D 3 Plot
D 3 Plot
UK
Arup Group Ltd The Arup Campus Blythe Gate Blythe Valley Park Solihull West Midlands B90 8AE United Kingdom Tel: +44 (0) 121 213 3399 Fax: +44 (0) 121 213 3302 Email: [email protected] Web: www.oasys-software.com/dyna
China
Arup 39/F-41/F Huai Hai Plaza Huai Hai Road (M) Shanghai China 200031 Tel: +86 21 3118 8875 Fax: +86 21 3118 8882 Email: [email protected] Web: www.oasys-software.com/dyna/cn
India
Arup Plot 39, Ananth Info Park Opp. Oracle Campus HiTec City Madhapur Phase II Hyderabad 500081 India Tel: +91 40 4436 9797/98 Email: [email protected] Web: www.oasys-software.com/dyna or contact your local Oasys Ltd distributor
LS-DYNA, LS-OPT and LS-PrePost are registered trademarks of Livermore Software Technology Corporation
User manual Version 11.0, March 2013 0 Preamble Acknowledgements Abstract Host computers Memory requirements Output devices New Features for Version 11.0 New Features for Version 10.0 New Features for Version 9.4 New Features for Version 9.3RC1 New Features for Version 9.2 New Features for Version 9.0 New Features for Version 8.3 New Features for Version 8.2 New Features for version 8.1 New Features for version 8.0a Manual Revision History Text conventions used in this manual 1 SUPPORTED LS-DYNA FEATURES 1.1 Element Types 1.2 Types of results processed by D3PLOT 1.3 D3PLOT Representation of Elements and Other Entities 1.4 LS-DYNA output files processed. 1.5 Other output files processed. 2 RUNNING D3PLOT 2.1 Starting the code 2.2 Selecting a graphics device. 2.3 If D3PLOT will not open a window on your display 2.4 Client/server graphics using X-Windows and OpenGL 2.5 Command Line Options 2.6 Multiple Windows and Models 2.7 Checkpoint Files 2.8 Memory Management 2.9 Tune : Improving Graphics Performance 3 USING THE D3PLOT SCREEN MENU SYSTEM 3.1 Basic screen menu layout 3.2 Mouse and keyboard usage for screen-menu interface 3.3 Dialogue input in the screen menu interface 3.4 Window management in the screen interface 3.5 "QUICK PICK" Options. 3.6 "Tabs" for multiple graphics windows. 3.7 Customising the User Interface 3.8 Shortcut Keys 3.9 Predictive Picking and Menu "Hover Over" 4 BASIC DATA EXTRACTION AND PLOTTING 4.1 Reading Results 4.2 Basic animation, the "current state", and selecting states. 4.3 Displaying geometry and results. 4.4 Controlling contouring of data plots: CONTOUR 4.5 Animation How to display, control, store and retrieve animation sequences. 4.6 STATUS Listing programme status 5 VIEWING CONTROL 5.1 Dynamic Viewing (Using the mouse to change views). 5.2 Viewing Control Buttons 5.3 Options under Viewing menu 5.4 Special 3D graphics driver options (OpenGL). 5.5 Saved properties 6 USING "TOOLS" OPTIONS 6.0 Introduction to main menu commands 6.1 BLANK Blanking controls the visibility of nodes and elements. 6.2 VOLUME_CLIPPING 6.3 DEFORM Deforming geometry. 6.4 CUT_SECTIONS 6.5 ENTITY Switching the display of entity categories on/off. 6.6 MEASURE Measuring distances from the screen. 6.7 WRITE Listing numerical data to screen and/or file. 6.8 XY_DATA Drawing numerical data as XY plots and/or writing it to file 6.9 UTILITIES Miscellaneous utility functions 6.10 GROUPS: 6.11 ATTACHED 6.12 T/HIS the D3PLOT <=> T/HIS link
D3PLOT 0.1 0.1 0.1 0.1 0.1 0.1 0.2 0.3 0.5 0.6 0.7 0.8 0.8 0.8 0.9 0.9 0.9 0.9 1.1 1.1 1.3 1.4 1.6 1.12 2.1 2.1 2.2 2.3 2.4 2.5 2.8 2.23 2.25 2.26 3.1 3.1 3.2 3.5 3.5 3.7 3.9 3.10 3.16 3.19 4.1 4.1 4.18 4.23 4.79 4.102 4.118 5.1 5.1 5.5 5.7 5.16 5.19 6.1 6.1 6.5 6.10 6.18 6.41 6.65 6.71 6.75 6.93 6.116 6.166 6.171 6.173 Page i
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User manual Version 11.0, March 2013 6.182 6.190 7.1 7.1 7.5 7.8 7.11 7.20 7.25 7.26 8.1 8.1 8.2 8.2 8.5 8.6 8.7 8.8 8.8 9.1 9.2 9.2 9.3 9.3 9.4 9.6 9.6 9.7 9.8 9.9 9.12 9.13 9.14 9.15 9.16 9.20 9.25 9.28 9.31 10.1 10.2 10.3 11.1 11.1 11.1 11.5 12.1 12.1 12.2 12.6 12.13 12.15 12.16 12.17 12.21 12.25 12.33 12.38 12.39 12.44 12.45 12.47 12.49 13.1 13.1 13.2 13.3 14.1 14.1 14.3 14.4
6.13 Trace 6.14 User Data 7 IMAGES 7.0 Creating static images and movies 7.1 Static file formats supported 7.2 Animation file formats supported and their attributes 7.3 LASER PLOTTING 7.4 Reading static images and movies 7.5 Watermarks 7.6 Print ... option (Windows platforms only) 8 COMMAND AND SESSION FILES 8.0 Introduction to Command and Session Files. 8.1 CFILE Invoking the command-file launcher box. 8.2 Recording session files. 8.3 Playing back command files. 8.4 Using the launcher box during recording and playback 8.5 More information about command and session files 8.6 Associating command files with Function keys 8.7 Running command files from the command line. 9 DISPLAY OPTIONS: 9.1 BACK_FACES switch: Display of back faces of solid and thick shell elements 9.2 INTERNAL_FACES switch: Display of inside faces of solid & thick shell elements 9.3 LOCAL_TRIADS switch: Display of element local axes 9.4 MODEL_BOX switch: Displaying the model external dimensions 9.5 UNDEFORMED... menu Displaying the undeformed geometry 9.6 SPRING_SYMBOLS... menu: Setting the drawing style for springs and dampers 9.7 BEAM_SYMBOLS... menu: Setting the drawing style for beams. 9.8 BELT_SYMBOLS... menu: Setting the sizes of seat-belt and related symbols. 9.9 SPH Symbols. Managing SPH element display. 9.10 AB Pcle Symbols: Managing Airbag Particle display 9.11 Other Symbols 9.12 Spotweld Symbols: Managing Spotweld element display. 9.13 X-Section Symbols 9.14 SPC Symbols 9.15 HIDDEN_OPTIONS... menu: Setting hidden-line display options. 9.16 FREE_EDGES... menu: Controlling free edge display of element borders 9.17 WINDOW_DRESSING... menu: Controlling screen appearance. 9.18 Graticule 9.19 Fonts 10 PART TREE 10.1 Part Tree Behaviour 10.2 Part tree top menu bar 11 The Javascript Interface 11.0 Introduction 11.1 Using Javascript in D3PLOT. 11.2 The D3PLOT Javascript API 12 MORE ABOUT DATA AND DATA COMPONENTS 12.0 Introduction to this section on data and data components. 12.1 Format of the LS-DYNA databases processed by D3PLOT 12.2 Contents of the LS-DYNA database files processed by D3PLOT 12.3 Global (whole model) data components 12.4 Part ("material") data components 12.5 Contact Surface summary components 12.6 Nodal data components 12.7 Solid element data components. 12.8 Thin Shell element results. 12.9 Thick shell element results 12.10 Beam element results 12.11 Contact segment results 12.12 Smooth Particle Hydrodynamic (SPH) Data components 12.13 Airbag Particle (ABP) data components 12.14 Data components for other entity types 12.15 Theory and Formulae 13 D3PLOT USE OF GRAPHICS HARDWARE 13.1 The "X" (X_Windows) 2-D protocol. 13.2 3D protocol: OpenGL. 13.3 Summary of capabilities of each graphics protocol 14 PROBLEM SOLVING 14.1 Problems reading files: 14.2 General graphics problems: 14.3 Memory consumption problems. Page ii
User manual Version 11.0, March 2013 14.4 Graphics problems peculiar to X_Windows devices. 14.5 Graphics problems peculiar to OpenGL 14.6 Miscellaneous problems. 14.7 MEMORY Viewing and controlling the memory usage for this process, and the whole machine. Appendices APPENDIX I PROGRAMME LIMITATIONS APPENDIX II OA_PREF FILE: SETTING USER PREFERENCES APPENDIX III CHANGED DEFAULTS THAT AFFECT APPEARANCE APPENDIX IV COMMAND - WINDOWS FILE ASSOCIATIONS APPENDIX V ENVIRONMENT VARIABLES USED BY D3PLOT APPENDIX VI JAVASCRIPT API APPENDIX VII DIALOGUE COMMAND SYNTAX APPENDIX VIII NASTRAN OP2 FILE Installation organisation Version 11.0 Installation structure JaDe: The JavaScript debugger Viewing the script files and functions Adding/removing breakpoints Running the script Printing the value of a variable The call stack Exceptions
D3PLOT 14.5 14.7 14.8 14.9 A.1 A.1 A.2 A.18 A.20 A.22 A.30 A.89 A.121 B.1 B.1 C.1 C.1 C.1 C.2 C.3 C.4 C.5
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0 Preamble
Acknowledgements
The names LS-DYNA, LS-PREPOST and LS-OPT are all registered trademarks of the Livermore Software Technology Corporation (LSTC) and are used in this manual by permission.
Abstract
Transient analyses make much more sense when one is able to see how the results change with time. Most existing post-processors only allow you to draw one image at a time and, while it is possible to assemble a sequence, producing a set of results can be very tedious. This code allows you to access the LS-DYNA database directly and to draw line, hidden-line, continuous-tone, line contour, velocity arrow, greyscale and shaded-image plots for any results state in the file. It also allows you to store these images in the display device memory and to redraw them in sequence and so to produce animated graphics.
Host computers
The code is available for all commonly used operating systems: Windows, Unix and Linux in 32 and 64 bit modes. It is available on all common work-stations and mainframes.
Memory requirements
Memory is allocated dynamically, so the amount required rises in proportion to the problem size. However machines with less than 64 MBytes of physical memory (RAM) are unlikely to function satisfactorily.
Output devices
The code supports the following graphics devices: OpenGL X_Windows 3-D, hardware assisted graphics 2-D unaccelerated graphics
Images may be captured in the following formats: Animated "movie" formats: AVI MPEG GIF Static "image" formats BMP JPEG PNG GIF Postscript PDF BMP (bitmap) static image files JPEG static image files PNG (Portable Network Graphics) static image files GIF (Graphics Interchange Format) static image files Colour and greyscale laser plotting Colour and greyscale Portable Document Format (PDF) output AVI animation files MPEG animation files Animated GIF files
External animations and static images may also be imported for display in the following formats:
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D3PLOT BMP } JPEG } For display of static images PNG } GIF AVI For display of animated images
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User manual Version 11.0, March 2013 A Javascript debugger has been added to help debug and develop scripts An input filter when reading binary files now has the ability to detect and replace "rogue" values. Coordinates can be clamped to a bounding box expressed as a function of model undeformed size. This stops "shooting nodes" distorting the image too much. Values generally can be clamped to lie within user-defined bounds. This can be applied to all floating point values, and will detect and reset "silly values". It will also detect illegal values: NaN (Not a Number), denormalised zero, underflow, etc. This can help to prevent crashes caused by corrupt databases.
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Properties (colour, transparency, blanking, plotting mode, view) can now be saved and reloaded. The user can save any number of property states in memory, and cycle back and forth through them. Properties may also be saved to file in a model-independent fashion, and thus applied to similar models. Properties saved this was are common between Oasys PRIMER and D3PLOT, allowing free transfer between codes. Miscellaneous additions: Multiple parallel cut sections can now be taken at the same time The 2D graticule can now have a user defined grid spacing If multiple models are in the same window and have been set to a certain colour, the model titles will now be written using these colours A new option has been added to austoscale contours at each frame when animating The number format of max and min values can now be set manually Max and min values are now displayed under the contour bar for external data plots An Auto option has been added in the Magnify menu to automatically magnify the displacements so they are a certain percentage of the model size
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A new Reordered database can be written and read in D3Plot to improve the speed of reading: The results are reordered to make efficient use of D3Plots data reading routines. Components can be omitted from the database to save space. Derived data components (Von Mises Stress, Von Mises Strain and Eng Major and Minor Strains) can be embedded in the file, meaning the stress/strain tensor components used to derive them can be omitted to save disk space if required. LSDA (binout) data components can be embedded in the file so that they are instantly accessible, rather than having to wait for the LSDA file to be read in (which can take minutes for a large model). T/His link improvements: Up to 100 Locates can now be active at the same time. By default the Locate symbol is drawn using 15% of the window dimensions, but it can be drawn full screen, or with a circle. The => T/HIS button in the top of the XY-Plotting menu will now automatically start the link if it is not already running. A Find Attached function has been added: The function is similar to the one in PRIMER, but is limited to finding items that are attached through shared nodes. Predictive Picking has been added: For quick pick and other menu-based picking the default is to show what would be picked were you to click. Hovering over a row in a menu of items to be selected will also sketch the items in question. The Volume Clip function has been improved: The menu has been redesigned for easier use. Volumes can now be resized interactively on the screen by dragging handles on the volume. Volume definitions can be saved and retrieved via a volume.clip file. Labelling of entities has been improved: The names of entities can now be displayed (if they are present in the ".ztf" file created by Oasys Ltd. PRIMER). A single label is now displayed at the centre of a Part, rather than on each element. A Parts option has been added to the entity panel to display IDs and Names. To speed up display, a limit on the number of labels displayed has been added. The limit can be set to a different number or turned off altogether if required. When picking entities, an option has been added to label it on the screen to indicate what has been selected. Multiple Measurements can be taken and displayed at the same time: D3Plot can now keep track of up to 100 different measurements. They can be in different windows and between different models. The measurements can now be seen on the screen along with the corresponding distance or angle. Measurements using nodes automatically update when the state changes. A new Template file can be used to control which models are loaded into which window and to define model offsets and colours in a window: It can be read in from: The Open Model panel. The Load Template option in the Window drop down menu. On the command line by adding -tpl=template_filename. A new Transform option has been added to the Deform menu: An arbitrary combination of translation, reflection, rotation and scale can be applied to a model, transforming it in space. Transformations are applied to both geometry and data components. Javascript additions: New functions: IsDeleted() to determine if an item is deleted IsBlanked() to deteremin if an item is blanked Select() to select items IsSelected() to determine if an item is selected Pick() to pick a number of items Additional entity types now supported: CWLD: *CONSTRAINED_WELD spotwelds GWLD: *CONSTRAINED_GENERALISED_WELD spotwelds BWLD: Spotweld BEAMS HWLD: Spotweld SOLIDS HSWA: SOLID spotweld Assemblies SPRING: Springs SBELT: Seatbelts RETR: Retractors Page 0.4
User manual Version 11.0, March 2013 SLIP: Sliprings PRET: Pretensioners User defined data components can now be defined for spotwelds, springs and seatbelts.
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A 3D Graticule option has been added: 3 independent planes at a constant X, Y and Z can be displayed. The size and location of each plane can be specified along with the grid size. A transparency value can be defined so that the model can be viewed through the planes if required. Quick pick additions: Information mode to display some basic information about elements and parts, including: Include filename Part ID and name Material ID, name and type Youngs modulus Poissons ratio Yield stress Failure strain Section ID, name and type Initial shell thickness Find mode to find entities in a model, sketching them in wireframe mode with a cross hair drawn through the centre. Trace mode to put traces on Nodes, Airbag Particles or SPH elements. Target Marker mode to put target markers on nodes. Groups are now available as a selection type. The font size of text in the graphics window can now be set individually for: Labels Title Clock Contour bar Graticule (The font type can also be set, but will apply to all the categories above.) Various improvements to control contour plots Rescanning automatic contours should now happen less often. The exponent and number of decimal places to use on the contour bar can now be specified by the user. Max and min values can now be displayed on the plot. A switch has been added to automatically convert contour the scale to a log-scale. The Trace function has been improved It can now trace Airbag Particles and SPH elements as well as Nodes. Multiple entities can be selected in one go. Trace is now a Quick Pick option. Other miscellaneous changes and additions: By default background movies are now streamed rather than cached and then displayed. It is slightly slower, but reduces memory usage. External data plots can now display an arbitrary text string, a node id and coordinates where the data is positioned. The shift deformed reference plane is now displayed as a triad showing location and local axis. A Response Spectrum Analysis function has been added using the Square Root Sum of Squares (SRSS) or Complete Quadratic Combination (CQC) methods. The list of Parts can now be collapsed at the top of the Part Tree.
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(All of the above also require a ".ztf" file from Oasys Ltd. PRIMER to provide geometry information.) Airbag particle support has been added: The particles from the *AIRBAG_PARTICLE keyword may be displayed All the data associated with these particles and their airbags can be contoured and written Support for Smooth Particle Hydrodynamic (SPH) elements has been formalised Previous releases only drew the geometry of these very crudely, they are now displayed as "proper" elements. Results from them may be contoured and written as for other element types. Maximum and minimum data for each plot is now computed The <n> maximum and minimum values in each plot are computed, by default <n> = 1 The plot is labelled with this information, and the relevant elements or nodes are labelled This information may be "exported" to WRITE or to XY_DATA to show variation with time. A Javascript interface has been added This allows the user to extract information from the database, and manipulate it at will Externally generated data may also be imported and exported Special "User-defined Binary" (UBIN) data components can be created and plotted D3PLOT can be used as a script-driven tool to extract and process data. "Batch" mode usage has received more support. The command-line language has been extended to cover most options in the GUI interface A "batch" mode, which performs graphics capture without needing a terminal window, has been added. Text-only command file processing has been improved. Support for the FEMUNZIP library has been added. Files compressed using FEMZIP (from Fraunhofer SCAI) can be read directly Groups have been improved The creation, storage and retrieval of groups has been speeded up significantly Groups can now be used in contexts such as BLANK, WRITE etc as a means of selection Ascii group files may optionally contain colour and other display attribute information. Other miscellaneous changes and additions: A "locate target and eye" option has been added to the view menu Stored views may now be retrieved by name as well as number 2D (in-plane only) principal stress and strain data components are now available for shells Short-cut key functionality has been extended, and these keys are now programmable Cloud plots can now optionally display element data averaged at nodes. Model title display is now switchable between title and filename, and titles of all models in a window are shown.
User manual Version 11.0, March 2013 Calculated externally from existing components or other data via a Javascript interface The simple formulae and Javascript files can be saved and re-used across different analyses
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The ability to select display via contour bands has been added: Clicking on a contour band will display just results for that band It is also possible, via a right-click popup menu, to display by other functions of contour band. External data ("blob") plots can now be defined at nodes as well as at [x,y,z] coordinates. Vectors of displacement and acceleration can now be displayed. (Previously this was only possible for velocities) In addition if user-defined vector components are created at nodes these too may be displayed as vector arrows.
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Limited support for ALE analyses has been added, with the ability to process components by name and also to visualise the surface geometry of ALE parts. This is work in progress ... The T/HIS interface has been improved. It is now far more robust and better integrated with D3PLOT and, in particular, can handle multiple models in a more compatible way.
User manual Version 11.0, March 2013 "Feature" lines added as wireframe, hidden-line and overlay option. More "oa_pref" and command-line options added - see appendices II and IV.
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May 2001 Nov 2002 Nov 2003 May 2006 May 2007 Oct 2009
0 1 2 3 4 5
Original release of Version 8.1 manual Manual updated for Version 8.3 Beta 3 Manual updated for Version 9.0 Manual revised and updated for Version 9.2 Manual revised and Updated for Version 9.3RC1 Manual revised and updated for Version 9.4
Computer type This one is used to show what the computer types. It is also used for equations etc. Operator type This one is used to show what you must type. Button text This one is used for screen menu buttons (eg APPLY)
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NOTATION: Triangular
Triangular, round and square brackets have been used as follows: To show generic items, and special keys. For example: <list of integers> <filename> <data component> <return> <control Z> <escape>
Round To show optional items during input, for example: <command> (<optional command>) (<optional number>) And also to show defaults when the computer prompts you, eg: Square Give new value (10) : Give data component (FX_AXIAL_FORCE) : To show advisory information at computer prompts, eg Give terminal type [M for list] : D3PLOT_MANAGER >>> [H for Help] : Also to show implicit commands, eg [WRITE] SCAN <entity> <number of values>
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Using the .XTF file from LS-DYNA Alternatives to the .XTF file when using MPP LS-DYNA
In LS-DYNA joint, lumped-mass and stonewall geometries are sent to the .XTF file and so may be recovered for plotting in D3PLOT. However results from these are not available for plotting in D3PLOT: they may be viewed in XY plot form in T/HIS. MPP LS-DYNA, and also SMP versions from ls970 onwards can also generate a "binout" (or LSDA) file; and the MPP version cannot generate a .XTF file. D3PLOT does not read this file directly, but from V90 onwards the information previously extracted from the .XTF file is now available from the .ZTF file - see below.
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User manual Version 11.0, March 2013 PRIMER can generate a pseudo-database .ZTF file directly from the input deck. This is intended to contain extra information not in the normal LS-DYNA database files, and also to replace the .ZTF file. In V8.3 the ZTF file allows you to visualise: Nodes on "nodes_to_..." contacts. Nodal constraints and restraints Spotweld beams. From V9.0 onwards you may also visualise the following even when the .XTF file is missing: Stonewalls (rigid walls) Springs and dampers Seatbelt elements, retractors, slip-rings and pre-tensioners Joints Lumped masses In addition the names of parts and contacts, previously stored in the .XTF file, are also available. From V9.2 onwards you may also visualise: Beam "true" sections Part tree: organised by include files, assemblies and sub-assemblies (as in PRIMER) From V9.3 onwards: Discrete and Seatbelt elements can be processed by PART Part, Part_composite and Section data are available In addition ls-dyna cut-section definitions (*DATABASE_CROSS_SECTION) may be used to defined D3PLOT cut sections From V9.4 onwards: Spotwelds (Constrained, beam, solid, solid cluster) SPCs The results for spotwelds, discrete elements, seatbelt and SPCs may also be displayed if a "binout" (LSDA) file is present. From V10.0 onwards you may also visualise: PRIMER Rigid and Deformable connections using a new "Bolt" symbol. MIG lines created in PRIMER. *DATABASE_CROSS_SECTION definitions and locations. The results for *DATABASE_CROSS_SECTION may also be displayed if a "binout" (LSDA) file is present. If the T/HIS link is invoked then elements and nodes in time-history blocks can be displayed, and screen picked for time-history plotting.
Data for other entities are not sent to any database files, so they are not displayed. D3PLOT is primarily for post-processing results from LS-DYNA, but results from TOPAZ3D (thermal analysis) and NIKE3D (implicit structural analysis) may also be processed. Both codes write a subset of the entity types listed above.
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COORDINATE SYSTEM Global cartesian "" "" [none] Global cartesian [none] Global cartesian Global cartesian "" Element local [none] [none] [none] Global cartesian [none] Global cartesian Element local "" "" Global cartesian [none] Global cartesian [none] "" "" "" [none] "" "" "" "" Global cartesian Global cartesian Element local "" [none] "" Element local "" "" "" Element local "" "" "" "" Global Cartesian Global Cartesian Segment local Global cartesian Page 1.3
Solids: (1)
Beams: (3)
SPH elements:
Stress tensor Plastic strain Strain tensor Density Pressure Internal energy Radius of influence Mass Radius Spin energy Trans energy Distance to nearest segment Coordinates Velocities Axial force Shear force Failure status Failure time Force Elongation Moment Rotation Belt force Belt length Slipring pull-through Retractor force Retractor pull-out Forces and Moments Forces and Moments Contact stresses Contact forces
Also: #neighbours
Airbag particles:
(4)
Spotwelds: (5)
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(1) Results for solids are written by LS-DYNA at the element centre only, even if an element formulation with > 1 integration point is used. Solid results from NIKE3D are written at all 8 integration points. (2) By default shell stress and strain tensor results are written at top and bottom integration points, and stresses also at the neutral axis. Data output at more than these 3 points through the element thickness may be selected, and will be available for display if present. Fully integrated shells in ls-dyna with more than 1 integration point on plan still only write (averaged) data at the element centre. (3) As well as basic forces and moments extra "plastic" data from resultant beams, and data at integration points for integrated beams are supported. (4) SPH and Airbag particle data are only processed from D3PLOT release 9.3 onwards. (5) These elements and data components are only processed from release 9.4 onwards, and they require a ZTF file to provide geometry (for display) and a binout (LSDA) file if results are to be extracted. D3PLOT will generate derived data components, (eg von Mises, principal, etc) from the above, and will also transform results from global to local coordinate systems if required. In addition the following written output may be generated for more "global" model data. ENTITY TYPE Whole model DATA COMPONENT Average velocity & momentum Kinetic and internal energies Mass Average velocity & momentum Kinetic and internal energies Mass Summary forces COORDINATE SYSTEM Global cartesian [none] [none] Global cartesian [none] [none] Global cartesian [none]
Each material
Contact surfaces
Stonewalls Normal force Local vector Any data component written for nodes or elements that is actually present in the database files may be plotted graphically, presented as an X-Y plot of <data> vs <time> (or vs <data>), and written out in tabular form. This is also true of components derived from the basic ones. In addition many geometric and topological attributes of nodes and elements (eg material number, elements connected to nodes) may be tabulated. Any scalar data component may be "scanned" for maximum / minimum values, and tables of the top and bottom values produced. Although their topology is extracted and they are displayed visually the results for springs, joints, seat-belts etc, are not available for plotting in D3PLOT. This is because these data are not currently available in the appropriate database files.
