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D 3 Plot

d3plot manual

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0% found this document useful (0 votes)
1K views733 pages

D 3 Plot

d3plot manual

Uploaded by

am508
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

For help and support from OASYS Ltd please contact:

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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User manual Version 11.0, March 2013

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User manual Version 11.0, March 2013

D3PLOT

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:

Page 0.1

D3PLOT BMP } JPEG } For display of static images PNG } GIF AVI For display of animated images

User manual Version 11.0, March 2013

New Features for Version 11.0


New *FREQUENCY_DOMAIN LS-DYNA database files are supported D3SSD - Steady State Dynamic Analysis - *FREQUENCY_DOMAIN_SSD D3SPCM - Response Spectrum Analysis - *FREQUENCY_DOMAIN_RESPONSE_SPECTRUM D3PSD - PSD results of Random Vibrstion Analysis - *FREQUENCY_DOMAIN_RANDOM_VIBRATION D3RMS - RMS results of Random Vibration Analysis - *FREQUENCY_DOMAIN_RANDOM_VIBRATION D3FTG - Random Fatigue Analysis - *FREQUENCY_DOMAIN_RANDOM_VIBRATION_FATIGUE D3ACS - Acoustic Analysis - *FREQUENCY_DOMAIN_ACOUSTIC_FEm LS-DYNA Interface force files supported BLSTFOR - Blast Pressure database CPM - Corpuscular Particle Method database FSIFOR - Fluid-Structure Interation database DEMFOR - Discrete Element Method database arbitrary name - components processed as 1 - N LS-PREPOST database files can now be read in to D3PLOT New spotweld components can be read from the LSDA (binout) file DCFAIL_FAILURE DCFAIL_NORMAL DCFAIL_SHEAR DCFAIL_BENDING DCFAIL_AREA New temperature components TOP, MIDDLE and BOTTOM surface temperatures Temperature rate of change Temperature fluxes Nastran OP2 results files can now be read directly into D3PLOT Requires PARAM POST -2 to be set in the input file The following solution types are supported: SOL101, 103, 106, 107, 108, 109, 110, 111, 112 For linear static analyses, loadcases can be combined within D3PLOT to create new loadcases using linear superposition A new LOADPATHS method has been added to plot *DATABASE_CROSS_SECTION data to improve the visualisation of the load through a structure. LOADPATHS are defined in PRIMER by selecting the *DATABASE_CROSS_SECTIONs The ZTF file is used to pass the definitions to D3PLOT Results from the *DATABASE_CROSS_SECTIONs are mapped onto the LOADPATHS User defined local coordinate systems can now be used in several ways Local coordinate systems can be defined in D3PLOT *DEFINE_COORDINATE definitions will also be available via the ZTF file Results may be displayed in the user-defined local system These may be also used to set SHIFT_DEFORMED systems. General ergonomic improvements The right hand menu can be dragged wider, e.g. to reveal long part names in the Part Tree Floating menus can be dragged outside of the D3PLOT window onto the desktop CTRL-C and CTRL-V can be used to copy and paste text. Previouslt this could be done only Linux-style (drag over to copy, middle mouse button to paste) Support has been added for use of a 3DConnexion 3D mouse New Javascript functions: Use() to split up scripts into separate files GetModelInfo() to get information about a model, including names of files read in GetCurrentDirectory() to get the current working directory GetStartInDirectory() to get the -start_in directory specified on the command line

Page 0.2

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.

D3PLOT

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

New Features for Version 10.0


Speed improvements have been made in the following areas Much more use is now made of recent graphics hardware giving speed improvements of at least 3x on modern machinery. Redundant operations have been removed when dealing with multiple models in a window. The results database logic has been modified so that it is less parsimonious about storage, meaning that fewer rereads should be required. Parallelised read ahead of results in separate threads when reading data for an animation contour scan. The disk i/o routines have been modified to use a bigger buffer size Cut-section calculation and drawing have been sped up considerably. Contour plots have been sped up by detecting that a part is all one colour so it can be rendered more quickly. Cut-section improvements Basic Space cut-sections are now rendered in 3D graphics, removing the need to revert to 2D. Cut section forces can be written to a csv file. The following improvements to data extraction from the "binout" (LSDA) file has been added: *DATABASE_CROSS_SECTION forces and moments can be extracted and displayed. The failure time of spotwelds can be displayed on top of the spotwelds. (A ".ztf" file from Oasys Ltd. PRIMER is required to provide geometry information.) The following material properties can now be plotted and used in user-defined components and javascript: Density Youngs modulus Poissons ratio Yield stress Failure strain (A ".ztf" file from Oasys Ltd. PRIMER is required to provide the information.) The display of connections has been improved in the following ways: Spotwelds can be displayed using a sphere symbol with either a fixed size or user defined size. It can be scaled automatically by the magnitude of the data value being contoured. Deformable and rigid connections are displayed using a new bolt symbol. Spotwelds can be displayed as a MIG line. (A ".ztf" file from Oasys Ltd. PRIMER is required to provide geometry information.)

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User manual Version 11.0, March 2013

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.

D3PLOT

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.

New Features for Version 9.4


Threaded reading of database geometry has been added. Input of the initial geometry, and calculation of lighting information is now "threaded" This parallelises the "display initial animation"process, speeding it up significantly on multi-core machines The ability to read and display selected results from the "binout" (LSDA) file has been added: Results for spotwelds (constrained, beam, solid and solid cluster) may be extracted Discrete element results may be extracted Seatbelt element results may be extracted. Reaction forces from SPCs may be displayed

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User manual Version 11.0, March 2013

(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.

New Features for Version 9.3RC1


Static and Movie "image" output has been greatly enhanced: PNG and GIF formats have been added to the library of static image formats that may be written The MJPEG codec has been added to AVI movie output format, giving smaller and better quality files. Colour palette optimisation has been added for 8 bit image output, giving better colour distribution Images can be captured at 2x and 4x screen resolution if desired. Laser file plotting has been improved and extended. Laser images are now captured directly from the display (like GIF, JPEG, etc), rather than by generating a 2D vector-style plot. As well as traditional Postscript (.ps) format it is now possible to write Portable Document Format (.pdf) format files. New capability to read in static and movie images for display have been added: BMP, GIF, JPEG and PNG format static images may be displayed as static window background. AVI files may be displayed as animated window background, or in separate windows, synchronised with model animations. A "watermark" capability to display transparent images on top of the current image has been added. A new capability to define, store, compute and display "user-defined" data components has been added. Any number of nodal or element user-defined data components may be created. These may be scalar, vector or tensor; and they may have arbitrary names. They may come from any permuation of the following sources: Read from externally generated data file Calculated internally from existing components via "simple formulae" Page 0.6

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

D3PLOT

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.

