizontal axis in the middle of the graphics
area

Rotate the model view Clockwise or Counter


Clockwise about an imaginary axis coming out of the
graphics area

Rotate Right
Rotate Up
Rotate Down
Rotate Clockwise
Rotate Counter
Clockwise

From the pull down menu Preferences Geometry Options or click on o from
keyboard, you can manage the rotate angle and the zoom factor linked to the previous
buttons

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Visualization Toolbars

WireFrame
Geometry
Geometry
Color Mode

Transparency

Composite
Wireframe
Elements Skin
Representation
Only
Element
1D Traditional
Color
Element
Mode
Representation
Visualization
Options
Shrink Element

Shaded
Geometry
and
Surface
Edges

Shaded
Elements
and
Mesh
Lines

2D Traditional
Element
Representation

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Visualization Toolbars
Various surface shading options are available on the Toolbar:
Wireframe

Wireframe with Surf lines

Shaded with Surface edges

Shaded

From the pull down menu Preferences > Geometry Options or click on o from keyboard

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Visualization Toolbars
Transparency
Transparency is available from the Toolbar, allows surface shading in a
component to be set to any level of transparency

Viewing the midsurface of solid geometry

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Visualization Toolbars
Various FEM shading options are available on the Toolbar:
Wireframe

Shaded with Mesh Lines

From the pull down menu Preferences > Meshing Options or click o from keyboard.

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Visualization Toolbars
Various FEM representation options are available on the Toolbar:
1D Traditional Element Representation

Composite Representation

2D Traditional Element Representation

Shrink Element

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Visualization Toolbars
From the pull down menu Preferences > Graphics or click o from keyboard.

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Display Toolbars

Reverse
(the display of
masked and
unmasked entities)

Spherical
Clipping
Unmask All (Allows for a
sphere of
(Unmasks all
visualization to
entities)
be defined)

Display
Numbers
( Utility to turn
on and off the
display of entity
numbers)

Display Load
Handles
(Turns on and
off load
handles)
Display Fixed
Points
(Turns on and off
fixed points)

Mask
(Allows for the
selection of
entities to hide)

Unmask Adjacent
(Unmasks entities
immediately
adjacent to those
shown)

Mask Not
Shown
(all the entities
that are outside
the viewing
area)

Find
(Allows for
elements to
be found,
typically by
ID)

Display Element
Handles
(Turns on and off
element handles)

Change Load
Vector
(Tip/Tail) at
Application Point

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Display Toolbars
Spherical Clipping

Allows you to focus on specific areas of the model by displaying only the portions of
a model inside a 3D spherical volume
To use the option, enable the clipping and pick the center and the radius of the
clipping sphere.
It can be accessed using the icon

and will open the panel shown below.

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Browsers
Browsers

Browsers display information in a tree view; collectors such as components or


groups appear at the top level of the hierarchy, while collected entities such as
elements or surfaces display as "children" nested within the collector to which they
belong.

Different browsers are customized for usage with regard to the types of parts that you
want to work with.

Most browsers have similar basic functionality for sorting entities, filtering entities, and
finding entities and include a context-sensitive right-click menu and sets of control
buttons

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Browsers - Display Controls & Browser Modes


These controls affect which entities display in the graphics area, and how they
display (such as shaded or wireframe).

The Global Display Tools can be used to turn the display of large numbers of entities on
and off.

The Local Display Controls affect the visual style of individual entities (such as shaded or
wireframe) within the tree list.
Entity Display Icons
Colors
Display Mode

The Action Mode Tools allow you to turn entities' display on and off individually, isolate
certain entities so that only they appear in the graphics area, or add entities to panel
collectors

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Browsers - Action Mode Tools

Entity Type

The first tool sets functions as a "mode" selector for the rest of the tools, by determining
what type of entity the remaining tools will act on. If you set the Entity Type to
"components", the Selector tool will only select or deselect components.

Elements/Geometry

The second tool sets functions as a "mode" selector for the rest of the tools, by
determining what type of contained entities the remaining tools will act on. If you set the
mode to "elements", the Selector tool will only select or deselect elements.

Undo

The Undo tool undoes the last visual display change that you executed. For example,
you can use undo to undo the effects of the isolate or show/hide buttons.