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User manual Version 11.0, March 2013 SPH Elements Airbag Particles Spotwelds of various types: These elements may be drawn as points, cubes or spheres. This is controlled in Display Options *Constrained_Weld *Constrained_Generalized_Weld *Element_Beam (spotweld beam) *Element_Solid (isolated solid spotweld) *Define_Hex_Spotweld_Assembly (solid spotweld cluster) Rigid Bolts Deformable Bolts HP.. AP.. CW.. GW.. BW.. HW.. HA.. BR.. BB.. SPC.. I... W... J... N... XSEC...
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Note the following: a) Arbitrary numbering of nodes, elements and materials in LS-DYNA is supported. This covers nodes, solids, shells, beams, springs, seat-belt types and lumped-masses. Joints, stonewalls and contact segments are all numbered sequentially from 1. b) Springs, seat-belt types, lumped-masses, joints and stonewalls are only recovered and drawn if an "extra time-history" (.XTF) file is found - this file is optional. Only the topologies of these elements are extracted: use T/HIS to extract and plot time-history results for these elements. c) Contact segments are only recovered and drawn if a "contact force" (.CTF) file is found - this file is optional. d) These figures show the symbols used on 2D devices. When 3D graphics is used some symbols are slightly different: springs become a spiral, damper symbols become a three-dimensional dashpot, joint circles become spherical, "thick" beams have rectangular sections. This is done to make symbols meaningful regardless of how the view is oriented in 3D space.
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Contacts, stonewalls and joints The next section describes in more detail which element categories are found in which files.
User manual Version 11.0, March 2013 viewed while an analysis is running. To open the files see Section 4. The database files processed are (see Section 12.2 for more details):
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The file also contains information about deleted elements if the relevant material models and/or contact surfaces are used.
*FREQUENCY_DOMAIN files
Frequency domain analyses can be carried out in LS-DYNA to output the following files which D3PLOT can read: <name>.d3eigv or Modal results from a *FREQUENCY_DOMAIN analysis. d3eigv <name>.d3ssd or d3ssd <name>.d3psd or d3psd <name>.d3rms or d3rms <name>.d3ftg or d3ftg Results from a Steady State Dynamics analysis (*FREQUENCY_DOMAIN_SSD). If the <BINARY> flag on the *DATABASE_FREQUENCY_BINARY_SSD card is set to 2, then the file will also contain phase angle data. Power Spectral Density results from a Random Vibration analysis (*FREQUENCY_DOMAIN_RANDOM_VIBRATION). Root Mean Square results from a Random Vibration analysis (*FREQUENCY_DOMAIN_RANDOM_VIBRATION). Results from a Random Vibration Fatigue analysis (*FREQUENCY_DOMAIN_RANDOM_VIBRATION_FATIGUE).
<name>.d3spcm or Results from a Response Spectrum analysis d3spcm (*FREQUENCY_DOMAIN_RESPONSE_SPECTRUM). <name>.d3acs or d3acs Results from a frequency domain finite element acoustic analysis (*FREQUENCY_DOMAIN_ACOUSTIC_FEM).
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D3PLOT
This file also contains the names of parts and contacts, which will be displayed in menus if available.
<name>.blstfor or blstfor Blast force file <name>.fff or fsifor <name>.cpm or cpmfor <name>.dem or demfor Fluid-Structure Interaction force file Corpuscular Particle Method force file Discrete Element Method force file
These files contain information about contact surfaces: Contact facets: Nodes on facets: Topology, contact stress. Contact forces.
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D3PLOT
Beam section data By storing beam element section data it becomes possible for D3PLOT to "know" which beams are spotwelds (ie section type 9 using *MAT_SPOTWELD) and to draw them as spotwelds. Part and Section data From V9.3 onwards the *PART(_xxx) and *SECTION_xxx cards are written verbatim to the .ZTF file, making it possible to extract thickness and layer information. In addition it becomes possible to associate the Part ids of Springs and Seatbelt elements with those used by solids, shells and beams making it possible to operate on these "by part".
From V9.0 onwards, where the .XTF may not be present, this file also contains all the information previously stored in the .XTF file so that there is no loss of functionality.
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D3PLOT
You can choose whether or not read the xtf, ctf and ztf files by checking the relevant boxes on the front file selection panel. Here the contact force file ("Read CTF file", etc) has been de-selected, but the other two database files will be read if present. In V9.3 a ztf file can be created automatically if required if the input (.key) deck is available by ticking Create if reqd. Three further, optional files generated from previous D3PLOT runs may be read in: (none of these files is required) The "PRP" file contains model properties, written from the PROPERTIES panel. This is a model-independent file of element and node properties that can be applied to the current model. "Properties" are colour, transparency, blanking status, etc. See section 6.9 for more information about this file. The "SET" file containing saved D3PLOT settings written from the UTILITIES, SETTINGS panel. This is programme-specific data, allowing virtually all the options on the user interface to be saved and restored. For example the number and layout of windows, current data components, etc. See section 6.9 for more information about this file. The "ASC" ascii groups file written from the GROUPS panel. An ascii groups file is a compact and human readable file of group information that can be applied to any model.
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D3PLOT
Any family size is legal, but it is suggested that it be a multiple of 1MByte on single precision machines. On machines generating double precision (64 bit) output files the same numbers (ie 1 and 9 in the examples above) should be used, but the actual file sizes will be 2 and 18 MBytes respectively. This is covered in more detail in Section 12.1.2
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D3PLOT
On some installations these variables are set globally for all users in the Shell - consult your system manager.
Hint: On UNIX systems you can list all environment variables in the current shell with: printenv On Windows systems use Control Panel, System to view and set environment variables. If they seem to be set correctly, but dont seem to be affecting your process, remember that such variables must be set before the process starts. This is because a child process inherits properties of its parent when it starts, but thereafter is autonomous. You may need to exit and restart the process to make them take effect.
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D3PLOT
2 RUNNING D3PLOT
2.1 Starting the code
For users on a device with a window manager D3PLOT is run from the D3PLOT button in the Shell:
Users who are running on a device without a window manager should use the PL option in the command-line shell. Users on Windows platforms may associate the filetype ".ptf" with D3PLOT if they wish, so that double-clicking on a .ptf file starts the code. The way to do this is defined in Appendix IV. If your system has been customised locally you may have to use some other command or icon: consult your system manager in this case.
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D3PLOT
The actual devices available will depend on your machine type and the graphics options that have been installed. The graphics drivers available are:
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User manual Version 11.0, March 2013 X8 X24 XMENU... OpenGL Scale Brightness Saturation Fonts
D3PLOT
2D X-Windows graphics at 8 bit-planes depth. This will be faster to animate than X24 below, but shaded image quality will be mediocre (using only 256 colours). 2D X-Windows graphics at 24 bit-plane depth. Slower to animate than X8, but shaded image quality will be good (using 16M colours). 2D X-Windows under a user-defined visual. (See below) 3D OpenGL rendering, using hardware acceleration if available. Controls the effective scale of the display used for the menu interface. Controls colour brightness in the menu interface Controls colour saturation in the menu interface Controls the fonts used in the menu interface. In D3PLOT release 9.2 these display attributes can all be modified interactively using the Options > Menu Attributes popup panel, and this is the preferred method as the effects of changes can be viewed instantly and settings can be stored automatically in the "oa_pref" file. This is described in section 3.7
Which graphics option should I use? The simple answers are: You should use OpenGL if: Your machine supports it with hardware acceleration. Graphics will be faster than X-windows, and special features such as shading, lighting and transparency are also much better You should use an X-Windows option if: OpenGL is not available (button greyed out). Your model requires too much memory to be processed under OpenGL (2D graphics are much less memory-hungry).
You are working in client/server mode over a slow network. (The network traffic generated by 2D graphics is less) From release 9 onwards the X driver is no longer being developed, and it will increasingly be the case that new features are not supported in it. An alternative, using the MESA OpenGL emulator under X11 is available: please contact Oasys Ltd if you would like to use this option. There are more complex answers to this question which depend upon: Model size vs. memory available. The rendering method chosen. The number of frames you plan to animate. Whether image quality or speed is more important. Local/remote machine types if in client/server modeNetwork performance in client/server mode There is a longer discussion in Section 13, refer to this if you have problems.
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D3PLOT This is almost certainly because of one or both of the following setup errors:
The DISPLAY environment variable has not been set up, or has been set incorrectly, on the "client" machine (1) (where the D3PLOT process is running). This environment variable tells the X11 window manager on the client machine where to place windows, and it must be set to point to the screen you plan to use. Its generic Unix setup string is: setenv DISPLAY <hostname>:<display number> ( C shell syntax) Where <hostname> is your machines name or internet address, for example: setenv DISPLAY :0 setenv DISPLAY tigger:0 setenv DISPLAY 69.177.15.2:0 (Default display :0 on this machine) (Default display :0 on machine "tigger") (Default display :0, address 69.177.15.2)
You may have to use the raw network address if the machine name has not been added to your /etc/hosts file, or possibly the "yellow pages" server hosts file. (2) The machine on which you are attempting to open the window, the X11 "server", has not been told to accept window manager requests from remote clients. This is often the case when you are trying to display from a remote machine over a network, and you get a message on the lines of: Xlib: connection to "<hostname>" refused by server Xlib: Client is not authorised to connect to server In this case go to any window on the server with a Unix prompt and type: xhost + Which tells its window manager to accept requests from any remote client. It will produce a confirmatory message, which will be something like: access control disabled, clients can connect from any host Networked graphics are a complex topic: see Section 13 for more detailed advice if the remedies here dont work. Alternatively see your system manager, or contact Oasys Ltd for advice and help.
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D3PLOT
Flag to start with window maximised (full screen) Specifying window placement on a multi-display desktop By default the top right corner of the desktop is used. The most common arrangement is two screens side by side, for which "left" and "right" may be used. However "top" and "bottom" are also available for the case of two screens one above the other, and the options may be concatenated for a 2x2 display. These options can be combined with -maximise to fill the relevant screen. Users on Windows platforms where tools such as NVidias "NView" are available may find that it is better to leave window placement to that tool, so that Primers windows behave in a fashion consistent with other application windows.
-maximise -placement=<where>
The above may be concatenated for a 2x2 display, for example top_left bottom_right Top left monitor Bottom right monitor
Command file name -cf=<filename> A valid command file name (usually *.tcf) Flag to exit when command file run -exit (No argument) complete if desired Checkpoint file to replay -replay=<filename> A valid D3PLOT ckeckpoint file (usually Number of lines to execute in checkpoint -rlines=<nnnn> cp_d3plotnnnn) file Where <nnnn> is a positive integer Alternate "start in" directory (redefines -start_in=<pathname>A valid directory (eg c:\my_files, current working directory) /data/my_files) Optional "project" working directory. -pcwd=<pathname> A valid directory (eg c:\proj_files, /data/proj_files) This specifies an alternate initial location for view, cut-section, group, settings and external data files. Useful if the directory containing analysis data is read-only so that these files have to be located elsewhere
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D3PLOT Specify a file that contains commands to -ptfcut=<filename> create a cutdown version of the ptf file (see Section 6.7.7). Specify a D3PLOT template file that -tpl=<filename> contains information on which models are loaded into each window and any model offsets for each window (see Section 4.1.6). Specify the name of a model database -mdb=<filename> file to open (see Section 4.1.4). Specifiy an alternate location for a ZTF -ztf=<filename> file to read. This option can be useful if PRIMER is unable to create a ZTF file in the same location as the D3PLOT PTF files (see Section 4.1.1). Specifiy an alternate location for a -set=<filename> D3PLOT settings file. By default D3PLOT will look in the directory containing the PTF files for a setting file to read (see Section 4.1.1). Specifiy an alternate location for a -prop=<filename> D3PLOT properties file. By default D3PLOT will look in the directory containing the PTF files for a properties file to read (see Section 4.1.1). Specifiy an alternate location for a -group=<filename> D3PLOT groups file. By default D3PLOT will look in the directory containing the PTF files for a groups file to read (see Section 4.1.1). Specify a file containing a list of models -ml=<filename> for D3PLOT to automatically open.
The model list file should contain the full pathname of one file from each model that D3PLOT should open. Each file should be on a separate line and it should be the first item on each line. By default each model will be read into Window 1, but you can specify which windows a model is read into by specify a bitwise encoded number after the model name (W1=1, W2=2, W3=4, W4=8, etc.) e.g. if you read in 4 models with the following file: model1.ptf 1 model2.ptf 2 model3.ptf 4 model4.ptf 3 model1.ptf would go into W1, model2.ptf into W2, model3.ptf into W3 and model4.ptf into W1 and W2. Contact Oasys Ltd if you need further explanation.
Run D3PLOT in "batch" mode where the -batch main application window is not displayed on the screen. For this option to work you must also specify a command file "-cf=filename" and the name of the PTF file to open. This option will automatically set "-exit" so that D3PLOT terminates after playing the command file.
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User manual Version 11.0, March 2013 Redirect output from the console window -eo=<filename> to a file on Windows. -eo -eo=default To redirect output on Unix/Linux use the shell redirection options (typically > for <stdout>, & for <stderr>)
D3PLOT -eo=<filename> is designed for the user to suppress the console and redirect logfile output to the specified filename. In order to permit multiple sessions to coexist on the same machine the process id will be appended to the <name> part of the filenameto give <name>_pid.<ext>. If plain "-eo" or "-eo=default" are found then filename generation is automatic, and the first valid of: %TEMP%\this_log_<pid>.txt %TMP%\this_log_<pid>.txt %HOMESHARE%\this_log_<pid>.txt %USERPROFILE%\this_log_<pid>.txt
-noconsole <filename>
will be used. Windows only. A valid input file type: name.ptf (Complete state file) d3plot ( ditto )
(The extra time history (.xtf) and eg run_1.ptf contact force (.ctf) databasees are also opened if present.) Some examples for D3PLOT might be: pathname/d3plot10.exe -d=opengl -maximise run_2.ptf Note that no spaces should be left in the syntax <arg>=<value>. For example: Correct syntax is: "-d = x8" is illegal. "-d=x8"
WINDOWS (PCs)
Command-line arguments on Windows
It is possible to define command-line arguments under Windows: either directly when running an application from a MS-DOS prompt, or by defining "action" arguments when configuring a shortcut (see Appendix IV for more details). However this is unusual, and it is suggested that you seek advice from Oasys Ltd if you are not sure how to do this. Click here for the next section
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D3PLOT
This example also shows how each window can have totally separate attributes: display mode, state number, view, background colour, etc. These can be controlled separately or collectively by using the "tabs" on each menu panel. Where a window contains multiple models all that models in that window are given the same attributes (component, surface, etc); however it is possible to distinguish between models by: Separating them artificially in space Giving them different colours Drawing them in different modes (wireframe, shaded, etc)
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D3PLOT
By default they are read into a new window, the "next" one, but you can select any other window(s) as destinations using the "In Window" buttons. Any permutation of buttons may be selected, and the new model will become active in those windows. See Section 4.1.1 for more details You can subsequently activate and de-activate models in any window at will by using the EDIT WINDOW popup menu described below. This also allows you to separate models, set their drawing mode and also their colour.
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D3PLOT
This maps the panel to the right, here for window W1. In this example 2 out of the 3 models are active in this window. Model M2 has been offset in screen space and is drawn wireframe in red.
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D3PLOT
The actual display mode used for a model will be min(current mode, mode selected here). In other words selecting SHADED here will only produce a WIREFRAME plot if the current mode is only WIREFRAME (eg LI)
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(Note that you can achieve the same effect by changing the colour of elements in the model using the PROPs or COLOUR panels, but this will apply to all windows in which the model appears, whereas this option only affects the display of the model in this window.)
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D3PLOT
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User manual Version 11.0, March 2013 Automatic Page Layout If an Automatic page layout is used and the layout is set to 1 x 1, 2 x 2, 3 x 3 or X x Y D3PLOT will automatically create multiple pages and position the windows on each page if required.
D3PLOT
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2x2 Windows are arranged in a 2 by 2 grid. If there are more than 4 windows then windows 1 to 4 are positioned on page 1, 5 to 8 on page 2 ...
3x3 Windows are arranged in a 3 by 3 grid. If there are more than 9 windows then windows 1 to 9 are positioned on page 1, 10 to 18 on page 2 ...
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D3PLOT
Advanced
The Advanced option displays the Page Layout menu. This menu can be used to select which windows appear on each page. Each window can appear on more than one page. A range of windows can be added/removed from pages by selecting the first window/page combination and then holding down SHIFT while selecting the second window/page.
Each page can have a different layout or they can all be the same
The Layout options work in exactly the same way as the Automatic Page Layout options, except they only position the graphs defined on each page. If for example D3PLOT has 6 windows defined and windows 2,3,4,5 are defined on page 1 and windows 1 and 6 are on page 2 then the different window layout options would produce the following. Page 1 Tile Wide Page 2
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Cascade
2x2
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D3PLOT
XxY
"Auto-hide graphics button bar" automatically maps the button bar at the top of each window when the cursor enters that window, and hides it again when the cursor leaves. This can be useful when you have many windows, or a small display, as it maximises the amount of space available for graphics. By default auto-hide is off, and the button bar is permanently displayed in all graphics windows.
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D3PLOT "Show window tabs on panels" controls whether or not the W1, W2, ... "tabs" for multiple graphics windows are displayed at the top of menu panels. If these are suppressed you will not be able to control the application of commands to windows on a per-panel basis. Window "tabs" are discussed in more detail below.
D3PLOT
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D3PLOT
D3PLOT
at the end of each cycle for the window with longest sequence to complete. This "stepping together" by frame does not take into account the clock time of each frame, so windows that are "in step" by frame number will not necessarily be synchronised in time. Multiple models in the same window: Each model in the window starts animating at state #1, and continues until the last state in that model is encountered. If one model has fewer states than another one then it remains at its last state until the other model reaches its last state. Then all models start in synchronisation at state #1 again. Again, synchronisation is "by frame" not "by time", so frames in different models may not have the same analysis time. Synchronising models in time. It is possible to interpolate between states, and by stipulating a fixed time interval you can synchronise animation of multiple models in time. This can be done both for models within a window, and for models across multiple windows.
This topic is covered in more detail under the SET_STATES command, which describes how to select what is to be animated.
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D3PLOT
All checkpoint files found are listed in date/time order, with the most recent file at the top of the list. To use a checkpoint file: Select the file to run by clicking on its row. Optionally delete some or all files using the DELETE > option. Optionally reduce the "#commands to execute" to a smaller value, perhaps to omit the last command(s) which caused a crash. Click on APPLY to run the file. In this example the user has selected the oldest file and is about to delete the remainder using the DELETE > ALL_BUT_SELECTED option. If you want to ignore all checkpoint files and run interactively just DISMISS this panel.
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D3PLOT
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D3PLOT
If the Memory button bars are both green you have no problems. If either turn dark orange you may need to take some action.
The top one shows this D3PLOT process size as a proportion of available physical memory on the machine. If this exceeds about 85% (and goes dark orange) the performance of the code may start to degrade as it starts to page (use virtual memory, or "swap"), although it will continue to run. The lower one shows swap space usage (by all applications) as a proportion of total swap space available on the machine. If this exceeds about 90% you may have to take action to free some space from elsewhere. (A machine with no free swap space will simply stop, and may need rebooting!) There are alarms built into the code which will warn you if you are approaching either of these limits, so you dont have to keep checking memory consumption.
A more detailed description of memory management, and the functions available under the description of the MEM(ory) button.
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D3PLOT
Step 2:
Use the Tune button to invoke the tuning panel, and turn on the following two options: Show timing reports the time taken for each frame in the dialogue box. Three times are given: 1. CPU time required to generate this frame 2. Elapsed (wall-clock) time required to render this frame 3. A rolling average over the last 30 frames of "elapsed time to render frame" No delay turns off the default setting in D3PLOT that limits the maximum frame rate to about 60 fps. This means that there are no artificial delays in the timing process, and the steps below will be measuring the true performance of your machine. Observe and note the rolling average time per frame in the dialogue box. This should be a reasonably steady figure.
Dont be surprised if the "Av" figure is slightly different to both "cpu" and "elapsed" values. Timers on computers tend to have a limited resolution, for example Windows machines run at a "clock tick" of 60Hz, and only resolve time intervals down to roughly 16mS as a consequence. This is why the rolling average frame rate is required in order to smooth out variations in individual frame timings.
Step 3:
Turn on Use Vertex Arrays This will make no difference to the current animation speed, but it is a necessary precursor to the steps below.
Step 4:
If the Use Shaders button is greyed out then please skip to step 5 below, otherwise: Turn on Use Shaders. You will hopefully see an immediate and significant reduction in the time taken to render frames, but otherwise the appearance of the image should not change. If this is the case leave this option selected and proceed to step 5. On some machines the model may in fact animate more slowly with this setting. In this case it is worth persevering with step 5 below to see if adding the further settings does ultimately give better speed. If the image goes "wrong" in any way, and we have observed everything from losing colours, through a totally corrupt image to an outright crash, dont despair. The first thing to do in this situation is to try updating the machines graphics driver. This will require you to determine the type of card on the machine, then to visit the card manufacturers website, download the appropriate driver and install it. If you are not sure how to do this Oasys Ltd can advise you, so please contact us for help. In about 90% of cases this will solve the problem, but if it doesnt then you will not be able to use hardware shaders and you need to turn this option off and proceed to step 5.
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Step 5:
If the Use VBOs for Verts and for Coords buttons are not available available please skip to step 6 below, otherwise: Firstly turn on the (Use VBOs...) for Coords button, leaving the for Verts one unselected for now. You should hopefully see a further significant increase in speed, but in all other respects the image should look as before. If this is the case then... Turn on Use VBOs for Verts. The effect of this varies by hardware type and can range from a small but significant increase in speed, through not much change to a slight slowing down. If the effect is neutral or positive then it is worth leaving it selected, but otherwise it is better to turn it off. As above, if the image goes "wrong" in any way with either of these settings then the first thing to do is to update the graphics driver. If this does not help, and only Use VBOs for Verts is causing problems, then you can leave it turned off without sacrificing much performance.
Step 6:
If all the steps above were successful then you have finished the D3PLOT tuning process. Hopefully you will have achieved a significant speed increase and the final step is to save these tuning settings in your oa_pref file for future sessions. Save Tuning Settings will do this automatically, saving the relevant entries to your "home" oa_pref file. If you want to copy these settings to the same file for other users the preferences in question are: d3plot*gtune_varray d3plot*gtune_shader d3plot*gtune_vbo_verts d3plot*gtune_vbo_coords If things went wrong above, or some options are not available on your machine, then you may still benefit from using the settings that are available and seem to work. If you need further advice please contact Oasys Ltd. for help.
Finding out what graphics card and driver you have installed.
The following instructions should enable you to determine the type of graphics card you have installed and the revision number of its driver.
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D3PLOT
Windows XP
Right click anywhere on the desktop background, and select Properties Select the Settings tab, then select Advanced Select the Adapter tab, and the Adapter type gives you your card name and manufacturer Select Properties within this section, followed by the Driver tab This will list the driver date and version.