New Features for Version 9.2


The user interface has been completely redesigned to be more consistent with other Oasys Ltd products, giving a common "look and feel", in particular: Most common function panel function now occupy a tabbed working area on the right of the screen Keyboard short-cuts have been added for many functions The "entity" panel has been completely redesigned to conform to PRIMER layout Screen selection has been improved with many unnecessary button clicks eliminated. In general fewer button clicks should be needed to drive the software. A "Part tree" has been added, giving a tree-style display of model contents, and most graphics functions may be invoked from the tree. If a .ztf file (from PRIMER) is present then this tree will also show information about include files and assemblies. The cut-section function has been enhanced as follows: The main panel layout has been condensed and simplified, making it much quicker and easier to define cut sections. Dragging of sections has also been simplified, with rapid access to the most common operations. Optional dynamic feedback of current section forces when dragging has been added. A new "LS Dyna Method" way of defining sections has been added, with input identical to the *DATABASE_SECTION card If a .ztf file is present cut section definitions may be imported directly from the LS-DYNA model input deck. The force calculation method for "basic space" sections has been revised to use LS-DYNAs approach. Automatic mesh coarsening has been added to speed up the display of large shell element models. If used the process is fully automatic, and graphics speed increases of 2x to 3x or better can be achieved at the expense of a slight degradation of image quality. Rendering has also been speeded up internally to give faster performance on some hardware where long runs of contiguous "mesh strips" can be processed quickly. A new "external data" function has been added which will superimpose externally generated data on current images. This is normally used to add information such as externally calculated model parameters as discrete symbols on plots. A new "trace nodes" function has been added to allow the historical path of nodes to be plotted through the states in an analysis. A new "Iso surface" plotting mode has been added which plots contours of constant value in 2D and 3D meshes. A new "Cloud" plotting mode has been added to represent data by point symbols on items. The existing "SI" (Shaded Image) plotting mode now defaults to solid banded contours with lighting, but the original gouraud shaded ("fuzzy") contouring method is still available. The XY plotting panel has been enhanced as follows: A new "Data vs Data" extraction and plotting mode is provided, plotting X vs Y components over time. A data sorting function has been added for the "Composite" plotting mode, allowing curve points to be re-ordered Control over filenames (.cur files) has been improved. The XY plotting tool itself has been improved, with better file saving syntax and a sorting tool for curves. Curve data transfer to linked T/HIS (when active) has been speeded up. Data transfer via the ".ztf" file (ex PRIMER) has been enhanced to give: The ability to visualise node-based contacts (only segmented contact geometry appears in the .ctf file) The ability to extract and draw "true" beam sections

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User manual Version 11.0, March 2013

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.

New Features for Version 9.0


The ability to display multiple models in windows is added, removing the "one model per window" limitation in V8.3. Significant changes to the user interface have been made to accomodate multiple model handling. The general ability to process multiple models is greatly enhanced, and in particular models may be overlaid or artificially separated in a window, and they may be given different colours and display styles to distinguish them. The ability to compare results across models (reference model/state) is added, allowing the differences between models to be computed and displayed. Models that are compared in this way do not have to be identical, but they do need to be reasonably similar if the results are to make sense. Groups have been totally rewritten, removing the limit of 30 groups and provided automatic storage of those defined. A new ascii group file format, which is common to T/HIS and Primer, is also added. Backwards compatibility with old group files is retained. Extra options have been added to the user interface making it more configurable, in particular font sizes, type face and left-handed support are now all configurable.

New Features for Version 8.3


Ability to display multiple windows added: up to 20 windows may be displayed concurrently. Ability to handle multiple models added: up to 20 models may be processed concurrently. Link with T/HIS added: automatically opens T/HIS, extracts time history data and permits full T/HIS processing. Time-history items can be visualised. Native PC graphics: both 3D (OpenGL) and 2D graphics now use native Windows drivers, no longer any need for X11 emulators. Improvements to cut-sections: better capping display of 2D elements, and sections may be dragged interactively with the mouse. Programme start-up speed improved: time to first plot and first run through animation sequence approximately halved. "Settings" file added: saves and retrieves layout and settings of multiple windows. Function keys F1 .. F12 may be programmed with command files. Optional automatic read of model properties file at model input time. "Checkpoint" file added: saves all commands verbatim for replay, and aids crash recovery.

New Features for Version 8.2


Results database modified and improved: Reduced memory usage on Unix/Linux platforms via optional caching of data Data extraction and averaging speed improved. Animation speed improved. Shell integration point data extraction and plotting now includes min/max/magnitude over all points through thickness JPEG (still image) and MPEG (animations) file output added, and dithering added to 8 bit-plane BMP files to improve quality. User manual (this manual) converted to HTML, with direct access via links in the HELP messages in the code itself. Page 0.8

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.

D3PLOT

New Features for version 8.1


New static database added that contains the following data items. 1.4 Nodes on NODE_TO_SURFACE contacts Spotweld Beams (section 6.4.7) Nodal constaints and restraints (sections 6.5.1-6.5.2)

New Features for version 8.0a


Description "Quick-pick" blanking and attribute change has been added. The blanking menu has been revised. The properties file (prp file) in the props menus is now model independent. 3.1 Changes to the layout and appearance of the d3plot window have been made. The viewing "zoom" command now uses the "one-touch" method. Command line options and windows file associations App IV Section 3.6 6.1

Manual Revision History


Date Revision Description

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

Text conventions used in this manual


TYPEFACES: Manual text Three different typefaces are used in this manual: This typeface is used for text in this manual.

