We restrict our skeleton models to surfaces only. no solid features. I'd like a config option that prevents solid features from being created in a skeleton model.
If I remember correctly, when skeleton models first came out you couldn't create solid geometry at all. I agree with Doug, an option for this is needed.
I recall that as well.
I'm constantly creating an extrude or revolve and then trying to add the resulting quilt to a publish geom then realizing (sometimes after lots of clicking and mumbling under my breath) that I forgot to click the surface icon.
Your recollection is correct. Then we had a request to allow solid geometry in Skeletons :)....
Can you please explain why you want to block solid geometry (creation) ? The why is crucial to a potential approach.
I could see some companies wanting to standardize or default on one versus the other. We use both at our company:
Something related to solid versus surface skeletons:
I think this request made more sense before multobodies was added in Creo 7.
What I think should have the option to be blocked, is solid geometry with NURBS surfaces. If the solid geometry consists mostly of planar and revolved surfaces, ie analytical surfaces, and/or not allowing solid holes to avoid having internal trimming loops on the surfaces, then the regeneration times are extremely quick, almost the same regeneration time as using only planes, points, axis, or curve wireframe geometry to define a skeleton.
But I also recognize that for some kind of designs, having NURBS surfaces is extremely important, even if in this cases the surfaces should be in most cases be considered class A untrimmed surfaces to be shared by different parts.
I do recognize that that should be a config.pro option to make a default company policy of allowing or forcing surface only, or solid only skeleton parts, or allowing mixing all kinds of geometry. But to avoid grabbing an existing complex part full of trimmed NURBS surfaces, I think that there also be an option to allow only simple anaytical solid geometry to not slowdown regeneration times.
With multibody there should also be the consideration of the "construction" body notion.
It might make sense to have an option to automatically set solid geometry/bodies in skeletons to be of type "construction geometry"
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