Linux
type glxinfo | grep -i string which should give the card manufacturer and name
For example on a machine with an ATI card this produces: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI FirePro V7750 (FireGL) OpenGL version string: 3.3.10225 Compatibility Profile Context FireGL And on a machine with an NVidia card this produces: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: Quadro FX 3800/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 256.35 Knowing the make of card you can then look in file /var/log/Xorg.0.log for more details. For example in the 2nd example above grep -i nvidia /var/log/Xorg.0.log | grep -i driver gives: (II) Loading /usr/lib64/xorg/modules/drivers/nvidia_drv.so (II) NVIDIA dlloader X Driver 256.35 Wed Jun 16 18:45:02 PDT 2010 (II) NVIDIA Unified Driver for all Supported NVIDIA GPUs So this 2nd machine has an NVidia Quadro FX3800 card using driver release 256.35 dated June 16th 2010
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You must then decide whether you want to configure the graphics driver for all applications on your machine or just for a limited range of executables. Our recommendation is to configure for all applications, using Global settings as shown above. The configuration used should work well for any CAE package - and certainly better than NVidias default "3D App -Default Global Settings", since these are tuned for benchmark tests and not real life applications. If you want to apply settings only to D3PLOT you will need to swap to the Program Settings tab, add D3PLOT to the list, and then proceed as below.
If your driver is recent (early 2011 onwards) you will find an Oasys Ltd. LS-DYNA environment setting as shown above, and you should select that. If your driver is older we would recommend using Dassault Systemes CATIA - compatible. Either of these settings turns off attempts in the driver to cache coordinate data, and will result in smooth animation. Using the default settings may lead to jerky animation, or long pauses.
Older installations
Right click anywhere on the desktop background, and select Properties Select the Settings tab, then select Advanced Select the tab showing your driver name. In this example on an old Windows XP machine it is Quadro4 980 XGL
Select Performance & Quality Settings from the left hand menu Select Catia for the Active profile
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D3PLOT
This may need to be edited to add driver configuration for D3PLOT as follows if it is not already present in the file. More recent (early 2011 onwards) driver releases should already have this entry, so look for it first and only edit the file if it is missing: ----------- Start of file -------------<PROFILES> <!-- =========================== --> <!-- Workstation Applications --> <!-- =========================== --> ... any number of entries <!-- Oasys Ltd--> <profile exename="d3plot10.exe"> <OpenGLCaps>0x00008000</OpenGLCaps> </profile> <profile exename="d3plot10_64.exe"> <OpenGLCaps>0x00008000</OpenGLCaps> </profile> <profile exename="d3plot10_x64.exe"> <OpenGLCaps>0x00008000</OpenGLCaps> </profile> ... any number of further entries --------------- End of file -------------
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D3PLOT
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D3PLOT
The various sub-windows always exist within the master window, and may be moved and resized at will inside it. They will keep their relative size and position as the master window is changed in size and/or shape, and will reappear after the main window is de-iconised. Their exact location and size will depend on the size and resolution of the display: you can use the DISPLAY_FACTOR variable (see Section 2.2) to override default sizes and resolution. The TIDY button in the icons box may be used at any time to restore this default layout: any unwanted sub-windows will be closed and the screen will be restored to the appearance here.
Page 3.1
Main Menu Options Graphics area Dialogue & list Menu Area Global Commands
Provides access to the majority of the commands and options available in D3PLOT through a series of sub menus Is where graphics are drawn. Allows "command-line" input and output, also provides a listing area for messages. Displays the commands and options associated the current selection from the main menu options. Gives access to commonly used commands
Animation Controls states and what is displayed during animation Controls While you are free to re-position these master windows it is recommended that you keep to this default layout. This is because when further sub-windows appear their position and size is designed assuming this layout, and aims to obscure as little useful information as possible.
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D3PLOT
BUTTONS:
Screen buttons are depressed by clicking on them, but action only takes place when the mouse button is released, so it is safe to drag the (depressed) mouse around the screen. Buttons may be set (ie depressed) by D3PLOT itself, for example the Solids & Shells one above, to indicate that this option is in force. They may also be greyed out, for example the Cont Surfs one above, to indicate that the option is not currently available. Some buttons repeat automatically when held depressed: this depends on context. Buttons with "..." after them will invoke sub-menus.
SLIDERS:
Sliders are moved by clicking on the slider button itself, and then dragging it to a new position. They may also be moved automatically by clicking on, and holding down, one of the arrows at either end.
TEXT BOXES:
To enter text in a text box: first make it "live" by clicking on it, then type in text, then type <return> to enter the string. Clicking on a "live" box for a second time is exactly the same as typing <return>, so clicking twice on a box effectively enters its current contents. You can use the left and right arrow keys for line editing within a box: text entry takes place after the current cursor position.
RADIO BOXES:
A "radio" set is provided where only one selection is possible from a range of options. In this example the laser postscript output has been set to a single image per page. To select click anywhere on the row of the relevant option, any previously selected item will be deselected.
MENU LISTS:
Menus of items are used when you need to make one or more selections from a (potentially) long list. Click on the row you want to select: clicking on a row that is already selected will have the effect of unselecting it. When the list is too long to display in the window you can use the vertical scroll-bars to move up and down it.
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D3PLOT
POPUP MENUS:
Where a button has a "right arrow" > symbol it means that a popup menu is available. Click the right mouse button and the menu will appear. Holding down the right mouse button drag it onto the item you want. Popup menus can be nested to any depth. Note that popup menus can be invoked both from "clickable" buttons and from"non-clickable" ones: it makes no difference to their functionality.
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D3PLOT
As this example shows the dialogue box is also used for listing messages, warnings and errors to the screen. It can be scrolled back and forth (its buffer is 200 lines long) to review earlier messages. The following colours are used: Normal messages and prompts Text typed in by you Warning messages Error messages Yellow White Magenta Red
There is a minor limitation when mixing command-line and screen-menu mode: you cannot perform the same function simultaneously in both modes. If you attempt to do so you will get the message: WARNING: recursive access attempted And you will not be permitted to continue. To clear this situation either close down the menu-based operation, or return to the main menu ("/" command) in the dialogue box.
Click down on its title bar, then drag the window to where you want it to be. A "rubber-band" outline moves to show the windows current position. Where a window does not have a top title bar click anywhere on its grey background and drag it. Either Click on a border bar to move just that side, or on a corner bar to move both sides attached to that corner. Again, a rubber-band outline shows you the new shape.
or
Use the MAXIMISE button in the top right hand corner of the window to increase the size of the window to the largest required size.
To scroll a window:
If a window has got too small for its contents then horizontal and/or vertical scrollbars will appear. Click on a scrollbar slider and move it to the desired position, the window contents will scroll as you do so. Alternatively click on the arrows at either end of the scrollbar for timed motion in that direction.
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User manual Version 11.0, March 2013 Click on the ICONISE button in the top right hand corner of the window.
Iconised windows may be restored by clicking on the icon in the ICON area.
Restores an iconised window Maximises this window to fill the whole area Iconises this window (see below for iconisation) Raises this window to the top of the stacking order. Lowers this window to the bottom of the stacking order. Generates a windows bitmap (.bmp) file of the sub-window. This is an uncompressed file with a depth matching the number of bit-planes of the window. (This often doesnt work for the graphics window, since it uses mixed "visuals": use the IMAGE option instead for this.) For text (ie dialogue or listing) windows places a copy of the complete window text onto the system clipboard. On Windows platforms only: for other window types places a bitmap of the window into the clipboard as an image. (This option is not available for non-dialogue windows on X11-based window managers under Linux and Unix.)
Copy->Clipboard
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D3PLOT
By default the ENTITY and OPERATION buttons are set to PART and BLANK. Possible operation types are: BLANK (default) UNBLANK ONLY COLOUR TRANSPARENCY DISPLAY MODE LABEL OVERLAY MODE OVERLAY COLOUR BRIGHTNESS SHININESS LOCATE IN TREE TRACE TARGET MARKER Section 6.1 Section 6.1 Section 6.1 Section 4.3.2.2 Section 4.3.2.4 Section 4.3.2.2 Section 6.4 Section 4.3.2.2 Section 4.3.2.2 Section 4.3.3 Section 4.3.3 Section 10 Section 6.13 Section 6.9.1
PROPERTIES Section 4.3.2.3 Whenever these buttons are visible in a graphics window "quick picking" is active, and the cursor is live. Mouse buttons have the following functions: Left "Do" the operation. For example blank the entity if in BLANK mode, change its colour if in COLOUR mode, etc. Drag across the screeen using the left mouse button to selecet multiple entities by area. "Undo" the most recent operation. Thus unblank the last pick, etc. Raise the full options menu for the selected object type, giving the option of performing any of the "quick" operations on it, regardless of the current mode.
Middle Right
In all cases the effect is immediate, for example clicking on a part to blank it results in the image being redrawn. The ENTITY button can be used to access a popup via the right mouse button to change the default selection category from PART to any of the generic element classes that the model contains ( PARTS, NODES, SOLIDS, SHELLS, THICK SHELLS BEAMS, SPRINGS etc). INCLUDES may also be selected if there is a .ztf file.
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D3PLOT PARTs are a special case: The default setting for PART picking is to pick parts of any eligible element type. But because the default screen picking process will tend to pick 2D and 3D elements (because they have a finite area), it can be difficult to pick BEAM parts if they overlay 2D or 3D mesh. Therefore it is possible to restrict the type of part to be picked by underlying element type.
INCLUDEs are also a special case: INCLUDE files are selected by PART, meaning the entities in the include file that contains the PART definition are selected. The selection of include files is recursive, so entities in any child include files are also selected. If an entity is defined in one include file and the PART is defined in another both INCLUDE files are selected.
In addition to being able to BLANK items the OPERATION menu can be used to select the operations listed above to apply to the items selected. The OPTION button can then be used to select the colour, transparency level, display mode etc that is applied to the item when it is selected on the screen. (Not all options will be available for parent item types.)
All operations carried out using these options and the mouse are stored and can be undone using the MIDDLE mouse button. Furthermore all of these options can be used while animating. To indicate which operation is currently active the mouse symbol will change as is appropriate.
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D3PLOT
Labelling
Any permutation of of the following items can be selected for labelling, but note that some can only apply to nodes and some to elements. Item Label Part Number Nodal coords Data value Draws the node or element label Draws the number of the part the item belongs to Draws the current [X,Y,Z]coorrdinates to the left of the node Draws the data value associated with the currently visible plot data(eg CT,SI) to the left of the node position or element centre. A value of 0.0 is used if the currently visible plot does not imply data (eg LI,HI,SH drawing modes) or if there is an entity type/data plotting mismatch (eg beam element data froma contact surface data plot). Draws the labels of all nodes on the selected element
Nodes on elem
Elems Draws the labels of all elements attached to the selected node on node The labels persist during animation and redrawing, until the the Clear Labels option is selected.
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D3PLOT
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D3PLOT
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User manual Version 11.0, March 2013 Is a factor on the overall scale of the display, lying in the range 0.5 to 2.0, default 1.0. Larger values make the display seem bigger to the software, resulting in smaller menu panels and fonts. Smaller values increase the size of menu panels, buttons and fonts, and can be useful for the visually impaired. This factor can be especially useful on "wide screen" displays with very asymmetric horizontal and vertical resolutions. The operating system *should* determine the physical size of the display correctly. However we have observed a few instances where this does not happen, the symptoms being that fonts and menus appear either far too big or too small and cannot be corrected by using Display Factor. In this situation you may need to tell the software the physical dimensions of your display, and this process is described under "Setting the correct physical resolution for your display" in section 3.2 of the extra section on graphics in the Primer manual.
Font size
Controls the size of fonts used in the menu interface (but not for graphics). This works independently of the Display Factor, allowing further fine-tuning of the appearance of the user interface.
For most applications the default Helvetica (Arial on Windows) will suffice. But you can also choose Times or Courier, and Bold variants of all of these. By default text in menu interface buttons can be scaled downwards to a smaller font size (if one exists) if it is too long for the button. This shows more characters, but it can look messy when the user interface has a mixture of font sizes. Turning font scaling off prevents this happening, giving a more consistent appearance. (However it is generally better to ajust the Display Factor in order to find a menu scale that gives consistent font sizes.) These affect the overall brightness and also the colour saturation of the user interface. They both lie in the range 0.0 to 1.0, default 1.0. By default D3PLOT is set up for right-handed usage, which has influence on both mouse buttons and the keyboard "meta" keys: <shift> and <ctrl>. (The left and right meta keys have different functions during dynamic viewing: see dynamic viewing ) You can swap the handedness of mouse and/or meta keys, which will reverse them in the left <=> right sense. Note: This swapping is local to D3PLOT, and is applied after any system user interface configuration. So if you configure your computer to swap mouse buttons globally, then swap them here, the net effect will be to have unswapped buttons again!
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User manual Version 11.0, March 2013 Dynamic viewing By default D3PLOT uses the following dynamic viewing keyboard + mouse key actions: Keyboard meta key <shift> <ctrl> <shift + ctrl> Viewing mode Normal Wireframe Free edge } } } + { { { Mouse button Left Middle Right
D3PLOT
However different users have different tastes, and users who swap between different applications find it easier if they behave in similar ways. Therefore the following [permutations are available: Viewing mode, may be assigned to keyboard meta-key(s) (ie <shift>, <ctrl> or <shift + ctrl> Normal Wireframe Free-edge special "free edge lines only" display mode will use the current display mode only the line vectors in the current display mode
Dynamic rotation options, assigned to mouse buttons Rotate XYZ Rotate XY Rotate Z Rotate Sphere traditional D3PLOT behaviour, rotates in XY if cursors initial position is in centre 2/3rd of screen, otherwise about Z rotates about screen XY only, regardless of where the cursors initial position rotates about screen Z only, regardless of cursor initial position free rotation about any of XYZ, like grabbing a point in a virtual sphere and dragging it
Dynamic translation options, assigned to mouse buttons model follows cursor movement in screen XY plane Translate Zoom options, assigned to mouse buttons Zoom (up +ve) Zoom (down +ve) Presets up and to the right enlarge, down and to left reduce down and to the right enlarge, up and to left reduce
These preset options configure D3PLOTs dynamic viewing controls to operate in a similar way to those of the listed programmes. The descriptions "Like (program name)" are given only for ease of reference to certain combinations of key and mouse buttons used for dynamic viewing control. ANIMATOR is a product of GNS mbH ANSA is a trademark of BETA CAE systems SA HYPERMESH is a registered trademark of Altair Engineering, Inc. MEDINA is a registered trademark of T-Systems GmbH The configurations these produce may not match exactly the actions in the given application, but they are the best that can be achieved at the present time with the options available.
Scroll factor
Determines the rate at which using the mouse scroll wheel to zoom in/out changes the image magnification factor. Smaller values will act more slowly, and larger ones more quickly - it is best set by experiment.
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User manual Version 11.0, March 2013 Determines how rapidly the <meta key + mouse key> dynamic zoom operations above work. Again this is best set by trial and error. Factors that are applied to translations/rotations when using a 3D mouse produced by 3DConnexion. This is a special setting designed mainly for "batch" style usage, and it controls how "popup" windows that normally wait for acknowledgement from the user should respond. If it is switched on then these windows will assume that the user has clicked the default action (usually "OK") and continue operation without waiting. This can be useful when replaying scripts, but it is not recommended for normal interactive usage.
Note: Unlike PRIMER no "backing store" drawing is used in D3PLOT, so issues such as Bitmaps, Pixmaps and PBuffers do not arise.
D3PLOT By default manu auto-expansion is ON, but you can suppress it by turning it OFF.
Controlling the speed and delay: You can also control: DELAY the time interval between the mouse entering a window, and the window starting to expand. The delay time is controlled as a factor on the default behaviour. The actual delay time will vary from system to system depending upon the Window system and underlying speed, but a typical delay will be approximately 0.5 seconds. SPEED (Not shown here) is the rate at which the menu expands and contracts. As above it is controlled as a factor on the default speed.
d3plot*menu_expand_delay: Floating value in the range 0.1 ... 5.0 d3plot*menu_expand_speed: Floating value in the range 0.1 ... 5.0 Full details of all "oa_pref" file options and environment variables are given in Appendix II
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D3PLOT
At the top of the panel you will see the following buttons. Restores the shortcuts to their default keys, removing any shortcuts assigned by the user.
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D3PLOT
Saves the shortcuts to the oa_pref file in the home directory. They are saved in the format "d3plot*A_key: AUTOSCALE" where the first part defines which key the shortcut is assigned to and the second part is the shortcut being assigned. Each shortcut has a specific name to use in the oa_pref file, and a list is given below. When D3Plot is started this is read and the saved shortcuts are restored. Reloads the shortcuts from the oa_pref file in the home directory. Clears all the shortcuts on the panel.
To assign a shortcut, right click on the key you want to assign it to. This will bring up a list of all available shortcuts in D3PLOT as well as the option to assign Javascripts, Command Files and Template Files.
To assign a Javascript or Command File to a key, right click on "Javascripts..." or "Command files...". This will bring up another popup from which you can select the Javascript or Command File. The popup will contain a list of Scripts that D3PLOT has picked up from the $OA_INSTALL and home directory. If the script you want is not in this list you can browse for it by clicking on the folder icon. The listing of assigned keys is colour coded to easily distinguish between pre-programmed shortcuts (white), Javascripts (light-blue) and Command Files (dark-blue).
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D3PLOT
Pre-programmed Shortcuts: Defaults shown in bold, oa_pref name shown in brackets. Plotting Modes H/h - Hidden mode plot (HIDDEN) L/l - Line mode plot (LINE) Line contour plot (LINE_CONT) Vector plot (VECTOR_PLOT) ISO Surface plot (ISO_PLOT) Principal plot (PRINC_PLOT) View Controls A/a - Autoscale current image (AUTOSCALE) V/v - View control panel (VIEW_MENU) Y/y - Cycle through no/free/all overlay Z/z - Zoom using cursor (ZOOM) "+"/"=" - Zoom in (factor 2.0) (ZOOM_IN) "-"/"_" - Zoom out (factor 0.5) (ZOOM_OUT) 1 - +XY view (VIEW_P_XY) 2 - +YZ view (VIEW_P_YZ) Toggle Lock (LOCK) Cycle View Back (CYCLE_VIEW_BACK) Blanking B/b - Blanking control panel (BLANK) R/r Reverse blanking of image (REVERSE) 3 - +XZ view (VIEW_P_XY) 4 - +ISO view (VIEW_P_ISO) 5 - -XY view (VIEW_N_XY) 6 - -YZ view (VIEW_N_YZ) 7 - -XZ view (VIEW_N_XZ) 8 - -ISO view (VIEW_N_ISO) 0 - "Exports" the view of the current graphics window to all other active windows (EXPORT) Toggle Centre (CENTRE) Cycle View Forward (CYCLE_VIEW_FWD) S/s - Shaded mode plot (SHADED) F/f - "Fringe" / SI plot (FRINGE) Continuous Tone plot (CONT_TONE) Cloud plot (CLOUD_PLOT) Beam plot (BEAM_PLOT)
U/u - Unblank all (UNBLANK) Panels C/c - Close all panels (TIDY_MENUS) D/d - Drag cut plane (DRAG_CUT) E/e - Entity panel (ENTITIES) M/m - Measure panel (node -> node) (MEASURE) O/o - Overlay and Display panel (DISPLAY) P/p - Properties panel (PROPERTIES) W/w - Write image file panel (IMAGE_WRITE) X/x - Cut sections panel (CUT_SECTION)
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User manual Version 11.0, March 2013 N/n - Pick cut plane node(s) (CUT_PLANE) Coarsen panel (COARSEN) Compress panel (COMPRESS) Data Components panel (DATA) External Data panel (EXTERNAL_DATA) Groups panel (GROUPS) Layout panel (LAYOUT) Part Tree panel (PART_TREE) Read Image file panel (IMAGE_READ) Settings File panel (SETTINGS) Trace Node panel (TRACE) Utilities panel (UTILITIES) Volume Clip panel (VOL_CLIP) XY Data panel (XYDATA) State Selection -> - Forward one state <- - Backward one state <HOME> - Jump to first state <END> - Jump to last state Windows G/g - Open new window (NEW_WINDOW) T/t - Tidy all windows (TIDY_MENUS) Miscellaneous Q/q - Quit current pick action (QUICK_PICK) <PAGE DOWN> - Move down a page <PAGE UP> - Move up a page I/i - Iconise windows (ICONISE) <DEL> - In a graphics window erases dynamic labels <SHIFT> + -> - Forward one frame <SHIFT> + <- - Backward one frame <SPACE> - Toggle animation (ANIMATE) ?// - Shortcut panel (SHORTCUT) Colour panel (COLOUR) Die Closure panel (DIE_CLOSURE) Deform panel (DEFORM) Failure Options panel (FAILURE) Javascript panel (JAVA) Lighting panel (LIGHTING) Preferences panel (PREFERENCES) Read Watermark panel (WATERMARK) Target Marker panel (TARGET) User Defined Components panel (USER) Visualisation panel (VISUALISATION) Write panel (WRITE)
D3PLOT
If the mouse is in a graphics window, commands that imply a graphical change apply to that window only; otherwise they apply to all active graphic windows. From v11 onwards, there is an option to configure 3D mouse buttons through the shortcuts panel. Click on the Configure 3D SpaceMouse buttons to assign functions, macros and javascripts to buttons on a 3DConnexion 3D mouse. See section 5.1.5 for more information on 3D mice.
D3PLOT
"Predictive picking" highlights what would be picked were you to left-click with the mouse. "Menu Hover Over" highlights items in menu lists, helping you to identify what they are.
In the first situation you might want to turn it off for all picking operations; but in the second you may just want to suppress it for the duration of the current pick operation, turning it back on when you revert to picking items that are less visually complex. Therefore two levels of control are provided:
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D3PLOT
This only affects the current picking operation, and the setting is "forgotten" once that operation ends.
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D3PLOT
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D3PLOT
By default this panel will allow you to select a single model and open it (see Section 4.1.1) Alternatively this panel can be used to either: (i) Search directories for results and open open multiple models (see Section 4.1.2) (ii) Read a settings file containing model information (see Section 4.1.3). (iii)Open a model database and select the models you want to read ( see Section 4.1.4) Cancel Dismisses the panel without reading a model in to D3PLOT. (Re)Read Reads a model in to D3PLOT. MEMORY... Maps the standard memory management box (see Section 14.7). This allows you to set database memory limits and display mode before opening the file, which may be necessary in exceptional circumstances.
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D3PLOT
Filename
You can type a filename into the text entry box or use the button to obtain a standard file selector box .
File Filter
The File filter button controls what extension will be used to search for file types in the file selector box. D3PLOT requires a complete state, or equivalent, file in order to run. Under Oasys Ltd conventions this will have the filename format <name>.ptf, but any name is acceptable so long as the contents are recognisable. The default filter box "pattern" is set to All Results Files so that all available results files will be shown in the file selector. (See Section 1.4 and Section 1.5 for a list of supported file types and names.) To make using the standard file filter box easier you can pre-select the "pattern" that will be used for scanning files on disk using the options shown here. Of course any pattern can still be typed into the file filter box itself.
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D3PLOT
Read Options
Family size (MB): The binary output files written by LS-DYNA form "families". Each family has a root member and may have children. The maximum size of any member of a family is set when LS-DYNA runs, the default being 7MB, however any size > 1MB can be used. By default D3PLOT determines the family member size automatically (the Auto setting shown here), but you can override this by entering a size in MB. This is almost never necessary: read Section 9.1 before doing this. File skip: File families should form a contiguous sequence (root, member #1, member #2, ...) But it is sometimes the case that members are missing: intermediate members be deleted to save disk space, and occasionally LS-DYNA skips members. The File skip value (here zero) is the number of missing members that D3PLOT will skip before giving up its search and deciding that it has found the end of a file family. See Section 9.1.3 for further information. Title swap: It is unfortunately the case that some versions of LS-DYNA have been compiled with numeric conversion flags which endian swap their output. This works fine for numbers, but scrambles the title (the string ABCDEFGH becomes DCBAHGFE). If your title looks like garbage try changing this field to Y(es) to see if this fixes the problem. (Note that you can do this at any time during a D3PLOT session: see Section 4.2.1).
If a second or subsequent model is opened D3PLOT will offer the choice of opening the model in a new Window (Next) or one of the existing Windows (W1, W2 ...). If more than one Window is selected then D3PLOT will add the model to each of the Windows.
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D3PLOT
<filename>_nnn.prp Contain model-related information such as colour, transparency, overlay, or etc that has previously been written from the PROPS panel. These files will be reread if found so that all this status information is automatically <jobname>.prp restored.
Ascii group001.asc Contains optional group information in a human-readable form which groups file matches that used by Primer in the keyword input deck. If such a file is (.asc) read it will supersede those groups currently stored for this model Settings and Properties files are described more fully under UTILITIES, SETTINGS_FILE . Group handling in version 9.0 of D3PLOT was extensively modified and improved, and it is described more fully under GROUPS.
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D3PLOT
Contains information on springs, joints stonewalls and lumped masses. Omitting the XTF file contents will not give similar savings to those obtained by omitting the CTF file and is not generally recommended. MPP versions of LS-DYNA do not write a XTF file, so from V9.0 onwards the equivalent data is also present in the ZTF file.