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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D3PLOT

1 SUPPORTED LS-DYNA FEATURES


1.1 Element Types
The following entity types in LS-DYNA can be processed in D3PLOT: Solid Elements Thin Shells Thick Shells Beams Discrete elements Seat-belt elements SPH elements Airbag Particles Contact surfaces 8 noded "bricks" (hexahedra), and the elements they degenerate to: "wedges" and tetrahedra. 4 noded quadrilaterals and 3 noded triangles. 8 noded shells. 2 noded beams. Springs, dampers, lumped masses. Belts themselves, slip-rings and retractors. Smooth Particle Hydrodynamic "sphere" elements (V9.3 onwards) The particles used in the Airbag Particle inflator method (V9.3 onwards) LS-DYNA models impact, friction, sliding, etc by the use of contact surfaces that can be thought of as two-dimensional elements overlaying the surfaces of solid and/or shell models. These are not true elements, but rather sub-areas, so to prevent confusion they will be referred to as interface "segments" from now on. Spotwelds SPCs *CONSTRAINED weld types, and also spotweld beams, solids and solid hex clusters The SPCs themselves and their reaction forces

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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D3PLOT Using the .ZTF file

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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D3PLOT

1.2 Types of results processed by D3PLOT


LS-DYNA is a three-dimensional non-linear analysis code which models the transient behaviour of structures in the time domain. The output you may process graphically in D3PLOT is shown by category below, together with the intrinsic coordinate system in which it is written by LS-DYNA. ENTITY TYPE Nodes: DATA GENERATED Coordinates Velocities Accelerations Temperatures Stress tensor Plastic strain Strain tensor (optional) Stress tensor Strain tensor (optional) Forces and moments Plastic strain Thickness Strain energy density Stress tensor Plastic strain Strain tensor (optional) Forces and moments Plastic data (optional) Stress/strain data (optional)
(4)

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)

Thin shells: (2)

Thick shells: (2)

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)

Also: Gas ID Leakage state

Spotwelds: (5)

Springs and dampers: (5)

Seatbelt elements: (5)

SPC forces: (5) Cross sections (*DATABASE_CROSS_SECTION):(5) Contact surfaces

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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

Airbags (of Airbag particles) Volume

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.

1.3 D3PLOT Representation of Elements and Other Entities


The three figures below show examples of how each of these types appear as drawn by D3PLOT. They also show the labelling conventions used: Entity Type Solids Thin Shells Thick Shells Beams Springs / Dampers Seat-belts Slip-rings Retractors Lumped-masses Labelled H... S... T... B... SP.. SB.. SR.. RT.. LM..

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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...

D3PLOT

Primer Connections SPCs Contact Segments Stonewalls Joints Nodes

Cross Sections (*DATABASE_CROSS_SECTIONS)

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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Springs, beams, lumped masses and seatbelt elements

Contacts, stonewalls and joints The next section describes in more detail which element categories are found in which files.

1.4 LS-DYNA output files processed.


D3PLOT reads the LS-DYNA binary database files directly. No intermediate translation is required and results can be Page 1.6

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):

D3PLOT

Complete state (plot) file


<name>.ptf or d3plot This file contains the undeformed geometry of the model, followed by complete dumps of its current geometry. It contains information about: Nodes: Solids: Beams: Thin shells: Thick shells: "Global" data: Coordinates, velocities, accelerations, temperatures. Stresses, strains, (extra data). Forces, moments, plastic rotations, plastic strains. Stresses, strains, force & moment resultants, strain energy density, thickness, (extra data). Stresses, strains, (extra data). Material energies, masses and velocities; normal force on stonewalls.

The file also contains information about deleted elements if the relevant material models and/or contact surfaces are used.

Dynamic relaxation file


<name>.rlf or d3drlf This file contains the same information as the complete state file (.ptf) descibed above, but pertains to a dynamic relaxation analysis.

*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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Extra time-history file


<name>.xtf (See also under T/HIS link below) This file contains miscellaneous "time-history" data about the model. D3PLOT reads only the following basic topology and coordinates from it: Springs: Seat-belt types: Lumped-masses: Joints: Stonewalls: Spring, damper & seat-belt geometry. Seat-belt, retractor and slip-ring geometry. Geometry and mass. Geometry and type. Geometry, mass and topology.

This file also contains the names of parts and contacts, which will be displayed in menus if available.

Interface force files


<name>.ctf or ctfile Interface force file

<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

Extra static database file


<name>.ztf This file is not generated by LS-DYNA itself, but rather by running PRIMER on the relevant input deck. (This can be done automatically from the Shell). It is a "static" file (ie no time-history data) that contains information about: Nodes on NODE_TO_... contacts Nodal restraints & constraints The nodes on the "nodal" side of these contacts will become visible as "diamond" symbols. However no force data is recovered on these nodes. For each of the six degrees of freedom of every node any restraint or constraint due to SPCs, *CONSTRAINED items, rigid bodies, inclusion on TIED or CONSTRAINT contacts, etc is stored. These DoFs can be displayed.

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.

BINOUT (LSDA) file


Usually just "binout" This a file generated by LS-DYNA which contains the "time-history" information normally written to ASCII database files via the *DATABASE_ABSTAT etc keywords, but in binary form. It is created if the <binary> flag on the relevant card is set. Only data of the specified types (eg ABSTAT for airbag data) is output. D3PLOT 9.4 onwards reads this file and extracts the subset of its data that it can process, at present limited to: SPC results Spring and damper forces and moments Seatbelt and related element results Spotweld results *DATABASE_CROSS_SECTION results Since the binout file contains only results, and not geometry information, D3PLOT also requires a ZTF file from PRIMER to specify the topology and geometry of these items, and without a ZTF file the binout file cannot be processed. Binout files can be extremely large, and scanning their contents can take a significant amount of time - sometimes several minutes. In order not to slow down the opening of model databases with such files D3PLOT opens and scans the binout file in a separate thread (effectively in parallel), and results from the binout file only become available when that thread has finished its scan. NOTE As the output frequency of data to each branch of the binout file can be different to the PTF output : frequency the outout times might not match exactly. For each PTF state D3PLOT will automatically select the time state in the binout file that is closest to the PTF state time. If the difference betwen the closest binout data is more than 10% of the PTF state interval D3PLOT will generate a warning message.

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Files read using the D3PLOT <=> T/HIS link


<name>.thf <name>.xtf <ascii files> <binout(LSDA) files> If the optional D3PLOT <=> T/HIS link (see section 6.12) is used then D3PLOT gains access to the time-history data embedded in these files. (Ordinarily access to the .XTF file above only extracts geometry data). The link permits nodes and elements in time-history blocks to be visualised and selected graphically for time-history processing.

Files required for D3PLOT to run.


D3PLOT must have a complete state (.ptf) file in order to function. If any of the other files (.xtf,.ctf and .ztf) are missing then the entities within them will not be processed.

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

Converting between binary file formats.


In version 8.0 onwards of D3PLOT conversion of binary file formats to the native type of the processing computer is fully automatic: database files may be generated on one computer and post-processed on another with an incompatible binary format and/or precision. Specifically the conversions between: 64 to 32 bit word lengths. Cray to IEEE numeric representation. Big to little endian organisation are performed automatically without any input from the user.