Isolate

Isolate is a mechanism whereby only the selected entity will be displayed. The isolate
tool isolates within the entity type

Show/Hide

The Show/Hide mode enables control of the model display via interactively selecting
entities within the graphics area. It is only intended for graphics selection, not browser.
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Browsers - Action Mode Tools

Browser Selector

The Selector tool is used to interactively select supported entities from


either the Model browser or from within the graphics area.
Selection

Graphics Area

Browser Area

Single

Left mouse click

Left mouse click

Remove

Right mouse click

Ctrl + Left mouse click

Multiple

Shift + Left mouse click

Shift + Left mouse click

(drag and select)


Advance

Left mouse click + Wheel

Add to panel Collector

The Add to Panel Collector is a function whereby the browser can be


used to select and add entities to the panel collectors. This is an
alternative method to using the advanced selection capabilities already
available in each collector's extended entity selection menu. This
button only becomes available when you have a panel open that
includes at least one entity collector.

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Model Browser Views


Model View

Complete Listing of all HyperMesh


Entities in Model

Each Collector is expandable and


lists all contained Entities

Turn on and off the display of the


geometry
and elements
of
collectors

Control the color of the collector


(Right click)

Create, Card Edit, Delete and


control component visualization by
Right clicking on the collector list

Autocolor
(visualization mode option)
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Model Browser Views


Model View Context-Sensitive Menu

You can change a variety of options by right-clicking on a folder or entity in the browser's tree
display. Options you specify in empty space around the model apply to the entire model. Each
Collector is expandable and lists all contained Entities.

Configure Browser option - change the columns and entity types to display in the Model browser.

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Model Browser Views


Model View Context-Sensitive Menu

Configure Browser option (continue)

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Model Browser Views


Component View
Lists All Components in Model
Colors Model by Component
Quickly Sort by Name, ID, Color, or Property
Display State Icons (Geometry and FE: ON/OFF Single Picking)
Global Controls to Operate on all Components (All, None, Reverse)
Browser Modes (Graphics/Browser List Picking for: Select, Show/Hide, Isolate)

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Mask Browser
Mask Browser Control of visibility by entity type

Show +: Displays / unmasks all of the selected


entity type
Added to whatever is already displayed

Hide - : Switches off display or masks all of the


selected entity type

Isolate 1 : Displays only the selected entity type


and switches off display of all other entity types.

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Demo

Work Along Demonstration


Visualization

(01-DEMO-GUI.hm)

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Working with Panels


Panels often have sub-panels
Accessed by radio buttons on the left side of the panel

Panels generally work from left to right


Example: Project / to plane sub-panel
1) What to do
&
2) Method to use:
Pick a sub-panel for the
function to be used

3) What to do it to:

4) How to do it:

5) Do the action:

Select entities that


will be affected

Give parameters
that define how the
function will be
executed

Execute the
function

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Working with Panels


Some sub-panels are organized in columns
Each column is a different method
Work from top to bottom in the relevant column
Example: surface edit : trim with surfs/plane sub-panel

1) What to do:

2) Method to
use:

3) What to do
it to:

Pick a sub-panel
for the function to
be used

Work in the
appropriate
column

Select entities
that will be
affected

4) How to do it:
Give parameters
that define how
the function will be
executed

5) Do the
action:
Execute the
function

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Working with Panels


Entity selectors:

Control what and how entities are selected for a function.


Entity Type Button
Shows the type of entity
currently being selected

Entity Type Switch

Reset

Changes what type of entity


is being selected

Deselects all entities for


the selector

Cyan border
Indicates the selector is active (there can only be 1 active selector)
Clicking the entity type button when it is active accesses the Extended Selection Menu

Switches
Toggles
Reset

: These allow the choice of multiple options through a popup menu


: The toggle will change the function between 2 options.
: This will reset the selection of any entities.

Text input fields

: Operate like text fields in most programs

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Working with Panels


Click an active selector to access the extended menu selection

The extended menu selection offers


Methods for selecting many entities at once
Tools for modifying an existing selection
Save an existing selection and retrieve it in any panel

Multiple extended selection methods can be used on a selection


Allows you to easily select exactly what you want
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Working with Panels

The by face selection can be refined by setting the feature


angle.
From pull down menu Preferences > Meshing Options or
click o from keyboard.