Spotweld, SPC From version 9.4 onwards D3PLOT can also read some additional data from the LSDA (binout) etc (LSDA) file. If your model contains spotwelds, springs, seatbelts or restrained nodes then D3PLOT will be able to plot come data components for these items if you have turned on output for them to the LSDA file. It is recommended that both XTF and ZTF files should always be read if present. Details of the contents of all these files are given in section 9.2
If the option is deselected then once a model has been selected D3PLOT will search for any additional files and display any that it finds.
For the .set, .prp, .asc, and .ztf the text boxes and file selectors can be used to select alternative files if required. After selecting an alternative file you can switch between the automatically found file and the user defined one using the popup menu attached to the text box.
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D3PLOT
The list of models can be sorted by either alphabetically by directory name or by date into either ascending or descending order. As each model is selected the model number that it will be read in as will be displayed.
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User manual Version 11.0, March 2013 When multiple models are read each model can either be read into a separate Window or all of the models can be loaded into an existing Window.
D3PLOT
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D3PLOT
After a settings file is selected its contents will be scanned to see how many models are required and D3PLOT will then display a list to allow the models to be selected.
If models have already been read into D3PLOT they will be automatically selected for the models to use when replaying the settings file. Any of the pre-selected models can be changed by using the popup menu to select a different model.
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D3PLOT
To select a model database either enter its name in the text box or use the file selector. The default model database can be specified as a command line argument (see section 2.5 for more details). The default database filename and location can also be specified in the preference file (see Appendix II for more details) d3plot*database_dir: d3plot*database_file:
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D3PLOT After a database file has been selected its contents will be read and D3PLOT will display a Tree Like menu showing the contents of the database. As each item is displayed D3PLOT will check to see if the files that it refers to exist. If a file does exist then a green tick will be displayed If a file does not exist then a red cross will be displayed The number of levels in the database that are automatically expanded when it is first displayed can be specified in the preference file (see Appendix II for more details) d3plot*database_expand:
After selecting the required models use Apply to close the database window and return to the main menu where the selected models will be displayed along with the model numbers they will be read in as.
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User manual Version 11.0, March 2013 A complete branch can be selected/deselected by selecting the branch label (Iteration 1).
D3PLOT
Right clicking on a model description will display 3 options Modify ... Insert ... Modify the model location and description. Insert a new branch. The selected model will be moved into the new branch. Delete Delete the model
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User manual Version 11.0, March 2013 <model_database version="10.000000"> <Template_Demo label="Template Demo"> <iteration_1 label="Iteration 1"> <base label="Base" model="e:\release meeting\crush\base\base.ptf"/> <run_1 label="Run 1" model="e:\release meeting\crush\run1\run1.ptf"/> <run_2 label="Run 2" model="e:\release meeting\crush\run2\run2.ptf"/> <run_3 label="Run 3" model="e:\release meeting\crush\run3\run3.ptf"/> <run_4 label="Run 4" model="e:\release meeting\crush\run4\run4.ptf"/> </iteration_1> <iteration_2 label="Iteration 2"> <base label="Base" model="e:\test\crush2\base\base.ptf"/> <run_1 label="Run 1" model="e:\test\crush2\run1\run1.ptf"/> <run_2 label="Run 2" model="e:\test\crush2\run2\run2.ptf"/> <run_3 label="Run 3" model="e:\test\crush2\run3\run3.ptf"/> <run_4 label="Run 4" model="e:\test\crush2\run4\run4.ptf"/> </iteration_2> </Template_Demo> </model_database>
D3PLOT
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D3PLOT
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D3PLOT
x=100 : offset x by 100 model units x=50% : offset x by 50% of the model X dimensions, colour Specify the colour used to display the model. The default option is PART which means PART that each model is drawn using D3PLOTs normal part colouring scheme where each is RED drawn in a different colour. Setting this option to a specific colour forces all the parts GREEN in the model to be drawn using the specified colour. A user defined colour can also be BLUE specified by setting the colour to 0xRRGGBB where RR,GG and BB are the RED, CYAN GREEN, and BLUE colour components in the range 0-FF (0-255). MAGENTA YELLOW RED_MAGENTA LIGHT_ORANGE YELLOW_GREEN GREEN_CYAN CYAN_BLUE DARK_ORANGE LIGHT_BLUE GREY BLACK WHITE DEFAULT (=PART) mode Specifies the default drawing mode for the model SHADED WIRE HIDDEN CURRENT DEFAULT (=CURRENT)
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D3PLOT
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D3PLOT
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D3PLOT
Moving this slider to a new state will cause all these windows to jump to this state. PLAY
makes all
halts them.
This range of this slider is 0 to the highest state in all models, and it can be the case that it permits selection of a state that doesnt exist in a given model. Selecting such a state is legal and leaves the window(s) of that model unchanged.
The local state slider and associated controls in the button bar at the top of each graphics window applies to this window only. Moving the slider, or using <<, |<, etc, lets you move between the animation states currently defined for this window. By default all states in a model are selected for animation; but this can be limited to restricted states, or extra states can be displayed by interpolation. Therefore these controls move between what has been selected for this window (or for modal analyses through the +/- 180 degree phase angle for the current modeshape).
All animation and static state selection is carried out in the State Display box. Its basic controls are described here, with more detail in the following sections.
To start animating
By default all states in the model will be animated at full speed in the current display mode. More information on animation is given in Section 4.5.
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D3PLOT
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D3PLOT
SHOW_STATES - List all states in the file If you think that you cannot see all the states that should be there you should consider the following possible reasons: Analysis is still running: You may need to RESCAN_FILE for newly created states. Missing family members: You may need to adjust the FILE_SKIP value. Wrong family member size: You may need to adjust the FAM_SIZE value. RESCAN_FILE - Scan the file for any new states. If your analysis is still running D3PLOT will not know about any states that may have been written since its initial scan of the file. RESCAN_FILE will search the file for new states and update the internal tables to show them. DATABASE - Displaying and managing the results storage database D3PLOT loads results from file on as "as needed" basis, and may supersede unwanted results in memory to save space. The process is automatic and can normally be ignored, however users with big models may need to intervene to economise on memory usage. FILE_SKIP - Jumping over gaps in family member sequence Sometimes the family member sequence <name>.ptf, <name>.ptf01, ... <name>.ptfnn may contain gaps. This can be due to deliberate deletion of intermediate members to save disk space, or because LS-DYNA has skipped a member. D3PLOT will skip over <FILE_SKIP> gaps before giving up its search for new members and deciding that it has reached the end of the file family. <FILE_SKIP> may be zero (no gaps) or any positive integer, but bear in mind that large values will slow down disk scanning as many non-existent files are searched for. If you change this value the family will be re-scanned automatically to detect any new members this may have made visible. FAM_SIZE - Setting the file family size to use. The file family size from LS-DYNA defaults to 7MBytes, but is sometimes set to some other value (using the X= parameter on the input line). D3PLOT can determine the member size of each family automatically by taking the larger of the first two members rounded up to the nearest Mbyte. However you can override this value if, for some reason, the automatic method does not give the correct answer. Doing so causes the file family to be re-scanned automatically to detect any changes. Setting the value to zero effectively returns it to "automatic" mode. SWAP_TITLE - Unscrambling endian-swapped titlesIf the analysis title appears to have every 4 letters reversed (ie ABCDEFGH = DCBAHGFE) then it has probably been (incorrectly) endian-swapped by your version of LS-DYNA. You can correct this by swapping between reversed and normal modes. Setting these parameters externally The parameters on this page may be set externally (or in the Shell) with the following environment variables: setenv FILE_SKIP 10 FILE_SKIP=5, export FILE_SKIP setenv FAM_SIZE 7 FAM_SIZE=0; export FAM_SIZE setenv SWAP_LSTC_TITLE true SWAP_LSTC_TITLE=false; export SWAP_LSTC_TITLE (Unix, C shell syntax) (Unix, Bourne/Korn shell syntax)
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User manual Version 11.0, March 2013 Windows users may set these variables in the System, Environment panel.
D3PLOT
RELEASE The new state is drawn when you release the slider. SLIDE As you move the slider between states each one you pass gets drawn.
The default is RELEASE since this reduces drawing time for large models when selecting states. Note that SLIDE can be used to scroll through (visually) an animation, but the same effect is achieved more easily using the frame slider bar on top of the graphics window: see Section 4.5.
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D3PLOT LI (alias LINE) Draws the current in-core state in wire-frame mode. A time is now shown (in this case 4.6ms) since this represents data at that time. Wire-frame mode still exposes lines which should be hidden.
HI (alias HIDDEN_LINE) Draws the current in-core state in hidden surface mode. This plot shows the deformed shape at 4.6ms as before, but now hidden lines have been removed .
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User manual Version 11.0, March 2013 SH (alias SHADED) Draws the current in-core state in lit and shaded "greyscale" mode, implicitly with hidden surfaces removed. The command-line equivalent command is [Greyscale] GO. Shading has been applied, assuming a light source at the observer, and hidden-surface mode is implicit: any hidden lines will be removed.
D3PLOT
The COLOUR command controls general colour usage in D3PLOT except the assignment of contour (see Section 4.4) and hidden-line overlay (see Section 4.3.4.6) colours. Note: In release 8.0 onwards many of its Node/Element colour functions are duplicated in the more user-friendly and capable PROPS box (see Section 4.3.2.3 below).
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DARK_COLOURS... Is used to lighten colours for colour printers. Most colour printers use cyan, magenta, yellow and black inks and they tend to render darker colours such as blue and magenta too darkly. This command lightens these colours preferentially so that colour plots look better, even though the display may look strange. Its default value is 0% (ie no lightening), and it may range to 100% (which will turn blues into white). You will need to experiment with your plotter to find the best value, a suggested starting point is 50%. BACKGROUND... Sets the graphics window background colour. By default this is black, but you can choose from a range of standard colours, or make your own user-defined shade using the colour PALETTE (see below). Controls the colour used for text (ie clock, header, etc). By default this is white but, as with the background, you can make this a standard colour or a user-defined shade using the colour PALETTE.
TEXT_COLOUR...
Text and background colours may be chosen from one of the 16 standard colours shown here. Alternatively you can use: Resets the relevant colour to its default. That is white for text, and black for the screen background. To create any colour that your hardware can support using the colour mixing PALETTE.
Node/Element colours: Setting the colour of nodes, elements and other items.
A default colour is assigned to every entity type in D3PLOT as follows: Standard 14 colour sequence: #1#2#3 #4 #5 #6 #7 #8#9#10#11#12#13#14 1, 2 & 3D elements Contact segments } Use the element part number or segment surface number to obtain colour from the standard sequence here on a modulo 14 basis. }
By default these colours are used only in plots that do not imply data plotting, that is: DRAW & LINE (Wireframe), HIDDEN (Hidden wireframe) and SHADED ( Solid shaded and lit) Joints Stonewalls Lumped-masses Nodes Use their type number (#1 = spherical ... #7 = locking) to give a colour in the standard sequence above Use Use Use White
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In all other plotting modes the element "overlay" colour (controlled by the OVERLAY option) is used instead. You can change these colours as follows: SET_COLOUR... Lets you define a new colour for a range of entities. To use it first define a colour from the options given, then select the range of entities to which these are to apply. Note that colours can also be changed using Quick-Pick (see section 3.5) This has the effect of desaturating "shaded" images, which gives them a more pleasant appearance. It has no effect on data plotting modes (eg SI, CT) or on wireframe/hidden element borders. Note also that the "global" SATURATION control remains. It may be used to desaturate all images. The effects of the "global" and "shaded" saturation controls are additive. RESET_TO_DEFAULT Resets all entity colours to their standard D3PLOT defaults. REV BACK&TXT Reverses Text and Background colours.
SHADED_SAT...
4.3.2.2 OVERLAY... Controlling the hidden-line overlay of element borders on data plots.
This figure shows the hidden-line overlay control panel. This panel controls whether or not a hidden-line overlay is superimposed on plots, and its attributes (when drawn). Overlay Display Overlay Colour Controls whether and how element overlay is drawn. It does not affect the current attributes. Obviously sets the colour to be used. The default is white, but other standard colours can be chosen. ELEMENT colour means use the Overlay colour of each element - see the PROPS box in Section 4.3.2.3.
Hidden-line overlays apply as follows: Overlays affect all data plotting display modes, and also SH shaded (GREYSCALE) plots. Their colour is normally fixed, but using the ELEMENT option, in conjunction with the PROPS panel, permits any permutation of overlay colours to be used. The display of edges may be one of:
Feature edge Free and "feature" edges are drawn All edges All element borders are drawn
The Edge Angle is the angle between adjacent facets at which an "edge" is deemed to occur. It affects both Feature edges and also smooth shading. The default of 60 degrees is satisfactory in most cases, but to obtain more edges reduce this value. Values approaching 180 degrees will eliminate edges altogether.
The effect of these various edge drawing options is shown in the four images below.
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This image has only free edge overlay, which is drawn only at the element edges at the back of the head.
This image has feature line overlay with an "edge angle" of 20 degrees, showing detail around the mouth, nose and eyes.
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User manual Version 11.0, March 2013 This image demonstrates the "patchy" overlay that can occur if the "Z lift" dimension is insufficient to raise it above the surrounding element infill. This does not normally happen, but it can occur if: Perspective is turned on And the perspective distance is very small
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To fix this problem use <right ctrl> + <mouse button>. Moving the mouse up the screen will raise the overlay towards you, moving it down away. The mouse button used controls the speed of "Z lift" change: <Left mouse> Produces slow change
<Middle mouse> Moves it more quickly <Right mouse> Makes large changes
If you subsequently revert to a more "normal" viewing distance you may need to reset the "Z lift" to get an acceptable image quality.
4.3.2.3 Properties: Controlling colour, drawing style, transparency, lighting attributes and overlay of entities.
It is important to understand the distinction between "Properties" and "Settings" in D3PLOT: Properties Are attributes of a model, for example part colours. Settings Are attributes of the programme and menu interface, for example data component.
A fuller description of these differences is given below. The PROPS box duplicates the colour setting capabilities of the COLOUR command above (which is kept for backwards compatibility), but provides many more capabilities for improving the visual properties of plots:
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Explicit visibility (blanking and entity switch) control. Mixed display modes (contoured/shaded/hidden/wireframe). The ability to label items selectively. Colour setting. Transparency setting. Lighting attributes (diffuse brightness and shininess). Overlay colour and style (solid/free edge/omitted). These properties may also be changed using Quick-Pick.All of these capabilities are available at <model>, <category (eg part)> and <individual item> level; which makes it possible to tune plots for presentation to any degree. Model properties can be saved and restored, and even applied to different models: see below. Due to the width of the menu, the option is provided to UNDOCK the menu. This moves it from being docked in the menu area to floating in the Grahics area. DOCK will reverse this process. From version 11 onwards property "states" (unrelated to data states) can be saved using the Save P button in the view panel - see section 5.5.
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...results in the PARTs sub-panel being displayed. It is also possible to SELECT any permutations of items, using the standard D3PLOT selection process or by clicking on their id button. Selected items have their background changed to green (here parts 1, 3 and 4 have been selected). Operations applied to the top row buttons are then applied to all selected items .
Transparency: Transparency only applies to 2D and 3D objects, and by default they are all totally opaque. However you may set any such entitys transparency on the range 0% (opaque) to 100% (fully see-through) in increments of 10%. Brightness: Setting diffuse brightness Shininess: Setting specular brightness Lighting is discussed in more detail in Section 4.3.3 below. Overlay Attributes Overlay Colour: Select an explicit overlay colour, or default. Each entity maintains a separate overlay colour, distinct from its "current" colour. The Default overlay colour is the same as the native element colour, but the two are stored separately and may be quite changed independently. Overlay Mode: Overlays may be drawn in one of three styles: NO_OVERLAY: Not drawn at all. FREE_EDGE: Only free edges are drawn. ALL_EDGES: All edges are drawn. When drawing the more restrictive of the main DISPLAY_OPTIONS, FREE_EDGE switch and the "local" element ones is applied: if either eliminates edges they will not be drawn. See section 4.3.2.2 for more detail. So what does all this mean? Here is an example which combines transparency, different modes of plotting, selective labelling and various overlays to show what can be achieved.
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Here is another example which shows how "vector" mode plots (here LC, but also VEL, VEC & Criterion) can be superimposed on shaded and wire-frame rendering.
You can create any number of property files, each will save the current status, and these may be read in at any time to update the current display.
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Therefore you can apply a properties file to any model and, provided that it is not too dissimilar to the model from which the file was written, the effect should be to restore your settings almost completely.
Properties and Settings files are forwards, but not backwards, compatible.
Both of these file types evolve with successive releases of D3PLOT. A newer format file will not read into an older version of the code, however an older format file may be read into a newer version of the programme and - usually will function normally. There are some minor exceptions: some overlay attributes in a properties file from release 9.0 of D3PLOT may not translate properly to a newer release. This is not so much because of file incompatibility, but rather because of changes to the inner workings of the code itself which make the "old" attributes invalid. From release 11 onwards the properties file is now both model and programme-independent, and in particular properties may be exchanged between Oasys D3PLOT and PRIMER. The format of the file and an explanation of its contents can be found in section 5.5.3 If you have problems with incompatibility please contact Oasys Ltd for help and advice. Click here for the next section
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Ambient light: Intensity. Shading type: Flat / Smooth / Dithered. Edge angle: Angular difference limit for smooth shading across adjacent facets.
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Lighting Switch ON
These two examples show how a hemisphere, half SI contoured and half SH shaded, responds to the lighting switch. Note how turning lighting off destroys any perception of shape or depth. (The effect on the right could also be achieved with lighting ON by setting the Ambient light to 100% and having no point light sources active.)
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This image has a single directional light to the right, and has the Ambient light set to 0%. Note how the lowlight areas are extremely dark and contain no detail.
Here is the same image with the Ambient light set to 40%. This has filled in the lowlight areas to some degree, but a higher value still is needed to illuminate some areas.
Why bother with ambient light? Why not just use more (and more realistic) point light sources? The short answer is speed and simplicity. Ambient light is cheap to compute and easy to define, whereas adding point lights slows down image redraw speed. And, as any photographer will testify, getting the position and intensity of multiple light sources correct is not as simple as it seems. However you have 8 light sources to experiment with: feel free! (But note that some graphics hardware may not operate correctly, or may run slowly, with more than two light sources.) The default in D3PLOT is a single directional light above and to the right of the observers position, and an Ambient light level of 40%.
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D3PLOT SET... Setting detailed light attributes The following detailed attributes for each light may be set: OFF/ON Turns this light on or off. Brightness Sets the light brightness in the range 0 - 100%. (nb: it is more efficient to turn a light OFF than to use 0% Brightness.) PRESETS > Provides some pre-computed positions for lights. These may not give exactly the locations you want, but they can form a good starting point. (The default light in D3PLOT, light 1, is positioned at "Right Shoulder".)
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Light Tied to Screen space <== Before ..transform .. After ==> When a light is tied to Screen space it remains fixed in space as the object is transformed.
(In these examples the light sources have been added artificially to illustrate their positions. They would not appear on an actual plot.) Page 4.39
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User manual Version 11.0, March 2013 Flat, Smooth and Dithered.
Shading type:
This controls how facets are shaded, which in turn affects the appearance of curved surfaces.
FLAT shading
The outward normal of each element face is calculated and used to determine a single lighting value. This is applied to the whole face giving the faceted appearance shown here. This is quick to compute and, with a fine enough mesh, gives acceptable image quality. (The mesh overlay has been added here to emphasise that each facet has a single flat shade.)
SMOOTH shading
The outward normals at each vertex are averaged, making it possible to vary lighting smoothly across a surface. This technique is known as "Gouraud shading", and is only available in 3D graphics mode.
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What dithering actually does, and how to fix problems that may arise from its use: (2D mode only)
On the left is an enlarged area of the dithered equivalent of the image above showing the bottom tip of the nose. The dither pattern is just visible in the image on the left, and if magnified further (right) it becomes obvious. There are only five different colours used in this image, yet it has been possible to show a wide range of shades. However spatial resolution has been lost in favour of colour range.
Dithering can occasionally cause problems when images are captured from the screen or laser-plotted. In particular there can occasionally be a "heterodyning" (beating) between the spatial resolution used for dithering on the screen and that used by the subsequent display device. This can show up as an apparent chessboard of large lighter and darker squares on the image, or as light/dark bands. Some software packages for manipulating bitmaps may show similar effects. If this happens you may be able to fix it with one of the following: Try generating the image with a different screen window size, and hence a different scale. This may be enough to stop the "beating" effect. If you have been working at 8 bit-plane resolution, but your screen supports 24 bit-plane "true colour", then use that instead. At 24 bit-plane depth all possible colours that the human eye can resolve (224 = 16,777,216) are available, and dithering is not required. The image will look better too.
Edge angle:
The angle at which smooth edges become sharp.
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When smooth shading it makes sense to preserve some "sharp" angles, since most real-life objects have sharp as well as smooth edges. This is done by computing the angle between the outward normals of adjacent facets at vertices, and only averaging if this is less than the current Edge angle. This effect is evident in the images of the head above: the ridge of the nose is "sharp" whereas the rest of the face is "smooth". Edge angle can lie in the range 0 - 180 deg, (values > 90 deg are significant for 3D elements). The default of 60 degrees looks reasonably natural for most objects. 0 degrees is equivalent to Flat shading, and 180 degrees will eliminate all sharp edges.
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Brightness Controls how light or dark the colour of the object is when illuminated, but the effect is to add matt colour (not whiteness, which would make it look shiny). Shininess Adds white highlights, but no colour, to make the object look shiny.
These attributes (of the object, not the lights) are set in the PROPS box - see Section 4.3.2.3. 1. OpenGL Programming Guide. Neider, Davis, Woo (ISBN 9 780201 632743) 2. Computer Graphics Principles and Practice. Foley, van Dam, Feiner, Hughes (ISBN 0 201 12110 7) Click here for the next section
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4.3.4 Solids & Shells: Plotting results on solids and shells (2D and 3D elements)
The figure (right) shows the Data panel in Solids and Shells plotting mode (in this case displaying the Components sub-menu). This is the default data plotting mode in D3PLOT. It is available even if your model has no 2D or 3D elements since it contains the velocity vector plotting option (which is effectively data at nodes), although in this case some plotting options will be greyed out. From release 9.3 onwards this mode also displays data for Smooth Particle Hydrodyanics (SPH) and Airbag Particle (ABP) elements.
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Middle
Bottom Is the innermost (most -ve local Z) integration point. In this example shell output has been defined with <maxint> = 8, giving the option of each of the eight integration points in the element. In the conventional case, <maxint> = 3, the "Layer" column will not be shown. (See note 2 below.
Normally you will be interested in results at a given integration point, but it is also possible to extract the following values scanned from all integration points through the thickness of the element: MAX_ALL MIN_ALL Finds the maximum (most +ve) value Finds the minimum (most -ve) value
MAG_ALL Finds the +ve or -ve value with the greatest magnitude. Result may be +ve or -ve since the calculation is: if ( |val| > |curr| ) curr = val
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WARNING: In LS-DYNA analyses the top and bottom shell "surfaces" are not the outer fibres of the element if the default Gaussian integration scheme is used: they are located some way in from the outer fibres. The following table shows the location of the outermost integration points, as a function of shell half thickness (t/2), for the most commonly used numbers of points. No of Points 1 2 3 4 5 6 Distance from neutral axis as a proportion of t/2 (Gaussian integration) 0.0 (membrane) 0.577 0.775 0.861 0.906 0.932
Where you have written an odd number of integration points to the output file the "mid surface" will be the mid point. Where you have written an even number of points it will be the average if the two "middle" values. For example if you write 6 points it will be averaged from #3 and #4. Note 1: Note 2: While thick shells write results at surfaces too, by default this flag has no effect when they are plotted since their (visual) thickness permits all three surface results to be displayed simultaneously on their respective faces. This can be changed so that each surface is plotted separately, as described in Section 4.4.10 Historically LS-DYNA has reverted to trapezoidal integration for 6+ integration points, although this is undocumented and the author has a sneaking suspicion that more recent versions of LS-DYNA may use gaussian integration for up to 11 points. Examine such results with care!
Note If MAXINT is set to a -ve number, then LS-DYNA will write out data for in plane integration points. How to 3: interpret the results from these models in D3PLOT is described in Section 12.8.2.2 A more detailed description of shell output, with particular reference to "surfaces", "layers" and integration schemes, is given in Section 12.8.
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4.3.4.3 ENVELOPE...