Database filename syntax


D3PLOT supports all the following database filename syntax options from current and previous releases of LS-DYNA: "Old" syntax (pre release 6.0) Database filenames <name>.ptf, .p01 <name>.xtf, .x01 <name>.ctf, .c01 Permitted #chars Max #family members Pathname permitted 4 in <name> 3 in <ext> 99 No "New" syntax, release 6.0 onwards <name>.ptf, <name>.xtf, <name>.ctf, <name.ztf>, .ptf01 .xtf01 .ctf01 (n/a) Default filenames if none defined d3plot, d3plot01 xtfile, xtfile01 (none) ztfile, n/a n/a 999 Yes

<name> + <ext> any number less than 80 999 Yes

Binary file family member size


In D3PLOT 8.0 onwards the determination of binary file family member size is automatic by default. D3PLOT takes the actual size of files, rounded up to the nearest Mbyte, as being the effective size for a given family and no further intervention by the user is required. This can be overridden by giving an explicit size when the file is opened, or subsequently, or by setting the environment variable FAM_SIZE to an explicit size in MB. For example on a UNIX system: setenv FAM_SIZE 1 FAM_SIZE=9, export FAM_SIZE (1MByte family, C shell syntax) (9MByte family, Bourne shell syntax)

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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Permitted gaps in family member sequences


It is possible to skip over gaps in file family member sequences. The "file skip" variable may be set when files are read in, and when the code is running. This is covered in more detail in Section 12.1.3. It is also possible to change this globally on UNIX systems by setting the FILE_SKIP environment variable. For example: setenv FILE_SKIP 5 FILE_SKIP=9, export FILE_SKIP (Skip 5 files, C shell syntax) (Skip 9 files, Bourne shell syntax)

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.

1.5 Other output files processed.


Other results files that D3PLOT can read: NASTRAN (*.OP2) FEMZIP (*.fz) LS-PREPOST (*.db) Nastran OP2 results file. See APPENDIX VIII for what is supported. LS-DYNA d3plot file compressed using FEMZIP (from Frauhofer SCAI). LS-PREPOST database file.

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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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2.1.1 The Checkpoint File panel.


A "Checkpoint" file saves all commands and mouse actions during a D3PLOT session. It is deleted when the code terminates normally, but is left on disk if a crash, system failure or some other abnormal termination occurs. If you see the checkpoint file panel when the code starts this means that a previous D3PLOT run has crashed, and recovery is possible. Checkpoint files are described in section 2.7

2.2 Selecting a graphics device.


You will not see this panel on a Windows platform, where OpenGL is automatically selected. On a Unix/Linux platform if your installation has been customised with a graphics device specified on the command-line ("-d=<device>") you will also not see this panel. To customise startup see Appendix IV. When D3PLOT starts you will see the device selection panel:

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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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.

2.3 If D3PLOT will not open a window on your display


If you get a message stating: Could not open display <hostname>:0 and no window appears, you have failed to make a connection with the X11 server. (Note that OpenGL also uses the X11 server, so this section is equally applicable to both X-windows and OpenGL graphics.)

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D3PLOT This is almost certainly because of one or both of the following setup errors:

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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.

2.4 Client/server graphics using X-Windows and OpenGL


It is relatively common to display 2D X-windows graphics from remote hosts on a local server. However it is less well known that exactly the same mechanism can also be used to display 3D graphics under OpenGL. This can be a very efficient solution to the problem of rapid display of large datasets since the tasks of computing and displaying the graphics and, just as importantly, the memory consumption, are split over two machines. Both machines must be OpenGL compatible for this to work. To do this: Set the DISPLAY environment variable on the client to point to the server (2.1 above). Start D3PLOT in the normal way and read in the model. Select OBJECT display mode (States Box, ANIM >, DISPLAY MODE, OBJECT) This will have the effect of storing all graphics as OpenGL "objects" in the server, making animation and redraw speed extremely fast. However keep an eye on memory consumption of the server: objects may be fast but they use a horrendous amount of memory.

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2.5 Command Line Options


Instead of starting D3PLOT using the Shell it is also possible to start D3PLOT from the command line. Starting D3PLOT from the command line offers a number of advantages. Faster start-up is possible by pre-selecting the device type. The input filename can be specified and opened automatically. Faster start-up is possible by pre-selecting the device type Argument format: <application name> (<arg 1>)...(<arg n>) (<input filename>)

Valid D3PLOT command-line arguments


Graphics device type -d=<device type> eg -d=default Valid device types are: OpenGL (3D graphics) opengl X-windows, 8 bit-planes x8 X-windows,24 bit-planes x24 X8 if present, else X24 x OpenGL if present, then X8 if present, default then X24 (No argument) This option is intended for use where the desktop is spread as a "Single Logical Screen" over multiple monitors. <where> values left right top bottom Meaning Left hand monitor Right hand monitor Upper monitor Bottom monitor

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.

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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

Run D3PLOT without the console window. Input database filename.

-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"

(Use device OpenGL, full -screen, open file run_2.ptf)

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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2.6 Multiple Windows and Models


From release 9.3 (Nov 2008) onwards D3PLOT supports the following permutation of multiple windows and models. Up to 32 windows may be defined. Up to 32 models may be current in memory. Any permutation of model(s) may appear in any window(s), subject to the limit of 100 "instances" of window/model combinations. Windows may be arranged on up to 32 "pages".

This example shows four separate models in four separate windows.

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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2.6.1 FILE > Popup: Opening, Closing and Rereading Models


The OPEN NEW MODEL command maps the standard input file selection panel (see section 4.1) Each new model will be opened in a new window. Up to 20 models may be held concurrently in the database, but you should note that they all compete for the same memory resources in the computer and that performance may be badly affected if you try to read in too much data. When you CLOSE a model all windows that display it only will also be closed, and the models storage deleted from memory. You are warned before this happens. RESCAN should be used when an analysis is still running and you want to search for more states. REREAD is equivalent to a Close/Reopen sequence: it completely rereads a model from scratch, and should be used if a model has been rerun. It should also be used when an adaptively remeshed file family has been extended

2.6.1.1 Choosing which window(s) to read a new model into.


The first model opened is always read into window 1, but models after that may choose which windows they will become active in.

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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2.6.1.2 EDIT WINDOW Changing "Model in Window" attributes


The models active in a window, and some of their attributes, can be changed at any time using the EDIT WINDOW option in the popup linked to the top left [-] button, or from the window menu on the top bar

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.

MODEL turning models on and off.