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Working with Panels

first

last

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Working with Panels


Select entities with a window using Shift + mouse
Left mouse drag select entities
Right mouse drag unselect entities
Left click change window shape

Rectangle Inside/Outside

Polygon Inside/Outside

Circle Inside/Outside

Visible only off/on

Entities are selected when mouse button is released


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Working with Panels


Select entities with a window using Shift + mouse
Selection Visible Elements User controlled selection for selecting
elements through depth or by visible

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Working with Panels


Used for input of directions or planes for a given function
Planes can be selected from a vector (normal to the vector)
Directions can be selected from a plane (normal to the plane)

Current Direction / Plane


Direction Switch
Options for what
direction is selected

Shows a selected axis or inputs for selecting


entities to define a direction / plane

Reset
Deselects the
selected nodes

Base

Edit

Select a node to
position a
selected plane

Double click to access


and enter coordinates
for N1, N2, N3 and
Base.
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Direction Selection
N1, N2, N3 direction option allows nodes to be selected to define either a
direction or a plane
Select 2 nodes to define a direction (only N1 and N2)
Select 3 nodes to define a plane (N1, N2, and N3)

Plane defined by N1, N2, N3

N3
N2

N1

N1

Direction is normal
to plane
Positive direction
is by right hand
rule

N2
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Model Organization
Points

Geometry

Points
Lines
Surfaces
Solids
Connectors (used for welding)

Lines

FE Model

Nodes
Nodes
Temp Nodes (marks a node with a small circle)
Elements

Solids
Surfaces

Elements

Temp Nodes
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Model Organization
FE Loading
Loads (constraints, forces, pressures, etc.)
Equations (mathematical link between nodes)
Forces

Pressures
Constraints

Contacts
Group (defines contact between entities)
Contact Surfs (defines a list of entities that can be
used as master or slave in a group)
Contact
Surface

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Model Organization
Coordinate Entities
Systems (coordinate axes)
Vectors
Vectors
Systems

Reference Entities
Sets (a simple list of a particular type of
entity)
Blocks (a list of entities contained within a
box shape)

Beam Section

1D Element Cross Sections


Beam Sections (cross sectional properties
for a property collector)

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Model Organization
Plotting
Curves (X-Y data)
Plots (a display of curves with axes)

Output Requests

Plot with a Curve

Loadsteps (combinations of load collectors)


Output Blocks (request output from an analysis
for certain entities)

Labels
Titles (label for a displayed item)
Tags (assigns a name to an entity)

Ti t l e s
Tags

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Model Organization
HyperMorph
Handles controls model shape during morphing
Domains divides a model into regions (for domain based morphing)
Morph volume A cube shaped volume that morphs all entities that are located
inside the shape (for volume based morphing)
Morph constraints Control the motion of nodes during morphing
Symmetries forces regions to be morphed symmetrically
Shapes model state during morphing saved for retrieval at a later point

Handles

Morph Volume

Symmetries

Domains
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Model Organization
The HyperMesh model is organized using collectors
There are many types of collectors
Most entities in HyperMesh must be placed in a collector
Each collector type holds a specific type of entity

Collector Types

Can contain Entity Types:

Assembly

Components, Multibodies, Assemblies

Component

Elements, Points, Lines, Surfaces, Connectors

Multibody

Ellipsoids, Mbjoints, Mbplanes, Sensors

Load Collector

Loads, Equations

Material (*)
Property (*)

none (materials and properties dont contain other entities but are still
treated as collectors)

System Collector

Systems

Vector Collector

Vectors

Beam Section

Beam Sections

Include File

Include File

Laminate

used to define Stack

Plot

used to define Plot

Ply

used to define Ply

View

Used to save a model view

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Model Organization
An entity can usually only belong to 1 collector of a given type
(an element can only be in 1 component collector)
Can create many collectors of the same type
Organization can be however the user desires
Component 4
Component 3

Component 1

Component 3

Component 1
Component 2
1 component per part

Component 2
Multiple components per part
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Model Organization - Collectors & Favorites Toolbars

Assemblies
Materials

Load
Collectors

Delete (F2)

Properties
Components

System Collector
and Options

Organize

Card Edit
Renumber

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Model Organization - Model Browser