Envelope plotting can be used to plot either the minimum, maximum or the absolute maximum data values within a range of states. In addition to plotting the minimum or maximum values the times of the states that the values occurred at can also be plotted. If envelope plotting is turned on for an element based data component (i.e strain) then element averaging is automatically turned off (see Section 4.3.4.6). When envelope plotting is turned on Line Contours (see Section 4.3.4.8) are only available for node based data components (i.e velocity). Envelope plotting may also be used with the WRITE option (see Section 6.7) but it is not available during ANIMATION (see Section 4.5.1) or when the REFERENCE_STATE option (see Section 6.3.5.1) is being used. Note: At present ENVELOPE plotting only functions in 2D mode. Users running in 3D under OpenGL will be temporarily swapped back to 2D mode for the duration of an envelope plotting operation.
Clipping ignored
Notes on data averaging: Note Averaging of element data at nodes for contouring only takes place for element derived data, eg stresses. 1: Where the data being plotted is nodally derived, eg velocity, then averaging is not used and the settings above have no effect. Page 4.47
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Note Averaging has an effect beyond plotting: it can also influence how element-derived scalar data is computed at 2: nodes for WRITE and XY_DATA output. Note Averaging never takes place over dissimilar element types. For example where a node is common to both a 3: solid and a shell data at the node is computed separately for the "parent" element types, even if the data component type is valid for both types. Note Averaging is applied if requested, even if it might not be sensible to do so: this can be an issue when 4: directional components are plotted in element local systems. For example if LOCAL X_DIRECT_STRESS is used where two shells meet at a right angle (ie a flange meets a web) you may be averaging stresses in directions that are 90 degrees apart. Note A related error is to average across shells, using top or bottom surface data, when adjacent shells have inverted 5: surfaces; ie their outward normals (local Z axes) point in opposite directions. This is usually the result of a meshing error, and it can produce strange contours. (To check outward normals turn on the element local triads with DISPLAY_OPTIONS, LOCAL_TRIAD; or do a continuous-tone (CT) plot of the element outward normals using (geometric) component ON_OUTWARD_NORMAL.
The element local system is computed from its topology. A four noded element is shown here, for a 3 noded element Z is normal to the (flat) plane N1N2N3.
A cylindrical system is only suitable for elements that do genuinely lie in the plane of a cylindrical wall. The Y vector is perpendicular to the Z axis through the element centre.
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Element local axes are calculated as follows: [X] (approx) [Z] (outward normal) [Y] [X] (warping correction) From vector N1N2 From cross product N1N3 x N2N4 From cross product [Z] x [X] From cross product [Y] x [Z]
Let [U] be the vector from the cylinder origin to the element centre, then axes are calculated as follows: [X] (hoop) from cross product [U] x [Long axis] [Y] (radial) from cross product [Long axis] x [X] [Z] is the same as the [Long axis]
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4.3.4.7 MAX & MIN Displaying max and min values on plots
D3PLOT can calculate the maximum and minimum <n> values on the current plot, and display it at the top of the graphics window. Element-derived data components show element values, and nodally-derived ones show nodes. Not computed Shown on data plots Shown on all plots No max/min values computed or displayed Max/min values are computed, but only displayed on data bearing plots (CT, SI, etc) Max/min values are shown on all plot types. For non data-bearing ones the values shown are those of the currently selected data component. By default only 1 of each max and min is shown. You can choose any number, but space on the plot is limited and a practical limit is about 30 pairs of values. Very large numbers will also take longer to compute and store. By default both values are listed on the plot, and the relevant elements/nodes are labelled to identify them along with the values. All are switchable.
List/label options
Export to XY Data This option will calculate the max and min values for all states in the analysis, and export them as (x,y) data to the XY_DATA tool for graphical plotting. The actual results sent depend on the settings below: This frame only. All frame items. Envelope Generates curves only for the <n> items that are the max and min in this frame. This will result in <2n> curves. Generates curves for the <n> items that are the max/min in each state. This can result in up to 2 x #states x <n> curves if the max/min items in each state are different. This produces only two curves, a maximum and an minimum. The X axis is state time, and the Y axis is the actual max/min value at each state regardless of the actual element/node it comes from.
Export to WRITE This option is similar to Export to XY Data, except that it builds the list of elements/nodes based on the options selected, and exports them to the WRITE tool for numerical output at the current time.
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Display on Data-bearing plots: Draw all normally Draw max/min and rest wireframe Draw max/min only Normal plotting with no restrictions The max and min <n> items are drawn in the current plotting mode, and the rest in wireframe mode Only the <n> max/min items are drawn in the current plotting mode.
LC (LC_LINE_CONTOURS) A line-contour plot draws lines of constant value across elements. In this example the lines have been labelled with their contour band numbers: this is optional, and controllable using the CONTOUR command. Note that the contour values, and hence the lines, lie in the middle of the equivalent solid bands above. By default LC mode plots are drawn as lines on a hidden-line element mesh, but "mixed-mode" plotting allows them to be superimposed on shaded or wireframe meshes too. See the PROPS box in Section 4.3.2.4.
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D3PLOT SI (SHADED_IMAGE) This is similar to a continuous-tone plot, but lighting is included to give more impression of shape. The LIGHT command, see Section 4.3.3, controls the lighting aspects of the plot; and there are special options in CONTOUR, see Section 4.4, to control the contouring aspects. Two options are provided:
Solid Draws solid contour bands, exactly as in a CT plot, except that lighting is added. Bands (Default) Fuzzy bands Draws smoothly varied colours, gouraud shading, with lighting. (This was the standard SI mode prior to release 9.2)
VEL (VELOCITY_PLOT) A velocity plot draws arrows showing the direction and magnitude of nodal velocities. Arrow length is proportional to velocity magnitude, and arrow colour is also based on magnitude using the normal contour band colours and bands. Both of these attributes are set with the CONTOUR command - see Section 4.4.
Vector plotting can select any of Displacement, Velocity and Acceleration; the default being velocity. If user-defined vector components for nodes have been defined they are also eligible for plotting in this mode.
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Like LC mode plots VELocity plots are drawn on a hidden-line mesh by default. However mixed-mode plotting means that the underlying mesh may be rendered in shaded and/or wireframe modes - see the PROPS box in Section 4.3.2.4. ISO ISO surface plots draws surfaces at constant values, with lighting added. In 3D elements, as shown here, the contours will show surfaces of constant value through the body of the solid mass. In 2D elements the effect is the same as a Line Contour plot, drawing lines of constant value. Note that ISO plots of large solid meshes can be many times slower than, for example, SI plots of the outer surface. This is due to the "cube /square" law: an ISO plot has to consider all elements inside the mesh, whereas an SI plot need only consider external elements. CL (CLOUD_PLOT) A cloud plot produces points displaying the value of the selected data component at each node. These can been drawn as a fixed size of the users choice or proportionally to their value. This property can be set with the CONTOUR command - see Section 4.4. CL plots are a far "cheaper" way of seeing what is going on inside large solid meshes than ISO plots (or cut sections). This is because they dont have to worry about data averaging or complicated graphics, making them much faster to process. In addition drawing "blobs" is fast in hardware, making this a quick method of displaying data from very large models. Two data computation options are provided for element-derived data displayed in CLoud plots: Element centre (default) Averaged at nodes Raw (unaveraged) element values are displayed at the element centre locations Element values are averaged at nodes, and displayed at the node locations
In the nodally averaged case the results shown are equivalent to those seen in low resolution contouring, which has the effect of "smearing out" the peak and trough values at element centres. Nodally-derived data is always plotted unconditionally at nodal locations and, by definition, is not averaged in any way. This section has described the commands in the 2D/3D Solids and Shells plotting mode panel. But you should be aware that there are further commands that can influence the appearance of all plots located in the top menu box: Display_options, Label, Entity, Blank, Volume_Clip These are described in Sections 6.1 et seq. Click here for the next section Page 4.53
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4.3.5.2 INTG_POINT...
Selecting the integration point for results from "integrated" (Hughes-Liu etc) beams. The "extra" INTEGRATED results for these beam types only are written at the specified integration points. Only one can be plotted at a time, and this is selected here. (This is analagous to defining the integration point for output of shell data.)
4.3.5.3 ENVELOPE...
Envelope plotting for beams works in exactly the same way as for other element classes. The selection of states, data components and so on are identical. (See Section 4.3.4.4.)
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PROJECTION Using "local" or "screen" projection for diagram plots. By default those data components which imply a local direction (ie shear and bending in/about beam local Y and Z axes) are drawn in "diagram" plots projected onto their "local" plane. For example in the left hand side of the figure above the bending moment Mzz is shown projected onto the plane of beam local XY. (The beam local axes have been turned on for clarity.) This gives a visual indication of the direction and sign of the component.
You can choose instead to project results onto the "screen" plane, as shown in the right hand side of the figure above. This draws results in the plane of the screen regardless of the beams orientation. This mode of display is used unconditionally for components that do not have an implicit direction (eg axial force, torsion, etc) DIAGRAM SIZE Setting the visual scale of diagram plots. The size of diagram plots is set by default such that the largest vector is about 500 screen units. You can change this at will: the figure above shows typical settings.
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User manual Version 11.0, March 2013 HATCHING Setting the density of diagram plot hatching
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LABEL_VALUES Labelling values on diagram plots. The left hand figure above shows the default hatching density: at roughly every 100 screen space units. On the right the hatching density has been increased by reducing its spacing to every 30 units.
Note: A "solid" diagram plot appearance can be achieved by reducing the hatching spacing to typically 10 units or below. The actual value will depend on the screen window size and device resolution. It requires a lot of screen vectors to achieve this effect, so dont use it where display speed or storage space are critical: eg during animation. The right hand figure above also shows the effect of turning on the LABEL_VALUES switch: values at beam end points are shown. This option is only useful when there are relatively few beams on the display, with a lot of beams being labelled the screen will become a mass of numbers. (The LABEL option, using "dynamic" labelling of beams with the DATA_VALUE switch on, provides a more selective way of drawing element data values on the screen.) REVERSE_END_2 Sign convention used for beam plot display. The convention when drawing bending moment diagrams is to plot the diagram on the tensile side of the element. However the mathematics would suggest otherwise: In the example used here (encastre beam, point load) the moments at the two ends of this beam are clockwise (+ve) and anti-clockwise (-ve) respectively, so at one end a +ve value must be drawn on the tensile side but at the other end a -ve value. Hence the need to reverse the sign of the "end 2" value for plotting purposes only. The author has never seen plots drawn without this reversal but, for completeness, the ability to produce them is provided with the REVERSE_END_2 switch: turn it off to see mathematically "pure" plots.
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Various data output options exist depending on material type, beam formulation, number of integration points and user-defined settings. Unfortunately the output files do not contain enough information to allow beam results to be diagnosed unambiguously, so WARNINGS provides on-line guidance. You should also read Section 12.10 which describes beam output.
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When the OPACITY_SWITCH is turned off the overlying structure is no longer opaque, (ie it becomes transparent), and the results in the beams obscured above become visible.
By default the OPACITY_SWITCH is off, ie beams which should not be visible are indeed obscured by the overlying structure. It can be turned on/off at will. Note: The OPACITY_SWITCH affects both beam and contact surface data plotting modes (the same switch in both contexts). It has no effect in other contexts, or upon plotting modes that do not display data.
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CT (CONTINUOUS_TONE) This CT continuous-tone plot shows exactly the same results as in the diagram plot above. Now the results are drawn as thick blocks of colour on the beam centreline. This can give less cluttered plots, but no visual indication of the data or beam orientation is possible.
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4.3.6 Contact Surface Plots Plotting results on contact surface (interface) segments
Visually contact surface segments have the same attributes as thin shells, and data may be contoured on them in the same way. To distinguish between the two element types contact segments in D3PLOT are hatched by default. This contact surface plotting mode must be used to display contact stress and force on segments. The distinction between this and normal 2D/3D element plotting is made to prevent confusion between the two element types. Note: If you have not read in a .CTF file D3PLOT will not show any contact segments as being present. The following data components may be plotted: The STRESS... and FORCE... categories are described in more detail in Section 12.11. The GEOMETRIC... category allows segment outward normals to be plotted.
Contact surfaces generate penalty forces at nodes, which are converted to "stresses" in LS-DYNA by dividing contact force by segment area. Strictly this is "contact pressure", rather than "stress", and you should not expect these values to be the same as the (genuine) stresses in the underlying elements. The contact surface results are a sanpshot at a particular time. As contact forces are particularly noisy, there may be a degree of randomness to the data plotted. The OPACITY switch contols structure transparency, allowing the contact forces to be seen through the structure.
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D3PLOT LC (LINE_CONTOURS) As with continuous-tone plots a Line-Contour plot of contact surface data is identical in concept to that of 2D/3D data. (This is the same model as above, but with #contour levels increased to 13, cross-hatching turned off for clarity, and the scale increased to show detail.)
SI (SHADED_IMAGE) The shaded-image plotting mode is identical in concept to that used for 2D/3D elements: 21 solid contours with lighting taken into account.
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User manual Version 11.0, March 2013 VEC (VECTOR_PLOT) Vector plots draw arrows of force at nodes on contact surfaces. Length is proportional to data magnitude, and colour is assigned using the current contour bar colours. (This example shows two spot-welded plates being pulled apart. The nodes in the hatched area form a welded contact-surface.)
D3PLOT
This section has described contact surface data plotting, and the (graphical) similarities with solid and shell (2D/3D) plotting in Section 4.3.4 will be apparent. As with that plotting mode there are further commands which influence the appearance of plots: Display_options, Label, Entity, Blank, Volume_Clip These are described in Sections 6.1 et seq. Click here for the next section
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4.3.7.3 LENGTH, COLOUR, SYMBOL Setting principal stress/strain vector plot attributes.
LENGTH/WIDTH: Setting vector length. By default vector symbols are scaled by the data magnitude. LENGTH sets the maximum symbol length in model space units. To make it easier to see the vector symbols on some displays the . WIDTH of the lines used to draw the symbols can be increased. By deafult a line thinkness of 1 pixel is used. The FIXED option can be used to make all the vector symbols the same size regardless of the data magnitude. If this option is set then the colour of the vector symbols still represenst the data magnitude. COLOUR: Setting vector colour By default vectors are coloured using "contour" bands based on their data magnitude. This is the DATA option. You can choose instead to use colour to distinguish between the components of multi-valued plots, the FIXED option. SYMBOL: Vector symbol types By default the vector symbols have a HIERarchy: arrowhead for largest, inverted arrowhead for smallest, plain bar for middle. You can choose to have plain LINES instead if you wish.
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As the process of opening and scanning the contents of large LSDA files can be very slow on network disks D3PLOT uses a separate thread for opening the LSDA file. While the file is still being opened and scanned the OTHER button will remain greyed out but the rest of the menus in D3PLOT will still be available. When the thread has finished opening the file the message Finished Opening LSDA file <filename> will be displayed in the Dialogue window and the OTHER button will turn blue and become active.
The list of data components that are available for all of these entity types (except Load Paths) is controlled by the file d3plot.componets in the installation directory. If in future releases of LS-DYNA new data components are added for these entity types then Oasys Ltd will issue a new d3plot.components file to make these components available. At present the following data components are supported. Page 4.66
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Spotwelds
Normal Force Shear Force Failure Force Failure Time Torsional Force Length DC Failure Function DC Normal Failure DC Shear Failure DC Bending Failure DC Area Requires DCFAIL file Requires DCFAIL file Requires DCFAIL file Requires DCFAIL file Requires DCFAIL file
SPCs
Springs/Dampers Force (translational springs and dampers) Elongation (translational springs and dampers) Moment (rotational springs and dampers) Rotation (rotational springs and dampers) Seatbelts Seatbelt force Seatbelt length Slipring pull through Retractor force Retractor pull out Cross Sections X, Y, Z forces Resultant force X, Y and Z moments Resultant moment Area
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4.3.8.2.1 SPCs
This option controls the size of the symbols used to draw and contour SPCs. SPCs are contoured as a single colours square on the nodes they are located at. Only the nodes with an SPC on are contoured so it is easy to see which nodes have an SPC with zero force and which nodes dont have an SPC. Fixed Size Prop to magnitude All of the SPC symbols are drawn using the same size This option can be used to automatically scale the size of the SPC symbols in proportion to the magnitude of the data value. This specified the minimum size used when scaling SPC symbols in proportion to the magnitude of the data value.
Min (pixels)
Max (pixels) This specified the maximum size used when scaling SPC symbols in proportion to the magnitude of the data value. These options can be used to control the size of the arrows used when generating vector plots. Arrow Length This is the maximum length used to draw the arrows used for vector plots.
Line This option can be used to increase the Thickness width of the lines used to draw the arrows. Fixed Length By default the length of each arrow is scaled by the magnitude of the data value. If this option is selected then all the arrows will be drawn the same length and just the colour of the arrow will be used to indicate the value. This option can be useful if there is a large variation between values and the arrows for the smaller values are difficult to see.
When SPC forces / moments are contoured the rest of the structure is always drawn in greyscale with lighting.
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4.3.8.2.2 Spotwelds
This option controls the size of the symbols used to draw some spotwelds. D3PLOT 9.4 can draw and contour 5 different types of spotweld Symbol Type V94 Symbols By default spotwelds are drawn using the symbol types that were introduced in version 9.4. where each type of spotweld has a different symbol as shown below. Spheres From version 10.0 onwards the default spotweld symbols can be replaced with spheres located at the center of each spotweld In addition to drawing each spotweld as a sphere the version 94 symbols can also be drawn in both wireframe and hidden line.
*CONSTRAINED_SPOTWELD
These are drawn and contoured as 2 diamonds connected together by a line. They are labeled as CWn
*CONSTRAINED_GENERALIZED_WELD_...
These are drawn and contoured as 2 diamonds connected together by a line. They are labeled as GWn
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*MAT_SPOTWELD (beams)
These are drawn and contoured as 2 cubes connected together by a line. They are labeled as BWn
*MAT_SPOTWELD (solids)
These are drawn and contoured using the solid element that defined the spotweld. They are labeled as HWn
*DEFINE_HEX_SPOTWELD_ASSEMBLY
These are drawn and contoured using the solid elements that define the spotweld assembly. All of the solid elements are contoured using the same colour as the LSDA file contains a single value for each assembly. They are labeled as HAn
Spheres In some plots where the spotwelds lay between panels and can not be seen using the version 94 symbols swapping to spheres which protrude through the panels can allow the spotwelds to be seen.
Sphere Size To make it easier to view the spotweld locations the size of the spheres can be controlled using a number of different options.
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User manual Version 11.0, March 2013 Panel Gap x <factor> D3PLOT will calculate a panel gap based on the initial geometry of each weld. CONSTRAINED_SPOTWELD 0.5 x the distance between the 2 nodes
D3PLOT
CONSTRAINED_GENERALIZED_WELD_ 0.5 x the distance between the 2 nodes MAT_SPOTWELD (beams) MAT_SPOTWELD (solids) DEFINE_HEX_SPOTWELD_ASSEMBLY 0.5 x the distance between the 2 nodes 0.5 x the average of the distance between the 4 pairs of of nodes that make up the edges of the spotweld. 0.5 x the average of the distance between all of the pairs of nodes that make up the edges of the solids.
True Radius x <factor> This uses the radius of each spotweld. For each spotweld type D3PLOT will use the following for each radius. CONSTRAINED_SPOTWELD 0.5 x the distance between the 2 nodes
CONSTRAINED_GENERALIZED_WELD_ 0.5 x the distance between the 2 nodes MAT_SPOTWELD (beams) MAT_SPOTWELD (solids) 0.5 x beam cross section diameter If the weld was created as a PRIMER connection then 0.5 x the connection diameter will be used. If no connection data is available then D3PLOT will calculate a radius based on the solid geometry. D3PLOT will calculate a radius based on the solid elements geometry.
This uses the stipulated fixed radius size. This can sometimes be useful if some of the spotwelds are very small and can not easily be seen.
Scale symbols by If a Fixed radius is used then the fixed radius can be scaled according to the magnitude of value the data value when spotweld data components are contoured. Minimum size (%) If a Fixed radius is used then this option can be used to set a lower limit when the size is scaled by value. Version 94 symbols size This option can be used to scale the size of the version 9.4 symbols.
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D3PLOT Show Failure Time This option will automatically annotate any spotwelds that fail during the analysis with the failure time. Only spotwelds with a failure time greater than 0.0 are displayed. The failure times displayed are taken from the last state in the LSDA (binout) file and are constant regardless of the plot state time.
Dont display unfailed spotwelds To make it easier to identify the spotwelds that fail this option can be used to automatically turn off the display of any spotwelds that do not fail during the analysis As with the display of the failure time the information from the last state in the LSDA (binout) file is used to determine which spotwelds fail.
Spotweld Preference Options The following preference options cna be used to set the default options used to display spotwelds d3plot*swld_symbol d3plot*swld_quality d3plot*swld_radius d3plot*swld_panel_factor d3plot*swld_true_factor d3plot*swld_fixed_size Symbol for type for Spotwelds, either DEFAULT or SPHERE Quality of Spotweld sphere symbol (1-5) Display spotwelds using the PANEL gap, TRUE radius or a FIXED radius (PANEL, TRUE, FIXED) Factor to mulitple PANEL gap by when drawing spotwelds spheres Factor to mulitple TRUE radius by when drawing spotwelds spheres Default radius used when drawing spotwelds with a FIXED radius
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4.3.8.2.3 Springs
By default springs are draw using "zig-zags". You can change these to Plain line style, in which they are drawn as simple lines. This saves vectors, reduces clutter, and can be useful during animation to improve speed and economise on memory usage. See Section 9.6 for more details.
Line Thickness (pixels): This options controls the thickness used to draw springs and seatbelts when they are contoured. If a If a model contains coincident springs with the same node numbering then the colour of the 1st spring that is drawn (the lowest ID) will be the one seen in the contour plot. If a spring translation data component is selected then any rotational springs will be drawn uncontoured in grey. If the component is a rotational component then any translational springs will be draw uncontoured.
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4.3.8.2.4 X-Sections
From version 10.0 onwards of D3PLOT can draw the location of any *DATABASE_CROSS_SECTION definitions defined in the LS-DYNA model model (requires a ZTF file generated by PRIMER).
As well as drawing the location of cross sections D3PLOT can also contour force and moment results on them and generate force vector plots
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These options can be used to control the size of the arrows used when generating vector plots. Arrow Length Line Thickness Fixed Length This is the maximum length used to draw the arrows used for vector plots. This option can be used to increase the width of the lines used to draw the arrows. By default the length of each arrow is scaled by the magnitude of the data value. If this option is selected then all the arrows will be drawn the same length and just the colour of the arrow will be used to indicate the value. This option can be useful if there is a large variation between values and the arrows for the smaller values are difficult to see.
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Show Force Output Coordinate System By default the forces for a *DATABASE_CROSS_SECTION are written out using the global cartesian coordinate system but this can be modified by changing the parameters ID and ITYPE on the *DATABASE_CROSS_SECTION card.
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User manual Version 11.0, March 2013 This option can be used to display a triad at the cross section centroid which shows the coordinate system for force output. Using information from the ZTF file D3PLOT will update the triad if the local coordinate system is defined using either an accelerometer or a rigid body which moves during the analysis.
D3PLOT
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D3PLOT The loads can be plotted in either the local coordinate system defined by the line joining two *DATABASE_CROSS_SECTIONs or the global coordinate system.
These options can be used to control the size of the LOADPATHs used when generating plots. The local coordinate system of the each segment of the LOADPATH can also be shown. Diameter By default the diameter of each end of a LOADPATH segment is scaled based on the*DATABASE_CROSS_SECTION cross section area. Selecting the Fixed Radius option will set their diameters to the same size. If the Fixed Radius option has been selected then this option can be used to scale the diameters of each LOADPATH segment by its current data value. This will show the local coordinate systems of each LOADPATH segment.
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4.4.1 LEVELS... Setting number of contour levels, their ranges, colours and number format
By default contouring is set to have: 6 levels Automatically computed values, scanned over all frames Colours from blue (low) to magenta (high) Automatic number format These default settings are shown right, the LEVELS sub-menu. You can modify these settings as follows:
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4.4.1.1 Setting contour levels. (Automatic, Max_&_Min, User_Defined, Convert to Log Scale)
By default contour levels are AUTOMATIC over all frames. This means that the maximum and minimum values are computed prior to each plot, and the resulting bands spaced evenly between these. Automatic contour bands can be computed in two ways: Automatic mode Over all frames During a static plot Contour bands are automatically scaled to the max and min values in this plot only. (The same behaviour in both modes.) During an animation The "envelope" of max and min values of all frames making up the animation are calculated, then every frame of the animation is contoured using this same single range of values. So the contour bands and values are the same in every animation frame. The max and min values in each frame are computed separately, and each frame is auto-scaled to its own set of values. So the contour bands may change in each frame, and the effect is the same as a series of individually auto-scaled static plots.