Simply toggle each model on and off. To see more attributes of the model right click to get its title and filename. Note that if a model is not active in any window then it will be deleted from the database, you are warned and made to confirm this before it happens.

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OFFSET... adding an artifical offset to models in windows.


Multiple models in a window often overlay one another, and it can be useful to separate them. Right-click on the relevant OFFSET... button to map this panel, then choose offsets in one of: Model Space. Shifts the model in its own space system. Screen Space. Shifts the model in the plane of the screen. You can visualise the difference between these two by considering how two dancers on a stage would react to rotation by 180 degrees when separated. In model space they would effectively swap sides of the stage; whereas in screen space they would each pirouette about their own toes, staying in the same positions. After selecting the offset mode the X,Y, and Z offset values can be entered into the text boxes. The offset values can all be reset to zero using the popup menu. The offsets can either be entered in model units or they can be entered as a %age of the model dimensons. Toggeling this option on and off will automatically convert any offsets that have been entered between %ages and model units.

MODE changing the display mode of a model in a window


Normally models are displayed in the current mode of the window, whatever that may be, but you can restrict them to: WIREFRAME No shading, hidden-surface removal or contouring; edges only. HIDDEN SHADED CURRENT No shading or contouring, and edges only, but with hidden surface removal enabled Shading, but no contouring. Both edges and and lit surfaces displayed Whatever the current display mode is.

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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COLOUR setting a constant colour for a model in a window.


Normally a window in a model will be drawn using its normal colours, which are properties of the model itself. You can override this by setting a constant colour for the model which will be used instead, which can be useful for distinguishing between two similar models that have been overlaid. To return to normal colouring for the model use the The model. button.

button will automatically assign a colour to each

(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.)

2.6.1.3 Opening Multiple Models in a Directory Tree


From V9.3 onwards it is possible to open up to 32 models simultaneously from a directory tree.

See Section 4.1.2 for more details.

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2.6.1.4 Opening Multiple Models using a Settings File


From V9.3 onwards it is also possible to open up to 32 individually chosen models with the attributes and layout specified in a Settings file.

See Section 4.1.3 for more details.

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2.6.2 WINDOW > Popup: Window management.


NEW WINDOW creates new windows. If there is more than one model in memory you have to choose the model to be placed in the new window. The newly created window will always be numbered as the next free one in the labelling sequence, and positioned in its default "layout". EDIT WINDOW raises the window content editing panel described above once you have selected which window you want to operate on. CLOSE WINDOW allows you to close any permutation of windows. If you close all the windows used by a model then that model is also deleted from memory. When a window in the middle of a sequence is closed the remaining windows above it are renumbered downwards so that there are no gaps in the sequence. SELECT > is the "global" window tab selector. This topic is covered in more detail below. LAYOUT... controls how multiple windows are organised on the screen. OPTIONS... controls further aspects of window management and display.

2.6.2.1 Window LAYOUT...


Windows can be laid out using a number of different formats and can be organised into Pages.

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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

Tile Wide All of the windows are positioned on a single page.

Tile Tall All of the windows are positioned on a single page.

Cascade All of the windows are positioned on a single page

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D3PLOT 1x1 Each window is positioned on its own page.

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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 ...

XxY Windows are arranged in a X by Y grid.

Manual Page Layout


Manual page layout can be used to give more control over which windows appear on which page. Unlike the Automatic page layouts a window can appear on more than one page.

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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

1x1 (stacked on top of each other)

2x2

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XxY

Layout depends on X and Y

Layout depends on X and Y

2.6.2.2 Window Options...

"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.

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2.6.3 Controlling how commands apply to Windows.


When there is only one graphics window current then there is no ambiguity about where commands issued in menu panels apply, but once two or more windows are current the situation becomes more complicated. For example you may want to contour X stress in window 1, but Y stress in window 2. To handle this problem D3PLOT automatically adds "tabs" (W1, W2, ...) for each graphics window to most menu panels when two or more graphics windows are present.

Using Wn tabs on menu panels.


Commands in menu panels will only apply to those graphics windows for which the Wn tab buttons are pressed. In the example above all four windows will be affected when commands are given in this panel. If a tab buttons is deselected then subsequent commands in this panel will not apply to that graphics window. Some further rules apply: Each top level menu panel tabs selection is independent. Deselecting a tab button in one panel will not affect any other top level panels on the display. Selections propagate downwards to newly mapped children. For example if the Component panel is invoked from the Current Operations one it will initially inherit its parents tab selection. However it is not limited to this and can subsequently be changed. The current status of a menu panel is influenced by its tabs setting as follows: Where only one status word is displayable (eg component, shell surface) the first active windows value is shown. Where status button is mixed (eg ON in window 1, OFF in window 2) then "ON" will be shown, but on a grey rather than coloured background. If no tabs are active then the whole panel will be de-activated.

Propagating settings for a panel: the ==> button.


Sometimes you may want to propagate settings from one window to others. This can be done in a limited way on a "per menu panel" basis using the ==> button, which: Takes the settings for the first active window in that panel; Copies them to all subsequent active windows. This is mostly commonly used in the View Control panel to make all windows have the same view as W1.

Using the Wn buttons on graphics windows.


Each graphics window has its number given in the Wn button at its top left corner. which can be used to toggle on/off that windows tabs in all current menu panels. When the Wn button is toggled OFF: The border round the graphics window changes from light blue to grey The Wn tab in all active menu panels is toggled off, and the panels updated. When it is toggled on again the opposite occurs. This is simply a quick way of changing the tab status of all active menu panels: the window is not de-activated in any way, it can still be drawn in, and the local tab for this window can still be changed on any menu panel. Page 2.20 Here the W1 button for window #1 is shown.

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WINDOW > Select ... (De-)Selecting all windows.


It is possible to select and deselect all windows. This is equivalent of toggling the Wn buttons on all graphics windows on (ALL) or off (NONE), and all menu panels will be affected.

2.6.4 What settings are "per model", not "per window"?


It will be obvious that different windows may present different views of a model, or contour different data components; but windows on the same model are not totally independent of one another. Storing detailed attributes for every item in a model on a per window basis would be wasteful of memory, and would also require some very complicated panels to provide detailed feedback to the user. Therefore "properties" of a model, which can be stored in a properties file, are stored on a per-model rather than a per-window basis. This means: Blanking status; as controlled in the BLANK panel. Colour, transparency, brightness and shininess; as controlled in the PROPs and/or COLOUR panels. "Properties" files are described in more detail under Properties. If it is necessary to have multiple windows with different blanking or element attribute properties then you will have to read the same model in twice. D3PLOT will treat this as two totally separate models, and you will be able to set different attributes, however it will double your memory usage.