Model Browser
View collectors and
assemblies in a
hierarchical tree format
Create, delete, and
rename collectors
Edit collector attributes
Organize collectors into
assemblies (Drag and
drop)

Right-Click
on 1
Collector for
advanced
options

Also available using the


Collectors icon

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Model Organization - Model Browser


New entities are created in the current collector
Creating a new collector automatically sets the
current collector to that new collector
Model View used to change the current collector

Set Current Component


Right-Click
on 1
Component
Set Current Include

Set Current Load Collector

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Model Organization - Model Browser & Entity Editor


Create the entities needed for your model

Model browser + Entity Editor

Model Browser
Right Click

Entity Editor

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Model Organization - Entity Editor

Entity Editor

Use the Entity Editor to quickly view and edit


entities in your model and setup a correct
solver setup from a single location in
HyperMesh.

You can access the Entity Editor from the


Model, Reference, and Solver browsers when
the RADIOSS, OptiStruct, Nastran, LS-DYNA,
Abaqus, and Ansys user profiles are loaded.

In the Model browser, the following view


modes are supported: Model, Include,
Component, Property, and Material.

If you are accessing the Entity Editor from


the Reference browser, you will only be able
to view your entity selection's corresponding
data in a non-editable form.
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Model Organization - Entity Editor

Entity Editor (continue)

The Entity Editor opens when you create new


entities (duplicate, edit, or select a single or
multiple entities in the browser).

The Entity Editor structure is laid out in a


table format. The entities attributes are
displayed in the Name column, and the data
fields associated with each attribute are
displayed in the Value column. The attributes
that are displayed with gray text, cannot be
edited.

Once you edit an entity from the Entity Editor,


the changes will be automatically applied
throughout your model.

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Model Organization - Entity Editor

Entity Editor HyperMesh Specific Data

You can create and edit this data using the


Entity Editor.

Edit an entities ID and Name:


Click the Value field of Name. An editable field
becomes active.

Edit the entity color:


From the box of colors, select a new color to
represent the entity. HyperMesh changes the
entities color in the Entity Editor, browser, and
graphics area.
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Model Organization - Entity Editor

Entity Editor Solver Specific Data

You can create and edit this data using the


Entity Editor.

Card Image: you can change the Card Image


assigned to an entity using the Entity Editor.
Edit an entities ID and Name:
To change the Card Image, click the Value
field and then select a new Card Image from
the drop-down menu. The Card Images
available in the drop-down will depend on the
user profile and the entity type.

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Model Organization - Entity Editor

Entity Editor Solver Specific Data (continue)

Property & Material: Element property and


material assignment rules are based on the
user profile. You can modify the entity selection
in the Entity Editor by assigning another entity
or entities from the Selection List dialog or
from the Entity Selector.

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Model Organization - Entity Editor: Selection List

Name filter
Sorting Columns
Filter type

Entity Selection
Single or Multiple
GUI selection

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Model Organization - References Browser


New entities are created in the current collector
References represented by the icon
correspond to entities that are referenced
by the specified entity.
Cross-references represented by the icon
correspond to entities that reference
the specified entity.
Model Browser
Right Click on 1
entity

For example, in the case of


a component, Crossreferences would list the
groups, sets, output blocks,
etc that refer to the
selected component. In
addition, only for
components, Crossreference will have sub
folders named Node and
Element and will list the
entities where the selected
components node or
element is referred.

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Model Organization
Organize

A tool used to move/copy entities to different collectors.

Accessed using the icon


the panel shown below.

or from pull down menu View > Organize and opens

Renumber

Allows you to renumber entities and also enter a value by which to offset the IDs of
entities.

It can be accessed using the icon


and will open the panel shown below.

or from pull down menu View > Renumber

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Model Organization
Delete

Allows you to delete data from a model database, preview and delete empty
collectors, or curves.
You can also delete an entire model database, if you wish to start with a clean
database.
It can be accessed using the icon
or (F2) and will open the panel shown
below.

Nodes

Allows you to create nodes using a wide variety of methods.


It can be accessed from pull down menu Geometry > Create > Nodes or (F8) and will
open the panel shown below.