In the figures above the contour levels have been set manually: the max and min values only are set in the left figure, user-defined levels for each band are set in the right figure. MAX_&_MIN levels have been selected, and the upper and lower values defined. The intermediate values are interpolated linearly and filled in for you, but you cannot change them.
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User manual Version 11.0, March 2013 The figure (right) shows the same panel set up for the plot in (b) above. USER_DEFined levels have been chosen, and all contour bands filled in. Every level has to be defined: note the uneven intervals.
D3PLOT
Hint:
Choose MAX_&_MIN first, fill in upper and lower-bound values, then switch to USER_ DEFINED. The interpolated intermediate values are remembered and may save typing.
CONVERT TO LOG SCALE will convert the current scale to a log scale. This works by taking the logs of the current min and max values and switching to a user defined contour ramp based on linear interpolation in log space. e.g. If the scale goes from 1 to 1000000, the log values will be 0 to 6, and interpolated values for 6 bands would be 10^0, 10^1, 10^2,... 10^6. Note that the min and max values must be positive to be able to convert it to a log scale.
The DISPLAY ALL EXPONENTS switch will put an exponent on each contour bar value rather than one exponent at the bottom of the bar that applies to all values. This is useful if the scale has been converted to a log scale so that the individual values can be shown with enough precision.
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User manual Version 11.0, March 2013 For each active window (Wn tab selected): The max and min values of all visible elements in all models is computed These become the max/min bounds for that window Changing what is displayed in that window will update these bounds Each window is independently calculated, regardless of the contents of other windows. During animation exactly the same rules apply, except that the "envelope" of values from all frames is used to calculate the max & min values. For each active window (Wn tab selected): The user-defined max and min values are applied to that window, regardless of contents.
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It is important to understand the distinction between automatic contouring over animation frames, and automatic contouring at a given state.
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Restricts the display to those items in the selected band, but does not alter the overall contour band limits. The effect is based on the centre value of elements, so if contouring is on (the default) you may see gradations of value outside the limits of the band chosen. To prevent this turn averaging off, or select a plotting mode (such as CLoud plots) which shows centre values only.
Scale to band
Resets contouring to max/min using the upper and lower values of the band chosen. Display is not limited to this range, so items outside the range will still be drawn. As Scale to band, but also sets limiting values to the original bands max/min, so only elements within the original band are shown. Resets contouring to Automatic (all states), and turns off limiting values if switched on by one of the options above. Resets contouring to Automatic (each states), and turns off limiting values if switched on by one of the options above. Is the equivalent of selecting Contour > Levels.
Limit to band
Reset to auto all states (middle mouse) Reset to auto each state Map contour panel
Restriction to a band is carried out using the Contours > Limiting Values function described in section 4.4.5. In effect the functions here set the upper and lower bounds, and turn on limiting. You can adjust these further by hand if you wish.
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REVERSE Will reverse the current colour range for this number of levels.
Contour bands define the upper and lower values of each discrete band. For solid contoured plots (ie CT, SI) each band lies between these limits. For line contoured (LC) plots each line will lie at the mid-point of its band. Colour tables for contours are stored separately for each number of contour levels. So if you change colours for (say) 6 contour levels this will not affect colours for any other number of levels. During SI shaded-image plots the current number of contour levels is mapped onto 21 colour bands, interpolating linearly, regardless of the actual number of bands selected. This is to improve the colour resolution of plots. As a consequence colours are also interpolated within these 21 bands from the #levels set here. Thus defining more contour levels will give finer control over the colours used in shaded-image plots. Whichever way they are defined, contour bands must be in ascending, monotonic order. This is particularly significant for USER_DEFINED mode: you will not be permitted to create bands that have zero or negative intervals.
Note 4:
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Note: Labelling is not necessary on colour devices, since line colour is sufficient to distinguish between contour levels, however on monochrome and greyscale devices it is needed to tell lines apart. Therefore if you are running on a monochrome display, or on any display with the laser switch on and the laser output set to be in GREYSCALE mode, line labelling will be applied regardless of the switch setting above. Click here for the next section
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MEDIUM The value with the greatest magnitude at each node is found, then contour bands (or lines) are drawn linearly from edge to edge across elements. The element centre values are implicitly included since they will qualify as maxima at nodes: a safe overestimate. HIGH Data are averaged at nodes as before, but elements are then split into sub-areas using centre and mid-side values. This enables variations across elements to be seen, and peak centre values included. However it requires up to eight times as much computation, graphics storage and drawing effort as the other two modes.
The default mode is MED(ium) resolution since this is both "safe", (peak centre values are included, albeit smeared out to element vertices), and quick (computation, graphics data storage and drawing effort are small). To understand the effects of the three possible contour settings consider the following example: Two sheets are spot-welded together, and are then pulled apart.
The following plots (a - d) show the plastic bending strain in the top sheet as: Unaveraged LOW resolution MEDIUM res HIGH res
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(b)
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(d)
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This figure shows the ARROWS control panel. Length is entered in screen units, here 400 has been used.
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User manual Version 11.0, March 2013 This figure shows the control panel for the LIMITING_VALUES options. When the Limiting switch is off, (default), the other options in this panel are greyed out. Lowerbound value Upperbound value is the value below which data are not contoured. is the value above which data are not contoured.
D3PLOT
Action for defines what happens to excluded excluded elements, see below. You need to consider what action is to be taken with elements that are not contoured. There are three options, which it is convenient to take in reverse order.
The Auto bands range options determine how Limiting Values interact with automatic contour bands when limiting is active: Temp max + min Is used when the short cut "click on a contour band" option in section 4.4.1.2 has been used. This temporarily sets contouring to enforced max/min values, which conflicts with this mode, and should not be set manually. If automatic contour bands are in use then they will adjust themselves to the full range of data available, ignoring the lower and upperbound values set here. Therefore the contour band boundaries will not change as the upper and lowerbound values are changed here. Restricts automatic contour bands to the limits set here, changing as they change. Therefore whatever is drawn on the plot will exploit the full range of contour bands and colours available, making this suitable if you want the maximum colour and band discrimination for what is drawn.
The following three examples are a mould filling (fluids) analysis in which a plate comprised of solid elements is filled from below. They show the effects of the three Action for excluded options, in particular note how this affects the display of internal structure: This figure uses DRAW_IN_BLACK for elements that lie outside the limiting values. (Black is reproduced as white on a hardcopy as here.) Here we are plotting "void fraction", ie %age fullness of fluid, and only values in the range 0.8 to 1.0 (ie 80% full or more) are shown. It is clear that no internal structure is visible since elements on the outside faces, which are not full, obscure it.
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This figure uses OUTLINE for elements that lie outside the limiting values. Only the outline of elements which are out of range is drawn, so that they do not obscure structure behind them. In this example free edge display ([DISPLAY_ OPTIONS] FREE_EDGE) has also been used to remove clutter of excess mesh.
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This figure uses OMIT for elements that lie outside the limiting values. Now only those elements that are within the specified limits are drawn at all, those outside them are effectively blanked from the display.
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The default state of the LIMITING_VALUES switch is off, so that none of these settings apply. When turned on it will apply to any data plotting mode, but clearly the OUTLINE and DRAW_ IN_BLACK options for excluded elements are only meaningful for 2D and 3D elements.
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User manual Version 11.0, March 2013 This figure shows an un-dithered shaded-image plot. Discrete contour bands are visible since they are drawn as polygons. This is much quicker to compute and draw than the dithered image below, and laser files are smaller, but the image quality is not so good. This is the default mode since it is quick.
D3PLOT
This figure shows the same model, but with dithering turned on. There are now no discrete contour bands, they have been blended smoothly into one another by the dithering process. But this image takes much longer to compute and draw, and any laser file will be much larger because a value is written at every pixel.
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D3PLOT Note 2:
Gouraud shaded SI images will often be generated faster than apparently simpler CT continuous-tone images on 3D devices. This is because fewer polygons are generated (gouraud shading only requires facet vertex, ie nodal, values). In addition 3D hardware is usually optimised to render smooth shaded and lit polygons quickly. Gouraud shaded images are also more economical of memory space than display modes that contain discrete sub-polygons of contour bands in elements. Again, this is because only nodal data values need be sent to the hardware (assuming low resolution contouring). For this reason gouraud shaded SI mode is often a good choice for building animations. If speed and memory space are at a premium the recommended settings would be: Gouraud shading on; Low resolution contouring; Either overlay off; or on, but with free-edge display also turn
Note 3:
Here is a simple cantilever of solid elements, loaded in bending, and plotted in CT mode.
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User manual Version 11.0, March 2013 And here is the same model, this time as a Cloud plot with variable symbol size:
D3PLOT
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Here is the same cantilever as above, rendered as a default (opaque) ISO plot:
This is the same model using transparent "stippled" contours, with the lowest values (blue) rendered as opaque.
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User manual Version 11.0, March 2013 And here is the same image again, rendered using "Alpha blending". The quality of the transparency is much better although it would be slower to draw with a large model. However ...
D3PLOT
... using Alpha transparency does not always give the "right" answers. Here is the same image, this time with the high values opaque, and it is clear that the lower colours are not visible when they are behind the higher ones. This is because "Alpha blending" in the hardware is not, in itself, always a totally reliable way of producing realistic transparency because the results depend on the order in which facets are drawn. It may be necessary to revert to stippling, which will always give "correct" precedence of facets - albeit with a poorer spatial resolution - to get acceptable results.
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Interpolated:
Simple:
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4.5 Animation How to display, control, store and retrieve animation sequences.
In D3PLOT 8.0 there is no distinction between "static" and "animation" modes: a static plot can be thought of as a frozen slice of a dynamic animation sequence. Any conventional display mode can be animated at any time by pressing PLAY >, and halted again with STOP. Virtually all menu functions such as blanking, component change, and so on can be used while animating, as can dynamic viewing: it is not necessary to halt an animation in order to change the attributes of your image.
As well as the PLAY > and STOP controls in the State Display box the graphics window has a set of controls at its top left which can be used to control animation, and the state used for static display. The master slider in the State Display panel controls all graphics windows for which its Wn tabs are active. The slider and associated controls at the top of a graphics window control that window only.
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User manual Version 11.0, March 2013 STOPs the current animation. Starts animation (same as PLAY >) Jump straight to first or last frame Single step backwards (|<) and forwards (>|)
D3PLOT
The state slider allows you to scroll with the mouse to any state, and to slide dynamically through them. If an animation is playing using any of these controls (other than PLAY) will automatically stop it in order to execute the new commands.
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D3PLOT Custom animation definition You can select any permutation of states from the STATE LIST menu. (In this example states 7, 8, 11, 12 have been de-selected.) (DE-)SELECT_ALL SHOW_TIMES LIST_SELECTED BY_STATE... (De-)selects all states in the STATE LIST menu. Lists all available states in the database file. Lists more details about the currently selected states. Allows you to select states via <start> <increment> <end> syntax. (Convenient for models with very many states.)
Interpolating between states by defining time intervals. Note that this "custom" panel can only apply to one model at a time. When multiple models are present it will be restricted to the window(s) of a single model.
BY_TIME ...
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Note that the "holding" operation in M2 is based on state number, not time. This "hold last state" logic applies whether the dissimilar models are in the same or different windows. (This is a change of behaviour in D3PLOT V92, in previous versions there was no synchronisation between windows, and models were only "held" if they were in the same window.)
What the "clock" in a graphics window shows with two or more models in a window.
Where there is only one model in a window then there is no ambiguity, and the clock at the bottom right shows the current states time. Where there are two or more models in a window then the clock shows: max (Time of M1, Time of M2, ...) If the times in the multiple models do not match within 0.1% then the clocks colour is inverted, typically black on white.
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D3PLOT Use ANIM > SET_STATES > Custom... to map the detailed state selection panel:
User manual Version 11.0, March 2013 Then truncate the number of states in all windows so that they all have the same number of states. In this example it has been limited to 12states.
You define <start time> <time interval> <end time> And D3PLOT will interpolate states as required to achieve the specified intervals. Interpolation is performed using a simple linear factor on the two "real" states that bound the required time. You can control animation on a per frame basis using the slider and associated controls at the top of the window, exactly as described in section 4.5.1 above.
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Controlling the display (statically) "by state". To display the results (statically) at a "true" state while interpolating animations by time you need to revert to selecting the required state in the state control box. This does not change animation back to "by state" mode, it simply reverts temporarily to showing the image at the time selected. To revert to controlling animation by state, rather than by interpolated time, use any of the methods above to select states (eg ANIM > SET_STATES)
During interpolated animation by "time" the state box controls will always allow you to revert to showing a "true" state, not an interpolated one.
Interpolation of a low frequency curve In this case the green shaded areas show how the linearly interpolated results (red) underestimate the true values (black). Page 4.107
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Interpolation of a high frequency curve In this case, where the frequency of the curve is high relative to the sampling interval it is clear that linear interpolation (as well as the original points) will miss significant values.
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Because you might choose a very large number of interpolated states D3PLOT does not store interpolated data for each frame, although interpolated coordinates are stored if space is available. Therefore there is a slight overhead as interpolated results are calculated "on the fly" during animation in these modes. Click here for the next section
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VECTOR The data to redisplay each frame is stored in "vector" form in the D3PLOT (client) process itself. This is the default. PIXMAP 2D X-Windows only. Each image is stored as a "pixmap" in the X11 server, no animation data being stored in the client process.
OBJECT 3D OpenGL only. Each image is stored as graphical "objects" in the OpenGL server, no animation data being stored in the client process. Why so many different modes? The answer is the trade-off of replay speed vs. memory use, and the need to optimise this in some cases. For a small model this is not an issue, but as you start to approach the limits of your computer with larger models you may find that you need to alter the animation method, or even move to using two computers in client/server mode. The following table summarises this: Display mode DIRECT VECTOR PIXMAP OBJECT 2D X-windows 3D OpenGL Comments Speed: Slow Mem: Zero Speed: Fast Mem: Small Speed: Lightning Mem: Huge n/a Speed: Slow Use if memory is short and you can tolerate slow speed. Mem: Zero Speed: Best all-rounder, set as the programmes default. Medium Mem: Medium n/a 50+ frames/sec until you run out of memory, then dire! Runs well on remote server. Speed: Fast Mem: Huge Again fast until you run out of memory, then dire. Runs well on remote server.
When do I need to change my display mode? If you get warnings about running out of memory during animation you may need to switch to DIRECT mode. Because of the way the operating systems on computers work it may be necessary to exit and restart D3PLOT to clear memory usage, then switch to this mode before rebuilding animations. Advice is given on-line about this if memory usage warnings are issued. If the default mode (VECTOR) is not fast enough, and enough memory is available, you can switch to PIXMAP (X-Windows) or OBJECT (OpenGL) mode.
What is meant by "runs well on a remote server"? Under both X-Windows and OpenGL under X11 you are in fact using two processes: The "client" is the D3PLOT session itself, computing what is to be drawn. It passes these drawing requests to ... ... the "server", which is the process on the machine responsible for turning drawing requests into raster images on the display.
On a single machine the data transfer between the processes is fast - usually via shared memory - and OpenGL usage is generally direct from D3PLOT to the display card. However there are some obvious advantages to separating the tasks between two machines: the client process can use all its host machines resources to generate graphical requests, while the server can devote all its resources to displaying them. The disadvantage is that the data has to go down a piece of wire between the two machines, which may slow down data transfer. Therefore the best of all worlds is to store the graphics data in the server, whereupon the client only has to send a "draw this frame" request to render each frame of an animation.
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User manual Version 11.0, March 2013 Both PIXMAP and OBJECT display modes achieve this end in related, but different, ways.
D3PLOT
PIXMAP mode (2D X-Windows only) Is no slower to generate than VECTOR mode. Its replay rate can be phenomenally fast, (> 50 frames/second is common), and is independent of image complexity once the frames have been assembled. Smaller windows give faster replay rates and also use less memory. Memory requirements and replay rate depend on window size and visual depth. Memory required for each frame predictable: ([height x width x depth] bits / 8) bytes. If you run the server out of memory it will slow down drastically, and ultimately lock up or even crash. D3PLOT sets an initial limit of 32MBytes for Pixmap memory usage, but you can alter this limit, or choose to resize the window to fit within it. Being 2D any change to image content or viewing transform will require all frames to be rebuilt and re-transmitted to the server from scratch. OBJECT mode (3D OpenGL only):
Is no slower to compute in the client than VECTOR mode, but can take longer to draw during the first pass because of the overhead of building "objects" in the server. Is reasonably fast to redraw (usually about 1.5 - 2x VECTOR speed), but this is a function of the number and complexity of the objects that make up the image. Its memory requirements in the server are unquantifiable but large - typically up to 10 times that required for VECTOR mode. Since it cannot tell how much memory the server is using D3PLOT is unable to protect you from the ill-effects of excessive memory consumption there. Ultimately it may lock up or crash if driven completely out of memory. In 3D mode a viewing transform change imposes no speed penalty. All that is required is to send a new transformation matrix to the server. If the contents of an object change then only that object has to be re-computed and re-sent to the server. So the "cost" Page 4.111
Usually the memory consumption of OBJECT mode, and its less than phenomenal speed advantage over VECTOR mode, make its use impractical if both client and server processes are on the same machine. However if you have two machines available, or you are working from a remote host and want image transforms to be quick on your local machine, it is worth trying. Setting up a remote client/server connection: (This is only possible on machines running X11, ie Linux or Unix hosts) A description of how to display on a remote server is given in Sections 2.1 to 2.4, but briefly: Prior to running the Shell to invoke D3PLOT: On the client machine: On the server: Set the DISPLAY environment variable to point to <display>:0 on the server. (Eg setenv DISPLAY server_name:0 ) Make sure that windows can be opened by remote clients. (Under Unix the command is xhost + )
4.5.2.4 DELAY > Delaying playback speed to achieve an explicit number of frames/second.
By default an animation is replayed at the fastest speed that the computer can manage. Sometimes, especially in PIXMAP animation mode, this can be too fast and some frames get skipped. Alternatively if you are running multiple D3PLOT sessions, and you want animations to proceed simultaneously in several windows, you may find that you need to set an explicit display rate to stop one process "racing" ahead of the others. Therefore it is possible to specify how many frames per second are displayed using the preset definitions here, or by using the Custom... option to select any frame rate.
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successive frames as an image is redrawn part way through a buffer swap and is thus made up of data from more than one frame. If this occurs then you should turn on "Wait for vertical refresh" on your graphics adapter. On Windows platforms this is usually achieved by <Right click on background>, Settings, Advanced, <graphics adapter name> and hunting through the options until you find the right setting. On Unix / Linux platforms it is more difficult, and you may need to consult your hardware supplier for help.
4.5.2.6 DATA_SCAN > How states are scanned to find max/min automatic contour levels during animation.
When you perform an animation of data with contours in "automatic" mode D3PLOT has to scan through all candidate states to find their max and min data values so that it can set the contour levels.
If you have a lot of states this can be slow, and in many cases you will know that your data values rise (or fall) monotonically, and that using values from the first and last states only will bound all possible values in between. Therefore you have a choice of: EVERY STATE FIRST/LAST This is the rigorous approach: every state is checked, and the true max and min values will be found. It can be slow if there are many states.
Only the first and last states selected for animation are scanned for their max and min values. This is the default. In order to protect you from missing peaks and troughs if, during the assembly of an animation, a data value outside the expected max/min values is found while in FIRST/LAST mode you will be warned and offered the chance to swap back to EVERY STATE. However if you do swap back it will be necessary to rebuild any frames that have already been computed in order to make them have contour bands representing the new max/min values.
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VEL/VEC (VECTOR/ARROW) SH SI ISO CL Notes: (GREYSCALE SHADED) (SHADED_IMAGE) (ISO_SURFACE) (CLOUD) (1) (2) (3)
No wireframe hidden-line overlay. With hidden-line overlay. With gouraud shading is turned off. (See Section 4.4.7)
The differences between "cost" on 2D and 3D devices in the table above are because of the fact that in 2D the effort is put in initially when the images are computed, and redrawing speed is simply a function of the number of vectors. Whereas in 3D mode effort has to be expended every time a frame is rendered, although some functions are much faster because of the hardware assistance. For example HI hidden-line are the fastest display mode in 2D since they contain the fewest vectors, but relatively slower in 3D since each frame must be Z-buffered every time it is drawn. In contrast SI shaded image is slow in 2D since many contour bands (each costing a polygon) are used, but fast in 3D when hardware gouraud shading is used.
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4.5.3.5 Under X-Windows use a smaller window, and a visual with fewer bit-planes.
Animation under X-Windows is achieved by writing the image to a "Pixmap" in memory, and then mapping it to the screen. Clearly this involves moving a lot of data: the product of screen width, screen height and screen depth. So reducing the window size will help, and indeed it is noticeable on most X displays how much animation speeds up as the window size is reduced. The "depth" of a screen is the number of bit-planes in the visual. Most X displays use an 8 bit-plane Pseudo or TrueColor visual, and there is no benefit to be gained from reducing this. But some high-performance displays may be set to a 24 bit-plane visual, which gives three times the depth resolution required by D3PLOT. (You will get this if you used X24 mode instead of X8 when you started the code - see Section 2.2) You can see what the depth of the screen is by looking at the text window from which D3PLOT was fired up, it will contain a message like: Acquired display: width = height = default #bit-planes = 1280 1024 8 (This example shows an 8 bit-plane visual)
If you are using a 24 bit-plane visual it may improve animation speed if you exit D3PLOT and restart it with an 8 bit-plane one. Use the X8 device.
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4.5.5.1 ANIM >, SET_FRAMES Setting the number of frames that are to occupy 360 of the sine wave.
By default each 360 degree cycle of animation is split into 11 frames, which actually means 22 images, since the +ve and -ve cycles are symmetrical about their respective peak values. The SET_FRAMES command in the ANIM > popup menu (which replaces the SET_STATES command in this context) allows you to choose a different number. More frames will give a smoother but slower animation. The Custom... option permits any number of frames to be defined, and also defines the period for the sine wave. Normally the MAX->MIN option will be used, as this reflects the states internally to generate a 3600 animation from 1800 of frames. The MAX->MIN->MAX option is only required when generating files for an external viewer that is not capable of "reflecting" a 1800 sequence into a 3600 one. It looks stupid on the screen, but will duplicate the frames to produce a full 3600 sequence in the file.
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4.5.5.2 The frames slider cycles through the 0 - 360 cycle of frames, not through states.
The frames slider, and other controls, cycle through the modeshape phase angle, not states. (See Section 4.5.1)
+ve/+ve factors, f = |cos(theta)| +ve/-ve factors, f = cos(theta) [Sx,Sy,Sz,Txy,Tyz,Tzx] stress tensor Everything not in the other two columns.Thickness [Ex,Ey,Ez,Exy,Eyz,Ezx] strain tensor Shell Area Shell force & moment resultants Volume [<outer fibre>] derived stresses Outward normal [X,Y,Z] displacements Basic [X,Y,Z] coordinates Current [X,Y,Z] coordinates Click here for the next section
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The STATUS command has no sub-menus or arguments, it simply lists the current programme status. The following figure shows a typical listing:
The listing gives a cross-reference of the number of solid, beam, shell and thick-shell elements in each material; a summary of other entity types; a listing of each contact-surface, and the overall model dimensions. Lower down are also some key programme settings: blanking and volume-clipping switch status; the current in-core state number and time, etc. These are useful when D3PLOT is operating in command-line mode.
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5 VIEWING CONTROL
Controlling all aspects of viewing in the "Viewing Control" box "Viewing" refers to the manipulation and presentation of images, rather than their actual generation. All viewing commands live in the "Viewing Control" box, located at the bottom right hand corner of the screen, and this section describes their use.
In the latter two cases the original drawing mode is always returned to at the end of the dynamic viewing operation. The wire-frame and free edge modes are provided to make transformations quicker for large models and/or slow computers: free edge is very fast. For the last case, with <left shift> & <left control> held down together, the order of pressing and releasing the meta-keys matters: press <left shift> before <left control>, and release in the opposite order, otherwise you will (correctly) get the image redrawn in wire-frame mode as the <left control> key is pressed and released.
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If the mouse initial position is inside the central circle (radius (screen height/3)) then rotation is about screen XY axes. If the initial position is outside this circle then rotation will be about screen Z. You can tell which mode you are in by the cursor symbol. This is red, and: XY rotation uses [XY] Z rotation uses: [Z]
The relationship between mouse and image motion is intuitive in both modes. It is as if you had grabbed a point on the object near you, (this side of the object centre plane), and used this to move the image about its centre: XY mode Z mode Moving the mouse left/right rotates about the screen Y axis; Moving the mouse up/down rotates about the screen X axis. Moving the mouse in a circular direction rotates about the screen Z axis.
Rotation remains locked in its initial XY or Z mode for the duration of a dynamic viewing operation, regardless of where you subsequently move the cursor to, until you release a mouse or keyboard button.