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2.6.4.1 Swapping between models in model-specific panels


Model-specific panels can only operate on one model at a time, but you can swap between models at any time using M1, M2, ... tabs. These function just like window tabs (W1, ...) except that: They are green rather than blue Only one tab may be active at a time If you only have one model in memory then these tabs are not drawn.

2.6.5 Handling multiple models and multiple windows


Where multiple windows exist on a single model there is no possibility for conflicts between windows when commands are applied. However when multiple models have been read in lots of potential problems arise, to name just a few: Models may have different numbers of states, at different times. Some models may contain data components that dont appear in others Models may contain different types of element D3PLOT has to protect itself against internal conflicts arising from attempts to impose invalid settings on windows, and also has to allow the user to manipulate multiple model settings in a simple way. So the following rules apply where multiple, dissimilar models are current: Where a panel would apply an invalid setting to a model no action is taken. For example turning on spring labels in a model that contains no springs will have no effect. Note that the feedback in a menu panel is generally for the first active window, so to see the status of the 2nd or subsequent models it may be necessary to adjust the tabs so that the model in question is the "first active" one for that panel. The State Number slider will show the highest state number of all the current models. If it is set to a state that doesnt exist in a given model then no action will occur in the windows of that model. Selecting state #n with this slider will make state #n in each window current, regardless of whether or not the times of this state in different models match. Contexts implying selection, eg BLANK, WRITE, XY_DATA, will force you to specify which model you plan to select from. The tabs in that panel which apply to other models will be deselected, and any attempt to select them will fail with "mixed model" error messages. Therefore you cannot pick or select from multiple models at the same time.

2.6.5.1 How models with dissimilar states are animated.


By default models are animated in numerical state sequence, with no attempt being made to synchronise models or windows by time. A summary of behaviour is: Multiple models in separate windows Each window animates in step from frames 1 to <n>, but no window will "loop back" to frame 1 until the window with the greatest number of frames has finished. Therefore those windows with fewer frames will wait Page 2.22

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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.

2.6.6 Comparing results between models.


It is possible to derive results in one model with respect to another - essentially by subtracting data in Model B from that in Model A. This is done in the DEFORM, REFERENCE STATE/MODEL panel. Briefly: You can plot data and coordinates relative to a state in the current model. You can also plot relative to a state (or the current state) in a different "reference" model. For example you can plot the difference between two analyses where you have changed a section property, or remeshed an area. Data is compared using labels, for example the data for node 100 in Model B is subtracted from that for node 100 in Model A. Therefore the models need not be identical, but they do need to be topologically similar for this to work. In particular comparisons in regions which have been remeshed are likely to be unsatisfactory. In future releases we hope to perform "geographically" based comparison, where the node or element in Model B nearest to that in Model A is used, removing the dependency upon identical labels.

2.6.7 Some special multiple window cases.


The IMAGES and MOVIES panel
Images may be made from one or more windows, according to which tabs are selected, see Images for more information.

2.7 Checkpoint Files


From V8.3 onwards D3PLOT automatically records every command and mouse action in a "checkpoint" file. If the session terminates normally this is deleted, but if a crash occurs this file will be left on disk giving you the opportunity to recover your work. Checkpoint files have the name "cp_D3PLOT_9.3_<pid>" where <pid> is the current process id, ensuring that the filename is unique. They are normally written in the current directory, but if this is read-only they are written in $HOME or, failing that, in $TMP.

2.7.1 Selecting a checkpoint file.


When D3PLOT is restarted after a crash it automatically detects any checkpoint files in the current directory (or, if this is read-only, in $HOME or $TMP). These are displayed at startup in the special Checkpoint Files panel:

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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.

2.7.2 What happens when a checkpoint file runs.


Each command in the file is repeated verbatim, as if you had typed or mouse clicked it, until either the end of the file or the "#commands to execute" value are reached. Thereafter the session returns to being interactive in the normal way. A new checkpoint file is written which, initially, will be a copy of the one being played back, but will then contain any further interactive commands.

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2.7.3 Limitations of checkpoint files.


Although they are a powerful tool for recovering from crashes checkpoint files are not perfect. In particular they do not include any information about elapsed time between commands, which can lead to differences during playback in two situations: When D3PLOT animates each frame is displayed in the "dead" time between user commands. In effect the code says "Has the user given a command? No? Good, lets animate another frame while he is thinking." Animation will not actually commence during checkpoint file playback, even if PLAY > has been recorded, as there is no "dead" time between successive commands in which to execute it. Therefore if the session included animation the image which is on the screen may be different to that when the checkpoint file was recorded, and this may affect the outcome of any screen picking operations. Some more subtle consequences may also arise: for example contour bands may be different because the code has not yet decided to autoscale bands over all frames in an animation sequence. When the T/HIS <=> D3PLOT link is used this too may not play back correctly. The reason is that the two codes run independently and talk to one another via inter-process communication. Because checkpoint file playback leaves no intervals between successive commands, the remote programme (T/HIS) may not have had time to perform the operations requested, and return results, so the sequence of stored commands may "run ahead" of what is actually happening on the display and effectively give answers to questions that have yet to be asked. Therefore checkpoint file playback of all but the simplest "linked" sessions is likely to fail because of the asynchronous way in which the two codes are running. We hope to address the issue of asynchronous behaviour in future releases, but for the time being these limitations apply.

2.7.4 Sending checkpoint files back to Oasys Ltd for debugging.


We hope that you wont experience crashes but, if you do, checkpoint files can help us to find and fix the problem as they answer the question "can you tell us what you did to make it crash?". However environment variables, settings in your oa_pref file, and any "settings" files can all influence how D3PLOT runs; and we need these to replicate the status of the code when it crashed. So when you send us crash information please could you include as much of the following as possible: The checkpoint file(s) themselves. A copy of all your "oa_pref" files: in $OASYS, $HOME and $cwd. (See Appendix II for details) Any "settings" files (d3plotnnn.set) Any environment variables that have been set (eg MENU_AUTO_CONFIRM, see Appendix IV for a list of these)

2.7.5 Preventing the reading and writing of checkpoint files


When performing batch (non-interactive) post-processing, for example driven by FAST-TCF or PRESENTER, you are relying on running scripts of commands that assume a given programme state. These can be upset if checkpoint files exist on disk since they will have no mechanism for dealing with them. Therefore the environment variable SUPPRESS_CHECKPOINT may be set, with the following result: Any existing checkpoint files will be ignored, and no questions asked about them No checkpoint file will be written during this session. This and other environment variables are explained in Appendix IV.