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Model Organization
Temp Nodes

Provides a way to control which nodes are on the temporary node mark. Since all
nodes not currently referenced in the model are deleted, the temporary node mark is
provided as a holding area to save the nodes you are not currently using.
Accessed using the icon from pull down menu Geometry > Create > Nodes > Temp
Nodes or (Shift+F2) and will open the panel shown below.

Distance

Allows you to determine the distance between two nodes/points or the angle between
three nodes/points, or to change distances or angles.
Accessed using (F4) and will open the panel shown below.

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Demo

Work Along Demonstration


Model Organization
Model Browser

(01-DEMO-GUI.hm)

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Do-it-yourself

Exercise 1a (Manual Page 47):


Interacting with HyperMesh Desktop
File Name and Location:
\Model Files\CHAPTER-1-BASICS\01a-GUI.hm

Objectives:
File Operations
Display and Graphical Controls
Model Visualization & Organization
Working with Collectors
Use of Panels

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Do-it-yourself
Exercise Steps:
1)

Open HyperMesh Desktop, select User Profile (OptiStruct ) and load the model 01a-GUI.hm

2) Experience with the model: GUI and Graphical Controls (Display, Rotate, Pan and Zoom)
3) Experience with Model Browser to control visualization (Component, Property and Material View)

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Do-it-yourself
Exercise Steps:
3) (continue) Experience with Model Browser to control visualization (Component, Property and Material
View)

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Copyright 2014 Altair Engineering, Inc. Proprietary and Confidential. All rights reserved.

Do-it-yourself
Exercise Steps (continue ):
4) Experience with Collectors using Model Browser
(Component: display, create, organize)

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Copyright 2014 Altair Engineering, Inc. Proprietary and Confidential. All rights reserved.

Do-it-yourself
Exercise Steps (continue ):
5) Experience with How to work with Panels and How to define Directional Functions

6) Experience with Mask functions and selecting entities

7) Save the model (same name + your name)

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Do-it-yourself

Exercise (Optional):
Interacting with HyperMesh
(Experience with Import and Export)

File Name and Location:


\Model Files\CHAPTER-1-BASICS\OPTIONAL\01a-HM-LOAD.hm
\Model Files\CHAPTER-1-BASICS\OPTIONAL\01b-HM-IMPORT.hm
\Model Files\CHAPTER-1-BASICS\OPTIONAL\01c-IGES-IMPORT.iges
\Model Files\CHAPTER-1-BASICS\OPTIONAL\01d-FE-IMPORT.fem

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Do-it-yourself

Exercise (Optional):
Interacting with HyperMesh
(Experience with Import and Export)

File Name and Location:


\Model Files\CHAPTER-1-BASICS\OPTIONAL\02a-bumper-end1-mid1-RETRIEVE-HM.hm
\Model Files\CHAPTER-1-BASICS\OPTIONAL\02b-bumper-mid2-IMPORT-HM.hm
\Model Files\CHAPTER-1-BASICS\OPTIONAL\02c-bumper-end2-IMPORT-IGES.iges
\Model Files\CHAPTER-1-BASICS\OPTIONAL\02d-bumper-end2-IMPORT-FEM.fem

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Do-it-yourself

Exercise (Optional):
Experience with Panels and Model Organization
- Open file
- Recognize geometry entities
- Organize geometry entities in 3 collectors:
(Surface, Lines, Points)
- Delete empty Comps

File Name and Location:


\Model Files\CHAPTER-1-BASICS\OPTIONAL\03-CHANNEL.hm

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Chapter 1 - Questions & Answers


1) Which one is true for HyperMesh Desktop as a CAE tool?
A. HyperMesh is a Pre- and Post-processing tool for finite element models
B. HyperMesh can translate models from one solver format to another
C. HyperMesh builds Finite Element Models
D. All of the above
2) How can I import a geometry data into HyperMesh Desktop?
E. From "quick edit" panel
F. From "red arrow" icon
G. From "green arrow" icon
H. HyperMesh cannot import geometry data directly
3) What kind of operations can I perform with Entity Editor?
I.
Create a component
J. Edit a material
K. Assign a property
L. All of the above
4) Which one is not true for the command.cmf file?
M. It is created automatically in the working directory
N. It is a default configuration file that is read on start-up
O. It allows the user to retrieve a work session in case of a system crash
P. It stores all the commands executed by the HyperMesh command processor

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