The cursor symbol is yellow, and looks like: Translation always take place in the screen coordinate system, in the X and Y directions. The relationship between mouse and image motion is intuitive: the object tracks the mouse motion in the screen XY plane. The initial position of the mouse is irrelevant.
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Mouse motion to the right and up makes the image larger, left and down smaller. The initial position of the mouse is irrelevant.
By default each scroll wheel "click" will change the magnification factor by +/- 5%, but this can be changed using the Options > Menu attributes panel, and altering the Zoom factor.
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5.1.5 3D Mouse
From v11.0 onwards, dynamic viewing is also possible through the use of a 3D mouse. D3PLOT currently supports 3D mice produced by 3DConnexion. The 3D mouse is used in conjunction with a traditional mouse, by using one control to simultaneously pan, scale and rotate the model, while the traditional mouse is used for entity selection. Tilting or rotating the command cap of the 3D mouse will rotate the model around the geometric central point of the the visible entities. A rotation point can be manually set using "CN Centre node". Different models of 3D mice also contain buttons that can be used within Primer for various operations. You can assign functions, macros and javascripts to the buttons on a 3D mouse by using the shortcut panel. See section 3.8 for more information.
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Save P <= and => Views <= and => Lock All Rev Ent
Command-line commands are also available (e.g.): RM 30 0 0 - rotate (about model x,y,z axes) 30 degrees about the X-axis. RS 30 0 0 - rotate (about screen x,y,z axes) 30 degrees about the X-axis.
Scaling mode
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D3PLOT
Using views D3PLOT always has a current "view" definition. This dictates how the image will appear when a drawing command is issued. You can save the current view to file at any time. Likewise you can retrieve a stored view to replace the current one at any time. The current view only exists in memory, and changing it has no influence on any views stored on file. (Indeed you dont need to have a stored view file: the default is none.) Commands STORE Stores current view both in memory and in a view file. Click on a green (unused) view and type a name. Up to 100 views can be stored in a file, and views can be overwritten at will. If no explicit file has been opened the default file plot.view is opened automatically and used.
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RENAME Rename a stored view DELETE You can delete any existing vies LIST FILE You can list information about stored views to screen Define a file name in which views are to be stored
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D3PLOT
There are three components in a "Locate target and eye" definition: Target position Eye position "Up" vector This is the coordinate in space at which the camera is pointing. This is the coordinate in space at which the camera (eye) is located This is the vector defining "which way is up". Panning the camera up and down would move it up and down this axis
The distance between the camera (eye) and target points is implicitly the current perspective distance, and this is reset when you Update the view. Perspective is switched on automatically if this is not already the case. Both target and eye positions may be defined explicitly as coordinates in space, or you may screen-pick a node and its coordinate will be extracted. By default D3PLOT tries to deduce the "Up" vector automatically, but you can override this by choosing a global vector, or by defining your own arbitrary vector.
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D3PLOT In this image the target point is the dummys nose, and eye point has been placed on the steering column just behind the wheel.
User manual Version 11.0, March 2013 In this image the target point is the same, but the perspective distance has been increased by a factor of three, effectively moving the eye point backwards out of the paper.
Photographers will recognise that the perspective distance is, quite literally, the distance between subject and camera, whereas the scale is the "zoom power" (or, more precisely, focal length) of the lens on the camera. Both images above show the dummy head at approximately the same scale, but the difference in perspective distance gives rise to very different images. If you are attempting to select viewing attributes to match an existing image you may find this quite difficult to achieve by hand since there are 11 independent variables to match in such an operation: Camera position (x,y,z coordinate = 3 variables) Subject position (ditto = 3 variables) "Up" vector (ditto = 3 variables) Scale (1 variable) Perspective distance (1 variable) The Match Image function below will calculate this for you when given at least four points on the image and structure to match.
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To edit a point screen-pick either its node or point (or select it from the menu), then repick its node or point.
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So 3D devices, especially those with hardware acceleration, give much faster graphics. However there are also drawbacks to using 3D graphics: more memory is required since the full scene has to be sent to the driver using [x,y,z] floating-point coordinates, and this can cause problems during animation when many frames have to be stored. In addition laser plots cannot be generated by the 3D driver, so the capability to switch temporarily back to 2D mode has to be preserved. Therefore there are options to control aspects of 3D graphics, and also the ability to switch back and forth between 3D and 2D modes.
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5.4.2.1 Soft clip Clipping graphics outside the current screen window.
If you are dealing with a very large model, but are only looking at a small part of it, the 3D graphics driver can work unnecessarily slowly in its default mode of operation. This is because the whole model is sent to and manipulated by the graphics driver, despite the fact that you are only looking at a small part of it, in anticipation of your wanting to zoom out to see the whole of it. If you turn Soft Clip on, and redraw the image, the graphics will run faster. This is because the software has "clipped" (ie removed) those parts of the image not visible in the current window before sending it to the 3D graphics driver, so the 3D driver has to process fewer graphics entities. However this also means that if you zoom out those parts of the image outside the previous window will not be there. This is illustrated in the figures below.
In this example the user has zoomed in on the neck and upper chest region of a side-impact dummy (left hand image), and then zoomed out to what should show the full dummy. This exposes the jagged edges left by the 3D clipping algorithm. To see the missing elements you need to issue an explicit drawing command at the new scale to recalculate the clipping and send more elements to the 3D graphics driver.
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D3PLOT
The frustrum shown here assumes perspective projection. The Z clipping plane locations are shown when SHOW_PROJ is on, and this can be very helpful when using Z clipping, as otherwise it is easy to "lose" the clipping planes. The default near and far plane positions are drawn in green, and the plane locations in blue. So you can visualise movement relative to initial locations.
<right shift> + <right mouse> Moves the far clipping plane. <right shift> + <mid mouse> Moves the both clipping planes.
(Note that when the 3D options box is not mapped then the <right shift> and <right control> keys act exactly like their <left> equivalents, meaning that either side of the keyboard can be used for normal dynamic viewing.) In all cases moving the mouse up moves the plane(s) away from you, and down moves towards you. This is a form of dynamic viewing: the planes move and the image gets updated as the cursor moves. It is recommended that you turn the SHOW_PROJ switch, described above, on as this will enable you to see the planes moving in the projection box. To reset the planes to their default positions use the Reset Z clip NEAR and FAR buttons. This will reset them to their initial positions (shown by the blue lines in the projection box).
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Saved properties were added in release 11 and they perform the following functions: All the attributes controlling the appearance of the plot are recorded whenever a property is saved using Save P. The attributes stored are: Colour, transparency, plotting mode and blanking status of all items in the selected model All settings in the Entity panel, ie visibility and labelling switches The current view parameters: scale, orientation, position, perspective.
Any number of properties can be saved in memory in D3PLOT, and you can scroll backwards and fowards through them using the <= and => buttons. The attributes reset whenever a saved property is made current are controllable, and notably the current view is not restored by default. Properties can be saved to file (extension .prp). This is an ASCII (human readable) file, written in a format that makes it portable between programmes, notably between Oasys D3PLOT and PRIMER, but others too if desired, making it possible to achieve the same image appearance in different programmes. Although the colour, transparency, display mode and blanking status are stored with respect to the items in the source model, reuse of the properties file is not limited to this model and it can be used to set properties on any model that shares similar contents and label ranges.
There is some overlap of capabilities between the ability to toggle between and save "Views", and the ability to include the current view in a saved property. This is an historical accident due to the way the software has developed, and the while saved properties always contain view information the default is not to apply this by default when a property is restored.
Once you click on it to save a property it will be updated to be SP i/j where i j is the current property number is the current total number of saved properties
You can still click on the renamed SP i/j to save further properties.
and
Once you have saved one or more properties you can use the <= and => buttons to cycle between them. Cycling left (<=) reduces the property number, and right (=>) increases it. It is possible to cycle backwards (left) to current property 0, which is explained below.
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This panel lists the current saved properties status, in this example currently at state 2 of 2, and allows you to select a saved property state directly by number. Clear all saved properties deletes all saved properties in memory. Saved Attributes lets you control which components of a property are updated when you navigate to a saved property. All attributes are always saved, this controls what is updated when the property is restored. Blanking, Colour, Transparency and Plotting mode are all attributes of the items in a model. A saved property always contains all these attributes for all items in a model, regardless of whether or not they are currently visible. If items are added to the model after the property was saved their attributes will not be stored, since they werent known about at the time of saving, so they will not be updated when the property is restored. (See below for further notes on the effects of changing model contents.)
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Entity and Label switches are the settings in the Entity panel and are model independent. A saved property contains the current status of all such switches for all possible item types, whether or not they are present in a given model. Viewing parameters are also model independent. The scale, orientation, location and perspective settings are stored. (This setting is not selected by default.)
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A properties file contains the following blocks: Header name *PROPERTIES *PROP_MASKS *PROP_FAMILY Status Required Required Optional Description Defines the parameters of the following property state Describes the format of the data to follow Designates the family number of an adaptively meshed analysis. May be omitted for conventional analyses. Contains the actual property data for model items Contains information about "entity" panel settings Contains information about the current view settings Acts as an "end of property definition" marker Notes This sequence of blocks is repeated for each saved property.
The following two blocks are written in D3PLOT property files only and are not strictly "property" data. They are provided for backwards compatibility with the older style of properties file used prior to D3PLOT release 11. If present these two sections only occur once, at the end of the file. *EXTERNAL_DATA *MODEL_TRANSFORM Optional Optional Contains "external" data for "blob plots" as described in section 6.9.10 Contains "transformation" data as described in section 6.3.7 If present each of these sections appears once only.
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User manual Version 11.0, March 2013 For each saved property data blocks should appear in the following order: *PROPERTIES <code> <file version> <saved id> <title> <code> <file version> <saved id> <title> string integer integer string is the programme name, here D3PLOT is the version number of this file. This commences at 0 for release 11. is the saved property id, starting at 0 for "current". is an optional title. At present this will be ignored.
D3PLOT
This header block describes the basic parameters of the new saved property entry. *PROP_MASKS row 1: <keyword> row 2: <keyword> : : row n: <keyword> <keyword> <column> <mask> string integer integer
One of a known series of mask names. The column number on the line, starting at 1. Integer or hexadecimal value giving bits used.
The purpose of this block is to allow different programmes, which will almost certainly store information in different formats, to stipulate how they are presenting data, and also to specify how many columns (words) of data will be supplied in the *PROP_DATA block below. You dont need to understand this block unless you plan to generate property files yourself, or to read D3PLOT-generated property files into some other software. If this is the case please see "More about *PROP_MASKS" below. *PROP_FAMILY <family id> <family id> integer The adaptively meshed family number, starting at 0, for which the following *PROP_DATA information applies.
This header can be ignored except in the case of adaptively remeshed families which repeat the *PROP_FAMILY <family id> *PROP_DATA <data for family> sequence for each family in the analysis. This is becase each family can have different numbers of nodes and elements.
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D3PLOT
*PROP_DATA row 1: <item type> #n> row 2: <item type> #n> : : row n: <item type> #n> <item type> <start label> <end label> <word #1> <word #2> <word #n> string integer integer integer integer integer
<start label> <end label> <start label> <end label> : : <start label> <end label>
<word #1> <word #2> ... <word <word #1> <word #2> ... <word : : : <word #1> <word #2> ... <word
Item name, eg NODE, PART, etc The first label in the range, or FIRST or ALL The end label in the range, or LAST. Omitted if the start label is ALL. The first word of data, ie column 1 The second word of data, ie column 2 The last word of data, ie column n
The storage method here echoes the internal runlength-encoded format in which all items in the label range <start> ... <end> have the same property values. ALL is used instead of <start> .. <end> labels when all items of the type share the same attributes. FIRST is used in place of label <start> if this is the first item of its type, and LAST in place of label <end> if it is the last label. This is so that other models, perhaps with slightly different label ranges, will still apply the properties correctly. Data words #1 to #n must be supplied for every item even if they do not contain any useful data, in which case they can be zero. The number of words expected on each line, #n, is inferred from the highest <column> entry in the preceding *PROP_MASKS block. *PROP_SWITCHES row 1: <item type> row 2: <item type> : row n: <item type> <item type> <drawn> <labelled> <named> string integer integer integer
Item name, eg NODE, PART, etc Whether this item is drawn Whether this item is labelled Whether this item is named
This data block is optional: if omitted the "entity" panel settings will be left unchanged when the file is read. Each data field <drawn>, <labelled>, <named> is, at its simplest, 1 for true and 0 for false. However within D3PLOT some item types have sub-keywords, and further bits can be used to denote the individual status of these.
*PROP_VIEW Matrix row 1: Matrix row 2: Matrix row 3: Offsets: Scale: Perspective: <X/Y/Z cosine> <X/Y/Z trans>
<X cosine> <Y cosine> <X cosine> <Y cosine> <X cosine> <Y cosine> <X trans> <Y trans> <Scale factor> <On/off> <Distance>
The X/Y/Z components of the unit cosines for that matrix row The X/Y/Z component of the translations required to position the model in front of the eye position. The scale factor from model space to screen (4096 x 4096) space
Whether perspective is on (1) or off (0) The perspective distance (from eye position to model centre)
This data block is optional. If it is omitted the view will not be updated when the file is read.
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D3PLOT
*PROP_END (This block has no data) This block signifies the end of the current property definition.
Here is an example properties file from a small model. $ File J:\sled_model_binout\new_lg09_008.prp written at Wed Dec 07 15:12:34 2011 $ $ D3PLOT Version : 11 $ File Version : 6 $ $ *PROPERTIES $ $ Code File version D3PLOT 6 $ State id Title 0 $ $ *PROP_MASKS $ $ Attribute Word Bits $ --------------------------BLANKED 1 0x2000 $ MODE_MASK 2 0x3 BRIGHT_MASK 2 0x3c SHINE_MASK 2 0x3c0 OVLAY_MASK 2 0xc00 OVL_R_MASK 2 0x7000 OVL_G_MASK 2 0x38000 OVL_B_MASK 2 0x1c0000 OVL_CURRENT 2 0x200000 OVL_DEFAULT 2 0x400000 ENTITY_DEF 2 0x800000 $ ALPHA_MASK 3 0xff000000 RED_MASK 3 0xff GREEN_MASK 3 0xff00 BLUE_MASK 3 0xff0000 $ $ *PROP_FAMILY $ Family id 0 $ $ *PROP_DATA $ $ Type Label #1 Label #2 Word #1 Word #2 Word #3 $ -----------------------------------------------------------------------------------------$ NODE ALL 0 0x1ffeab 0xffffffff BEAM ALL 0 0x3c7eab 0xffff00ff SHELL FIRST 64 0 0x207eab 0xff0000ff SHELL 65 128 0 0x238eab 0xff00ff00 SHELL 129 256 0 0x3c0eab 0xffff0000 Page 5.25
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SHELL 9055 9056 0x307eab 0xff9900ff SHELL 9057 9058 0x22feab 0xff00bbff SHELL 9059 LAST 0x3f8eab 0xffffff00 SPRING FIRST 1 0x23dd37 0xff00ffa8 SPRING 2 2 0x378d37 0xffa8ff00 SPRING 3 3 0x3d8d37 0xffff7f00 SPRING 10000093 10000096 0x3f8d37 0xffffff00 SPRING 10000097 LAST 0x3c7d37 0xffff00ff SBELT FIRST 107 0x23fd37 0xff00ffff RETRACTOR 1 1 0x207d37 0xff0000ff SLIPRING 1 2 0x238d37 0xff00ff00 PRETENSIONER 1 LAST 0x3c0d37 0xffff0000 JOINT FIRST 14 0x207eab 0xff0000ff JOINT 15 LAST 0x3c0eab 0xffff0000 GLOBAL ALL 0xd37 0xffcdcdcd PART FIRST 1 0x207eab 0xff0000ff PART 2 2 0x238eab 0xff00ff00 PART 3 3 0x3c0eab 0xffff0000 PART 4 4 0x3f8eab 0xffffff00 PART 5 5 0x3c7eab 0xffff00ff PART 6 6 0x23feab 0xff00ffff PART 7 7 0x307eab 0xff9900ff PART 8 8 0x22feab 0xff00bbff PART 9 9 0x23deab 0xff00ffaa PART 2001 LAST 0x21feab 0xff0077ff $ $ *PROP_SWITCHES $ $ Entity type switches Drawn Labels Names $ ----------------------------------------------------$ NODE 0 0 0 BEAM 0x1 0 0 SHELL 0x1 0 0 SPRING 0x1 0 0 Belt_type 0x1e 0 0 JOINT 0 0 0 GLOBAL 0 0 0 PART 0 0 0 $ $ *PROP_VIEW $ $ Current viewing attributes $ -------------------------Page 5.26
User manual Version 11.0, March 2013 $ Matrix row 1: 9.845316E-001 1.740706E-001 1.997507E-002 Matrix row 2: -5.696383E-002 2.101849E-001 9.760019E-001 Matrix row 3: 1.656945E-001 -9.620420E-001 2.168492E-001 Offsets: -3.505000E+002 -4.200000E+001 2.824991E+002 Scale: 2.318954E+000 Perspective: 0 4.503000E+003 $ $ *PROP_END $ $ $ $ *EXTERNAL_DATA $ External data 0 0 1 1 20 20 20 0 0 0 1 0.000000e+000 0.000000e+000 1.000000e+000 1.000000e+000 1.000000e+000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 $ $ *MODEL_TRANSFORM $ 0 0.000000e+000 0.000000e+000 0.000000e+000 0 0 0.000000e+000 0 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0.000000e+000 0 0.000000e+000 0.000000e+000 0.000000e+000 $ $ End of file
D3PLOT
Therefore bright red, with no transparency, would comprise 100% Red, 0% Green, 0% Blue, 100% Alpha.
Example 1: External data contains each colour component as a separate floating point value in the range 0.0 to 100.0
In this case the easiest solution would be to express your colours as 4 separate values. These must be integers, and the Page 5.27
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full bit field must imply 100%, so the easiest solution would be to convert the floating point range 0.0 to 100.0 into values in the range 0 to 255 by multiplying by 2.55 and writing the result as integers. The data masks you define might then be: RED_MASK GREEN_MASK BLUE_MASK ALPHA_MASK 1 2 3 4 255 255 255 255 Each colour channel is defined in a separate integer word Red = word #1, Green = word #2, Blue = word #3, Alpha = word #4 and lies in the range 0 - 255 And a typical property line to define some shells with labels 1 to 10 that are cyan (green + blue) and 50% transparent would then be Item name SHELL Start label 1 End label 10 Word 1: Red value 0 W2: Green value 255 W3: Blue value 255 W4: Alpha value 128 .. further columns ...
The choice of columns 1 to 4 for the RGBA components is arbitrary, you could choose any columns you like.
Example 2: External data contains each colour component packed in a single 32 bit word
A more compact, and very common, way of storing RGBA data is to express each colour component in the range 0 255, which requires 8 bits or 1 byte, and to pack these four bytes into a single 32 bit word. Drawn as a diagram we could express the 32 bits in this word as: Highest byte: Alpha bits AAAAAAAA BBBBBBBB GGGGGGGG We can now define our colour masks, assuming that the colour word is in column #1, as RED_MASK GREEN_MASK BLUE_MASK ALPHA_MASK 1 1 1 1 0x000000ff 0x0000ff00 0x00ff0000 0xff000000 Blue bits Green bits Lowest byte: red bits RRRRRRRR
Hexadecimal (0x...) format has been used here, but the values could equally well - if less conveniently - be expressed in decimal. For example the Red mask 0x000000ff is the same as decimal 255, and it would be legal to use that instead. Using this format our 50% transparent cyan shells would now be defined more compactly as: Item name SHELL Start label 1 End label 10 Word 1: RGBA 0x80ffff00 .. further columns ...
Again hexadecimal has been used here, since the decimal equivalent would be an unwieldy negative number.
D3PLOT
The following are D3PLOT-specific and reflect its internal storage of colour. External programmes would not normally use these, and can ignore them. They are included here for completeness. OVL_CURRENT OVL_DEFAULT ENTITY_DEF Whether element overlay uses "current" colour or some other Whether element overlay uses the parent element colour Whether elements use their default parent colour
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Attached Blank
Measure Properties
D3PLOT
T/HIS
Memory
Page 6.1
D3PLOT (b) Define a <list> of these entities After you have chosen an entity type you must define a <list> of entities to be processed This figure shows a typical panel displayed after a command. You can select a immediately by clicking on or dragging across visible entities. Other options are: Key in ALL ALL_VISIBLE To type in a range; To select all entities; All currently visible entities;
SCREEN Pick points defining a polygon within POLYGON which entities will be defined Or select entities on material(s) using the menu (here headed NODES ON).
Page 6.2
User manual Version 11.0, March 2013 ALL All eligible elements in area By default area picking of a mesh that contains solids or thick shells will include elements that are eligible for display, but which have not actually been drawn because they are interior to the mesh. You can think of this as all elements in the "tunnel" behind the screen area: blanking in this way will punch a clear hole right through the mesh as shown in this example.
D3PLOT
EXT Only Alternatively only those external elements which have actually elements been drawn, for a 3D mesh the EXTernal surface, will be selected: elements culled from the display because they are internal are not selected. The effect of a pick in this mode is like peeling an onion: only the outer layer is removed in each selection pass. Contrast this example with the image above: only the outer layer of solids has been removed.
Page 6.3
D3PLOT a TO b (STEP c) 1 TO 100, All in context ALL or * Range limits FIRST and LAST -20 TO 40 STEP 4,
All of these input types above may be mixed at will on a single line. Continuation lines, using \, may be used in the same way as for command words. You can mix screen-menu and command-line input at will. Next section.
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You can cut down what is displayed by "blanking" nodes and elements. (Unlike ENTITY display control blanking is selective: you can blank and unblank individual elements.) Each node and element in your model has an internal blanking flag, which is initially set to off (ie the entity is visible). You can turn this flag on by blanking that entity, and in subsequent plots it will not be drawn until unblanked again.
OFF Turns blanking OFF so that all items are drawn even if they have been blanked. This option does not reset the blanking status of items so that when blanking is turned ON again items that were previously blanked are still blanked.
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User manual Version 11.0, March 2013 These options can be used to modify the blanking status of a complete category of elements. In addition these option can also be used to BLANK / REVERSE / UNBLANK the whole model.
Pick items individually to be blanked / unblanked, (see below for more details) Pick items by area to be blanked / unblanked (see below for more details) Type in the ID of items to be blanked/unblanked Redraw the image Lists the blanking status of all items With this option selected any item that shares a node with an item that is picked is also blanked or unblanked along with that item The UPDATE LEVEL controls whether items are blanked dynamically. If the UPDATE LEVEL is set to 3 then dynamic blanking is turned on.
Left Mouse
Pick an item
Middle Mouse Reject the last item selected (Update Level 1 & 2) Right Mouse Other Options : REJECT ALL VISIBLE QUIT TOLERANCE BLANK UNBLANK APPLY UPDATE PLOT Reject the last item selected (Update Level 1 & 2) Select all items currently visible on the screen. Items outside the curtrent screen area are not selected. Quit without blanking/unblanking selected items (Update Level 1 & 2) Define a screen tolerance for picking items. Items that are selected are blanked Items that are selected are unblanked Blank / Unblank selected items (Update Level 1 & 2) and then return to the main BLANK menu (Update Level 1,2 & 3) Redraw the image with the currently selected items blanked / unblanked. Deselect an item (Update Level 1 & 2)
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Define a rectangle and select items within it. Same as Left Mouse Define a rectangle and deselect items within it. (Update Level 1 & 2)
Other Options : REJECT QUIT BLANK UNBLANK APPLY UPDATE PLOT Reject the first point selected Quit without blanking/unblanking selected items (Update Level 1 & 2) Items that are selected are blanked Items that are selected are unblanked Blank / Unblank selected items (Update Level 1 & 2) and then return to the main BLANK menu (Update Level 1,2 & 3) Redraw the image with the currently selected items blanked / unblanked.
Return to the main BLANK menu. Items that are selected are blanked Items that are selected are unblanked Blank / Unblank selected items (Update Level 1 & 2) and then return to the main BLANK menu (Update Level 1,2 & 3) Redraw the image with the currently selected items blanked / unblanked
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2 (MEDIUM)
3 Immediate update. Every time you (FREQUENT) (un-)blank something the display will be redrawn immediately to show the effect of the change. Very large models on slow displays may become cumbersome if this is used. It is recommended that you keep the default UPDATE LEVEL of 2, and use the UPDATE PLOT button explicitly to see the effect of changes. (The "Quick Pick" blanking option provides "instant" blanking, and is a better way of achieving this behaviour.)
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User manual Version 11.0, March 2013 RED The whole of the item is blanked.