2.8 Memory Management


Do I need to worry about this? Unless your machine is showing signs of running out of memory the answer is no. There is a simple way to tell if this is the case:

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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.

If a memory alarm pops up ...


The memory use of this process can be managed by controlling how much data is stored in the results database, and also by changing the animation display method. Swap space is used by all processes on your computer, and it may be possible to free space by shutting down other processes.

A more detailed description of memory management, and the functions available under the description of the MEM(ory) button.

2.9 Tune : Improving Graphics Performance


From release 10.0 onwards D3PLOT is able to make use of the improved graphics hardware that is now common on recent desktop PCs and workstations. The new capabilities of the Graphics Processing Unit (GPU), and associated advances in the OpenGL graphics library, mean that a lot of the work required to generate plots that was previously done by software in the CPU can now be done by hardware in the GPU. This can give significant speed increases, usually at least a factor of x2 and often a lot better. So it is worth investing a few minutes tuning the graphics on your machine, since it can make a dramatic improvement to its performance. Once you have settings that are optimal you can save them automatically in the oa_pref file, and they will be "remembered" for future sessions. This is described in Tuning D3PLOT on your machine. You should also make sure that the configuration of the graphics driver on your machine is set up correctly. It is an unfortunate fact that graphics card vendors are compared using artificial benchmark tests, so they optimise the default settings in their driver software to perform well in these tests. However these are generally not the best settings for "real world" engineering use, and by making small changes to the driver configuration on your machine you will usually be able to improve the speed and stability of all CAE software, not just D3PLOT. This is covered in Tuning your graphics driver below.

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2.9.1 The default settings are *not* tuned.


When you first use the Tune button you will see this panel with all boxes unticked. This means that none of the special hardware accelerations available in V10.0 are switched on, and graphics performance will be similar to that in V9.4. You will have to tune D3PLOT manually to obtain the best performance. If some or all buttons are greyed out it means that your hardware does not support the feature in question, and you will not be able to use them. Therefore re-tuning is always advised if you move to a new machine, or upgrade your hardware; and it may also be worthwhile if you have upgraded your graphics driver software.

Why not "tune" automatically?


Given that D3PLOT can determine automatically the features available on the graphics card and supported by the graphics drivers why can it not also set these options automatically? The unfortunate answer is that what a graphics hardware/software combination says it will do, and what it will actually do, are not always the same. Bitter experience has taught us that on some machines, typically slighter older ones and/or those with lower performance, blithely turning on all possible acceleration features can lead to corrupted images and/or crashes. Therefore we prefer to default to something that we know will work on all machines, and let users determine what works bet on their hardware using the process below.

2.9.2 Tuning D3PLOT on your machine


Assuming that your machine doesnt have all the tuning buttons greyed out, which means that it is too old to benefit, please follow the steps below to tune its performance. Step 1: Read in a sizeable model with some state data so that you can animate it. You just need one model in one window. The model should be large enough to give animation rates well below the maximum your machine can support. Since the typical modern display is limited to a 60Hz refresh rate there is little point in aiming for animation rates faster than 60 frames per second (fps), and you should aim for a model that is giving about 10 fps or slower. Set the model animating in shaded mode and let it cycle through at least one pass of the full animation so that it has read in all data and settled down to its full animation rate. Standard shaded settings should be used: perspective off, a single light source, flat shading, free-edge overlay and no "extra" graphics such as labels.

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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.

2.9.3 Tuning your graphics driver.


This section gives instructions for optimising graphics performance on Windows and Linux machines that use graphics cards from NVidia and ATI. If your machine does not fall into these categories then it is possible that we may still be able to help you, please contact us for advice.

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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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.

Windows Vista and 7


Right click anywhere on the desktop background, and select Screen Resolution Select Advanced settings This takes you to the Adapter window, listing 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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Configuring NVidia cards on Windows.


Recent installations:
Right click anywhere on desktop background, and select NVIDIA Control Panel: Select Manage 3D settings from the tree on the left hand side. The example below is from a Quadro FX card on a Windows 7 machine, but others should be very similar.

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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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Configuring NVidia cards on Linux


No configuration is necessary.

Configuring ATI cards on Windows and Linux


ATI do not provide an application-specific user interface, instead they have an XML configuration file atiogl.xml which lives in the following locations: Windows platforms Linux platforms C:\Windows /etc/ati

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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3 USING THE D3PLOT SCREEN MENU SYSTEM


3.1 Basic screen menu layout
D3PLOT runs within a single window, owned by the window manager, which has several sub-windows inside it. A typical D3PLOT session will look like this:

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.

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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.

3.2 Mouse and keyboard usage for screen-menu interface


All screen-menu operations are driven with the left mouse button, with the following exceptions: Text in the dialogue area and text boxes requires keyboard entry; Text strings saved in the cursor "cut" buffer may be "pasted" into dialogue areas and text boxes using the middle mouse button. Popup" menus are invoked using the right mouse button. The primitive "widgets" in the menu interface are used as follows:

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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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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.

Popup menu invoked from "clickable" OPTIONS> button

Popup menu invoked from "non-clickable" DEF> (colours) button

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3.3 Dialogue input in the screen menu interface


The full command-line capability is preserved when D3PLOT is running in screen-menu mode, and you are free to mix command-line and mouse-driven input at will. There are some situations in which command-line input is more efficient: for example when entering lists of explicit entities. Commands are entered in the dialogue box:

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.

3.4 Window management in the screen interface


Moving, resizing and scrolling of windows is based on the conventions used in the Motif Window Manager.

To move a window: To resize a window:

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.

To iconise a window: To restore a window: Further options:

Iconised windows may be restored by clicking on the icon in the ICON area.

Click on the OPTIONS

button to get the drop-down menu of window management options:

Restore Maximise Minimise Raise Lower Save->Bitmap

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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3.5 "QUICK PICK" Options.


Across the top of the graphics area is a block of 2 buttons. These are referred to as the QUICK PICK ENTITY button and the QUICK PICK OPERATION button in the following section.

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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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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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.

3.6 "Tabs" for multiple graphics windows.


When more than one graphics window is in use most menu panels will have a "tab" button for each graphics window: W1, W2, etc. In this example there are four graphics windows. These tabs control the graphics windows to which the commands issued in this panel apply: here any command would apply to all four windows. The ==> button takes the settings of the first active window in this panel and copies them to all other active windows. In this example the view current in Window #1 would be propagated to windows #2 to #4. Multiple graphics windows are discussed in more detail in section 2.6.