D3PLOT
GREEN The whole of the item is unblanked. BLUE Some of the item is blanked. If a BLUE menu entry is clicked on the item will be completely blanked. Clicking on the menu entry a second time will then completely unblank the item - it is not possible to return to the partially blanked state. If an option other than PARTS is selected then the list is automatically updated to list the appropriate items. To reduce the number of generic entity types the SEATBELT and SURFACE buttons are linked to popups containing related entity types. If DYNAMIC blanking is active then items are blanked / unblanked as they are selected in the list. If DYNAMIC blanking is not active the menu will be updated as items are selected but the image will not be updated until either the view is changed (rotated, zoomed etc) or the image is explicitly redrawn (HI, CT, SH etc).
Next section
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6.2 VOLUME_CLIPPING
By default no volume clipping is in effect, and pressing the VOLUME CLIPPING button will give the main panel in its basic state, as shown in the figure (right).
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Align the long (height) axis on one of the global X, Y or Z axes with the relevant button.
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To reposition it press and hold: LEFT mouse button: MIDDLE mouse button RIGHT mouse button Translate in global X direction Translate in global Y direction Translate in global Z direction
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6.2.3.1 BASIC
Clipping is based on undeformed nodal geometry. So the same elements are always visible regardless of their deformations or any changes of view.
6.2.3.2 DEFORMED
Clipping is based on the deformed nodal geometry at each state. So elements may pass in and out of the clipping volume as they move and deform.
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6.2.3.3 SCREEN
lipping is tied to screen coordinate space. Thus rotation and scaling operations, as well as deformations, may move elements in and out of the volume
6.2.4.3 Location Plot Location plots showing 4 views of the current volume
This figure shows the image above, with the volume-clipping switch turned on, drawn as a "location" plot. The display mode used is that of the most recently issued drawing command. This draws 3 standard views (on XY, YZ and XZ), and also the current view in the bottom right quadrant. The GRATICULE (see DISPLAY_OPTIONS) is also turned on to give you numeric feedback.
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6.2.5 SAVE/RETRIEVE Managing the storage and retrieval of clipping volumes on disk
There is only ever one "current" clipping volume definition, but up to 100 such definitions can be stored in an external "volume.clip" file, and any number of such files may exist. Volumes are model-independent and may be shared between dissimilar analyses
Page 6.15
This figure shows the storage and retrieval sub-menu. The four commands in the left hand column manipulate volumes as follows: STORE GET Stores the current volume definition in the file. Reads a stored definition which overwrites the current one.
RENAME Renames a stored definition. DELETE FILE... Deletes a stored definition. Lets you enter a new "volume.clip" filename: Any filename is permissable, but volume.clip is assumed, and the extension ".clip" is recommended (but not mandatory). Note that volume.clip files are binary, and are not normally transferrable between different machine types. Nor will you be able to read or edit them. However transfers between typical workstations (using IEEE format) will usually work OK.
Only GET affects the current definition, the other commands leave it unchanged. All storage and retrieval operations take place using the current "volume.clip" file. If such a file has not been opened explicitly a file called volume.clip is opened automatically (and an empty file of this name is created if it doesnt already exist.) You will note that volumes are stored with names as well as numbers. These are optional, but help when identifying which volumes does what. A maximum of 40 characters is permitted for each volume name.
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Function affected by clipping Averaging of element data at nodes Calculation of free edges
6.7.2
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This figure shows the generic DEFORM panel, which gives access to its functions.
Artificially separates parts by applying "explosion" vectors to them Allows scales other than 1.0 to be applied to graphical displacements. Subtracts the displacement at a node from that at all others, effectively "fixing" it in model space. Fixes three nodes, forming a local coordinate system, against which all displacements are drawn. Makes results relative to those at one or three nodes Makes results relative to a "reference" state in this or another model Apply translation, reflection, rotation and scale to a model as it is read in
DEFORM options apply at a mixture of "per window" and "per model" levels.
All the options will apply to the windows selected by the W1 .. Wn tabs, but wherever node labels are used the following rules apply: Node labels will be mapped onto all relevant models. If a node does not exist in a particular model then that feature will be disabled in that model. If you screen-pick nodes you have to say which model they are to be picked from, but once picked the "label" rules above apply. An exception is that the TRANSFORM option always works on a per-model basis.
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This figure shows the basic "Explosion" control panel in its initial state. In this example no explosion vectors have been defined yet, as can be seen in the status feedback area.
You can use the definition methods above in any order: for example use AUTOMATIC to get an initial estimate, then Factor them, or modify them by hand. The vectors are only stored when you give the DONE command. The vectors you define will take effect the next time you issue a plotting command.
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Then define a (non-zero!) Distance, or apply a %age factor to the existing value. When you have defined the centre of explosion correctly press APPLY, and you will be asked to define a <list> of parts to which to apply vectors. Vectors for each part will be calculated based on the distance from the part C.of.G to the centre defined here, factored in proportion to the Distance value. The vectors generated are not usually ideal, but they provide a good starting point from which they can be "tweaked" to give the required image.
Note 3:
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The MAGNIFY_DISPLACEMENTS panel is shown in the figure (right). To enter factors type in [Fx,Fy,Fz], or use one of the pre-programmed factors (x5, x10, etc). The CANCEL button sets all factors back to the default of 1.0. The Factor on Curr slider applies the given factor to the current values - an easy way of setting any value. When you have defined the factors use DONE to return and apply them. Factors take effect the next time you update the plot, and stay in effect until changed again. Note 1: Note 2: Factors only apply to plots. They have no effect on written of X-Y data output, calculation of volumes etc, or contoured values of displacement. Magnified displacements may be used in conjunction with the other DEFORM options: see Note 3 in Section 6.3.1.4 for the order of operations.
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This second figure shows what happens when a node in the dummys pelvis is fixed using FIX_NODE.
The FIX_NODE facility allows you to specify a node that remains fixed at its undeformed position, regardless of any displacements that may occur. This is implemented by finding the displacement vector of the node at each complete state, and subtracting that vector from the coordinates of every node in the model. In the example above one would fix a node on the sled, which would then appear to be fixed in space, and simply see dummy motion within it. (If a rotation as well as a translation is required you can use SHIFT_DEFORMED instead: see Section 6.3.4.) Page 6.22
User manual Version 11.0, March 2013 This figure shows the FIX_NODE control panel in its default state: no node is fixed. To fix a node PICK it, or type in its label. Once defined this mode can be switched on or off. FIX_NODE applies a model space offset to what is drawn: it is a translation of the model, updated for each state. (It is not the same as VIEW, CN (Centre on node) which is a purely graphical transformation that sets the viewing centre for rotations.)
D3PLOT
Note 1: Note 2:
FIX_NODE (which applies a translation) and SHIFT_DEFORMED (which applies both a rotation and a translation) are mutually exclusive: you can only have one or the other active at one time. The node used in FIX_NODE (which affects the graphical displacements) is the same as that used as a single REFERENCE_NODE (which affects the contoured and reported values). They may be used separately or together. FIX_NODE can be used at the same time as "explosion" vectors and magnified displacements: see Note 3 in Section 6.3.1.4 for the order of application.
Note 3:
6.3.4 SHIFT_DEFORMED Translating and rotating a model back to its undeformed position.
Sometimes it is useful to be able to move a deformed structure back to its undeformed position, for example to measure knock-back (crush) following an impact. In many cases this will involve applying a rotation as well as a translation, and the FIX_NODE option described in Section 6.3.3 (which only applies a translation) will not be adequate. Consider the following example: a ship hits a concrete caisson, punches a hole through it with some damage to its bow plates, and also pitches up as at tries to climb over the caisson. Measure the damage to the bow plates. The situation is shown in the figure below left, and in the figure below right the deformed and undeformed shapes of the ship are shown. Clearly the rotation the ship has undergone makes it hard to measure the deformation
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By using SHIFT_DEFORMED to pick three nodes that are representative of the rigid body motion of the ship, translation and rotation can be applied to bring the deformed geometry back to overlay the undeformed, making measurement possible: see the figures left and right below).
The SHIFT_DEFORMED panel is shown right. You can screen-PICK the nodes, or type them in directly. Once defined this mode can be switched on or off at will.
Choosing sensible nodes for SHIFT_DEFORMED. The three nodes you choose form a right handed coordinate system, so they must not be colinear (or become colinear due to displacements), and the order of their definition is significant: see the figure below.
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The local coordinate system [X,Y,Z] is defined as shown here, and the inverse of this is applied to rotate the model back to its undeformed state. The displacement of node 1 is subtracted from all nodes in the model to bring it back to the undeformed position. (FIX_NODE applies this translation only, thus it is a subset of SHIFT_DEFORMED, which is why the two operations cannot be used at the same time.) You should try to choose three nodes whose relative position will not change too much as the model deforms, so that their motion is representative of the rigid body motion of the structure as a whole. And node 1, from which the rigid body translation if computed, is the most significant. For example in a frontal impact car crash analysis you should nodes at the back of the car. If your model has some rigid bodies then nodes on them would be ideal. Note 1: Note 2: Note 3: SHIFT_DEFORMED cannot be used at the same time as FIX_NODE, since the translations they apply would conflict. SHIFT_DEFORMED can be used in conjunction with "explosion" vectors and magnified displacements. The order of application is given in Note 3, Section 4.8.14. SHIFT_DEFORMED uses the same three nodes as those in REFERENCE_GEOMETRY. The difference is that shifting the model simply changes the graphics displayed, whereas reference geometry changes the data values contoured and output. They can be used in conjunction or separately.
The SAVE/RETRIEVE button allows multiple local coordinate system definitions to be saved, retrieved and deleted from a csys.loc file, written in the model directory. This means that local coordinate systems can be reloaded across different sessions of D3Plot without having to recreate them.
Page 6.25
D3PLOT Pressing the GET button brings up a list of available coordinate systems in both the csys.loc file and any *DEFINE_COORDINATE_NODES definitions in the ZTF file.
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Displacements, Velocities and Accelerations are calculated with respect to the value at that node. For example if V is a velocity vector: VN = VN - V0 VN = modified velocity vector at node <n> VN = original velocity vector at node <n> V0 = current velocity vector at reference node <N0>. Three Nodes You pick three nodes <N1,N2,N3>. N1 is the origin, and the nodes form a right-handed coordinate as for SHIFT_DEFORMED above.
Displacements (only) are calculated with respect to this system such that for displacement vector D: DN = R . [DN - DO] DN = modified displacement vector at node <n> DN = original displacement vector at node <n> D0 = current displacement vector at reference node <N0> R = the rotation matrix to transform back to the selected coordinate system
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Here is the "raw" image, showing that the sled is moving rapidly backwards.
REFERENCE_NODE now switched on. Here is the revised velocity plot now that the REFERENCE_NODE has been switched on. The velocities of the sled at node 9018 have been subtracted from all velocities, making those on the dummy effectively relative to the sled. (Should we wish to fix the sled in model space, and to draw the deformed shape of the dummy relative to that throughout an animation, we could also use FIXED_NODE. However the two operations are independent and do not have to be combined.)
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SHIFT_DEFORMED turned on. This is the same model at the same state, but now SHIFT_DEFORMED has been switched on, and the model has been rotated back to the coordinate system formed by N1N2N3, translated back to origin at N1. Note that the rotation and translation are back to the undeformed locations of nodes N1 to N3. (This step is not necessary in order to calculate data relative to reference nodes, but it makes the example much clearer.)
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Contours of X displacement now shown. This plot shows global X displacement, which is approximately along the length of the tube. However because both ends of the tube have rotated it is difficult to estimate the movement of the two ends relative to one another. We can see that it approximately 177.66 + 36.74 = 214.4, but this may not be good enough. In order to obtain a more accurate value it is necessary to express the displacements in terms of the coordinate system formed by N1N2N3. Remember: SHIFT_DEFORMED only affects the deformations drawn, it has no effect on the values that are contoured or written out. REFERENCE_NODES turned on, and contours of local Z displacement shown By switching on REFERENCE_NODES, and selecting output in the local system, we can now plot displacements in the local Z direction relative to the left hand end. It is now clear that the actual peak movement at end two is actually 227.23, somewhat higher than our estimate from the approximate global X plot above. This technique is very useful when calculating "knock-back" and "intrusion" displacements at particular locations in a model.
SHIFT_DEFORMED turned off, but REFERENCE_NODES left on. This plot demonstrates that while SHIFT_DEFORMED and REFERENCE_NODES are related, and share the same nodes, they can act independently. SHIFT_DEFORMED has been turned off, so the deformed shape is now the "true" shape, but the contours are still expressed in the local Z of the axis system defined by N1N2N3. This is a harder plot to understand, because the axis system of the plotted results is not that easy to discern.
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WARNING: Since reference nodes can be defined on a "per-window" basis, but WRITE and XY_DATA are "per-model", there is a potential ambiguity if multiple windows on a model have been defined as having different reference nodes - which windows settings will be used for the written/graphical output? The answer is those of the most recently drawn window, which is not easy to determine reliably. Therefore if you are planning to use this option you are strongly advised: either: or: Only to have a single window open on the model If you have multiple windows open, to ensure that all of them have the same reference node settings.
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This is the default case. You select a reference state in the current model, and results are plotted relative to this state. If you have multiple models in a window then each model will be plotted relative to itself. Data from the reference state are subtracted from those in the current state, and the results displayed. It is perfectly possible to choose a reference state later than the current one, and hence to get "negative" results, the computation is simply: <data>displayed = <data>
current
- <data>
reference
This is the more complex case of plotting data from this model relative to a state from a different model. If you have multiple models in a window each model in that window will be plotted relative to the reference model. The principle is exactly the same: the reference data is subtracted from the current, but mapping of reference model onto current is done as follows: Mapping is "by external label". The results from node label <i> in the reference are subtracted from those for node label <i> in the current model. And likewise for elements. No checking for geometrical or topological proximity takes place. No check is made that node <i> (or element <j>) in the two models are equivalent, or even remotely in the same place - either topologically or geometrically. If no equivalent label is found, zero is reported. If no matching node or element can be found in the reference model, then zero is reported as a result - regardless of the actual value in the current model. This means that models which are topologically nearly identical compare well, but areas which have been remeshed may give very misleading comparisons.
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This is the default case, invariably used when plotting data relative to the current model. You simply select a valid state from the model, and this is used as the reference state. It is perfectly legal to select a fixed state from a different model too.
This meaningless if the reference model is the current model, since results will always be zero. But if plotting relative to a different reference model it is a powerful tool, especially during animations: For each state <i> the data from the equivalent state <i> in the reference model is subtracted. This means that you can see how the differences between two models vary over time. Obviously it is important to make sure that the states in the two models have the same times, as no check is made for time equivalence.
Whether or not reference geometry is used for the shape that is plotted on the screen. Note that "coordinates used for plotting" and the component "displacements" are kept separate, and can be controlled individually. These are the values contoured, vector plotted, written by the WRITE command and reported by XY_DATA. This is the display of undeformed geometry on the plot only (when drawn). Normally this will always display state #0, but if you turn this on the geometry of the reference state will be used instead.
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Therefore, as in this example, negative von Mises stresses can be generated since, in some locations, the stress at an earlier state was in fact greater. (Incidentally this illustrates that the reference calculation is performed upon the scalar output of the data component computation, not upon its individual tensor components.)
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Here is the same image, with the displacements in the reference model subtracted from the "true" ones above. The "current" state has been used in the reference model (M1), and this is reported on the plot.
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It is not that easy to visualise the differences in shape from the contour plot above, since they are obscured by the gross deformations of the structure. So in this plot reference geometry has been used for the current (plotting) coordinates as well, showing the difference in displacement between the two models. Effectively this is the undeformed geometry + the difference in displacement between the two models.
Displacements have also been magnified by a factor of 2.5 using MAGNIFY_ DISPLACEMENTS to exaggerate them, making them clearer. REFERENCE STATE - Notes 1) If the reference state is set to state 0 then all values reported will be the absolute values. 2) If an analysis contains pre-stressed elements then state 1, not state 0, should be selected if values relative to the pre-stressed values are required. (State 1 is a genuine set of results at analysis time zero, state #0 is a synthesised set of zero values.) 3) The reference state option is not available for a model that includes adaptivity, see Section 4.2.5. 4) Using the reference state option will increase the amount of memory used by D3PLOT slightly, as two complete states have to be stored simultaneously. REFERENCE MODEL - Notes 1) Any model can be used as a reference model, but it should be reasonably similar to the original if sensible results are to be obtained. 2) Using a reference model will slow down plotting since the <current> vs <reference> lookup by label imposes an overhead. It can also slightly increase memory usage.
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6.3.7 TRANSFORM
Applying translation, rotation, reflection and scale to a model as it is read in. By default model data are read in verbatim, but it is possible to apply transformations to them as they are read so that the data stored in memory is "as transformed". This can be useful if you wish to overlay models, or perhaps to compare left and right-handed versions of the same model. Any combination of the following may be applied: TRANSLATE REFLECT ROTATE SCALE Apply a [dx,dy,dz] translation Reflect about a point on the X, Y or Z axes Rotate by angles [theta x, theta y, theta z] about an [x,y,z] centre of rotation Apply scale factors [sx,sy,sz]
All transformations are applied in the global axis system in model space, and if multiple transformations are specified they are performed sequentially in the order above. Each transformation must be turned on using its [tick] box in order to be active, its parameters must be defined, and finally Apply must be used to apply the current transformation(s) to the model. Transformations apply to the specified model only, and may be applied, modified or cancelled at any time. Each such change results in all data currently in memory being deleted and reread as required in its new form.
TRANSLATE
Translate model by vector [dx,dy,dz] By default no translation is applied, but you may apply a vector [dx,dy,dz] in global model space. Translation is applied to: Coordinates (New coord) = (old coord + translation vector)
REFLECT
Reflect model in one of the global X, Y or Z axes about a point on the relevant axis
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Firstly select which of the X, Y or Z axes to reflect about, and then the distance from zero (ie position) on that axis where the reflection plane is to be located. Reflection is applied to: Coordinates Velocity and acceleration vectors Other vector data (eg forces/moments ex binout file) Stress and strain tensors Other tensor data (eg ex binout file) For the relevant coordinate Cnew = Distance - (Cold Distance) The sign of the relevant term is changed
The sign of off-diagonal (shear) terms with the reflection axis in is changed. For example reflection about the X axis results in Txy and Tzx terms changing sign.
ROTATE Rotate model by angles [Tx,Ty,Tz] about centre of rotation [Cx,Cy,Cz] Define rotation angles, which are specified in degrees about the global X Y Z axes, and also the centre of rotation. Rotation is applied to: ([R] is the 3x3 rotation matrix, [R] is its transpose, "New" and "Old" below are vectors or tensors as appropriate) Coordinates Velocity and acceleration vectors Other vector data (eg forces/moments ex binout file) Stress and strain tensors Other tensor data (eg ex binout file) New = [R] x [Old - centre] + centre New = [R] x Old New = [R] x Old x [R]
[ 0 Cx -Sx ] [ 0 Sx Cx ]
[ -Sy 0 Cy ]
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Concatenating these together in the order [X, Y, Z], ie [Rz].[Ry].[Rx] gives the compound rotation matrix of cosines [Rc]: [ [ [ Cy.Cz Cy.Sz -Sy Sx.Sy.Cz - Cx.Sz Sx.Sy.Sz + Cx.Cz Sx.Cy Cx.Sy.Cz + Sz.Sz Cx.Sy.Sz - Sx.Cz Cx.Cy ] ] ]
From which it can be seen that a set of Euler angles can be extracted as follows (using the notation <ij> is row <i>, column <j>) Theta X = arctan(32/33) Since (Sx.Cy / Cx.Cy) = (Sx / Cx) Theta Y = arcsin(-31) Theta Z = arctan(21/11) Since (Cy.Sz / Cy.Cz) = (Sz / Cz) Therefore if you have 3x3 matrix [Rc] simply calculate the theta angles using the equations above, convert to degrees and apply as [Tx,Ty,Tz] to get the same effect in D3PLOT. SCALE Scale model by factors [Fx,Fy,Fz] in global axes Define factors in each of the global X Y Z axes. Scale is applied to: Coordinates New = Old x Factor
Apply Applies the currently defined transformation(s) The following actions take place: All data that has been read in for the active model are deleted from memory All windows that reference this model have their cached data deleted, and also any element normals (for lighting) that have been computed are deleted. This means that any future operations referencing the active model (plots, WRITE, etc) force a fresh "read from disk" operation during which the new transformations are applied. For large models on a slow or remote disk this can be a slow operation (it is nearly equivalent to closing and reopening the model), so it is best to get transformations sorted out before building large animations.
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Command-line syntax
For batch usage it may be more convenient to specify transformations using the command line. The operations above are under /DEFORM, TRANSFORM and are organised as follows: ---+--Tx Ty Tz TRANSLATE or OFF | | | +--- REFLECT Axis Distance | or OFF | | +--- ROTATE Tx Ty Tz Cx Cy | Cz | or OFF | +--- SCALE | | | +--- CANCEL Sx Sy Sz or OFF <No arguments> Translate by Tx Ty Tz, eg: translate 10.0 0.0 -100.0 translate off "Axis" is X or Y or Z, "distance" is position on axis, eg: reflect Y -1500.0 reflect off Tx Ty Tz are rotation angles in degrees, Cx Cy Cz is centre of rotation, eg: rotate 0 0 30 100.0 10.0 -20.0 rotate off Scaling by factors Sx Sy Sz, eg: scale 2.0 2.0 2.0 scale off Turns off ALL transformations (leaving values unchanged)
There is no "Apply" command in command-line syntax, as transformations are active as soon as they are specified.
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6.4 CUT_SECTIONS
The Cut Section menu is invoked from the Tools menu or from keyboard shortcut X. A cut-section, sometimes referred to as a "cutting plane", is a flat plane that cuts through the model. It may be located anywhere in space and oriented at any angle. When the Cutting switch is turned on the intersection of the plane with the model is calculated and the interpolated cut plane is drawn. This is possible in all D3PLOT display modes, (including animation), and for those that display data this will be displayed on the cut plane. Various options, described below, define if and/or how the model either side of the plane is drawn. The forces acting on the cut-plane, integrated from element stresses, may be calculated and output.
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6.4.1 Some important rules governing cut sections that must be clearly understood:
Only one cutting plane can be current at any one time, although any number may be stored on disk and retrieved at will. The plane will only be active if turned on. By default (as with volume clipping) no plane is defined, and it is switched off. Only Solid, Shell, Beam and Thick shell elements are cut. Other element types, such as joints, springs, stonewalls, etc, are unaffected. You may want to remove these from the display when using cut planes since they will span the plane. Forces and moments on cut planes are also only calculated for elements of these four types which are unblanked, the others are ignored. This is because these are the only element types for which stress &/or force results are consistently available. Forces and moments are calculated from solid and thick shell stresses, shell force and moment resultants, and beam forces/moments. Therefore if any of these are rigid no forces will be computed for the relevant materials, even though the elements may be carrying load. Forces on planes are calculated reasonably accurately. Moments are only approximate and should only be treated as (usually under-) estimates.
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LS-DYNA Method
This option allows import of definitions in the format used by the LS-DYNA *DATABASE_CROSS_SECTION keyword: Normal vector tail coordinate Normal vector head coordinate Edge vector head coordinate If you have written a .ZTF file from PRIMER than any database cross sections in your original input deck can be imported by using the Import DATABASE_SECTION option.
Note: LS-DYNA cross sections use lagrangian ("basic" in D3PLOT terminology) space.
When you define a cut section using this method you will be asked if you want to swap to "basic" space for compatibility with LS-DYNA. This is explained in more detail below in section 6.4.3. (See Appendix II for an oa_pref option that will allow you to set this as your default definition method.)
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Where there is more than one model in the window(s) affected then the following rules apply: For each model the labels of the nodes are looked up. If all the necessary nodes (3 in "3 nodes" case, 1 in "constant X/Y/Z" case) are found then the normal logic will apply based on the current coordinates of the nodes in each model, and the section will be updated at every state. If a node is not found then the "follow" logic is turned off for that model, and the plane will remain static in its initial position for that model. Note that using this logic over multiple models may mean that the planes in each model may not be the same, as the defining nodes may move differently. Exercise care using this option!
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No local element moments are calculated within solids: they are constant stress elements. Fully integrated solids with more than one integration point. Fully integrated solids are, of course, not constant stress elements and they can support bending moments. However by default these element types only report averaged results for a single integration point at the element centre to the PTF file meaning that they are still effectively constant stress elements with no bending for the purposes of post-processing. It is possible to write data from all 8 points to the PTF file, and D3PLOT will read these results, however support within the code for this is very limited and does not currently extend to calculating local bending. This issue will be dealt with in future releases. Thin shells: The forces are calculated using the shell force resultants [Fx,Fy,Fxy,Qzx,Qzy] which yield a force tensor in the shell local coordinate system. This tensor is rotated to the cut plane system and forces are ca