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3.7 Customising the User Interface


3.7.1 Customising Menu size, fonts, colour and mouse/keyboard behaviour
As mentioned in section 2.2 the scale of the menu interface, the font typeface and size, and also the left-handedness of the menu interface may be customised interactively using Options > Menu Attributes.

Gives the menu attributes panel:

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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.

Font Typeface Font scaling

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!

Brightness Saturation Left-Handed support

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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

Viewing action Rotate in XY or Z Translate Zoom (+ve upwards)

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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D3PLOT Zoom factor 3D Mouse tuning MENU_ AUTO_ CONFIRM

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.

Saving Menu Attributes settings


The attributes above may be saved in the "oa_pref" file by using Save_Settings. Subsequent sessions of D3PLOT will pick these up and re-apply them. The "oa_pref" file is described in more detail in Appendix II. For backwards compatibility these attributes may also be set using environment variables as described in Appendix XIII. Where conflicting settings exist those in the "oa_pref" file generated by the panel above (or by hand) will "win". Note: The software potentially reads four "oa_pref" files when an application starts, in the following order: (1) The OA_ADMIN_nn directory (2) The OA_INSTALL directory (3) The OA_HOME directory (default $HOME on Unix/Linux, %USERPROFILE% on Windows - typically C:\Documents and Settings\user_id) (4) The current directory (typically "Start in" directory on windows) Save_Settings in this panel update the file (#2) above in OA_HOME, on the principle that you will have write permission there and - usually - it will not affect other users. However all "oa_pref" file settings are applied on the "last found wins" basis, so if you have file in your current directory with different settings these, being the last to be found, will "win".

3.7.2 Screen Refresh: Controlling graphics window redraws


Normally graphics images in D3PLOT redraw at an acceptable speed, and the delay when refreshing "holes" left by menus popped up in front of the graphics window are not objectionable. However if you are running a large model on a slow machine this may become a problem, and it is possible to turn off screen refreshes using Options > Screen Refresh. This will leave black holes when menu panels are unmapped, and you will have to issue an explicit redraw command to get rid of these. You can turn the refresh switch on again at any time. You can save the graphics refresh status in the "oa_pref" file with the line: d3plot*graphics_refresh: off | on The default is "On".

Note: Unlike PRIMER no "backing store" drawing is used in D3PLOT, so issues such as Bitmaps, Pixmaps and PBuffers do not arise.

3.7.3 Menu "Auto Expansion"


A few of the menus in D3PLOT are too narrow when first mapped to show all the columns of their data, so by default "auto expansion" is enabled. This causes the menus to widen themselves, typically to 90% of the enclosing width available, after a brief delay. You can control this behaviour using Options > Expand Menus as follows: Page 3.14

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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.

Saving Menu Auto Expansion Settings


The menu expansion parameters may be saved for future PRIMER sessions by setting the "oa_pref" file options: d3plot*menu_expand: ON | OFF

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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3.8 Shortcut Keys


Some panels and actions can be accessed through pre-programmed shortcuts and from v9.4 the keys they are assigned to are customizable. In v9.4 a number of new pre-programmed shortcuts have been added, including the top menu panels, all the contour buttons and the Lock and Centre buttons. Javascripts and Command Files can also be assigned to a key. A listing of the available shortcuts and the keys they are assigned to can be brought up by pressing either the ? key (by default) or accessing it through the Options top menu. This will bring up a panel, from which you may assign the shortcuts, Javascripts and Command Files to the keys. Note that upper and lower case letters can be assigned different shortcuts. A list of all the available pre-programmed shortcuts is given at the end of this section with their default key(s) if assigned.

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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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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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.

3.9 Predictive Picking and Menu "Hover Over"


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"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.

3.9.1 Description of Predictive picking.


From D3PLOT 10.0 onwards all screen-picking operations have "predictive picking" enabled by default. This means that when you move the cursor into the graphics window and position it over something pickable in the current context, the item in question will be highlighted by sketching and labelling it, identifying what would be selected were you to perform a left mouse click at that position. In this example the cursor (red cross added artificially here) has been hovered over the front bumper of a vehicle model. The current mode is the default "Quick pick by part", so the part making up the bumper has been sketched in free edge mode, and labelled with its id and title, here "P299 OB-BUMPER-FT". (Part and other item titles will only be available if you have read a ZTF file generated by PRIMER. In their absence only the label will be shown.) The sketching used to highlight items is transient: it will disappear as you move the cursor away from the object in question, and there is no need to refresh the graphics window to get rid of it. In the example here the current pick mode was "Quick pick by part". Predictive picking is always associated with the current picking operation, so for example if you chose [Blank] Shell then the current picking mode would be to select a shell, and predictive picking would change to highlighting shells under the cursor.

3.9.2 Controlling Predictive Picking


Most of the time Predictive Picking is helpful, but there are two situations in which you might want to turn it off: 1. If your computer is very slow, or you are displaying graphics over a network, you may find that the need to keep updating the display as the cursor position moves makes the response sluggish. 2. If your image is very complex, and you are picking items which generate a lot of extra graphics when they are highlighted (typically sets, or contacts defined by set) you may find that predictive pick highlighting becomes a nuisance.

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:

Switching on/off temporarily for this picking operation only.


The [PP] button to the right of the "Quick Pick" selection buttons can be used to toggle predictive picking on/off for the current picking operation only. As an alternative you can use the "p" (note lower case) keyboard short-cut to have exactly the same effect.

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This only affects the current picking operation, and the setting is "forgotten" once that operation ends.

Switching on/off globally.


Programme-wide predictive picking can be toggled on/off using the "P" (note upper case) keyboard short cut. This is not "remembered" automatically, so a future D3PLOT session will default to the standard setting of predictive picking being globally active

Saving changes to predictive picking settings.


The effect of the "P" shortcut is not "remembered" automatically, so a future D3PLOT session will default to the standard setting of predictive picking being globally active. If you want to set something other than the default status this can be done via the following two oa_pref file options: d3plot*predictive_pick: d3plot*predictive_label: ON or OFF ON or OFF Whether predictive picking is active at all When predictive picking is active whether or not it also labels the items being sketched.

3.9.3 Description of Menu "hover over" highlighting


Menu "Hover over" highlighting is very similar to Predictive picking. Whenever D3PLOT builds a menu showing a list of items for selection then hovering the cursor over a menu row will highlight and label that item on the screen.

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Changing menu hover-over settings


By default "menu hover-over" is active, but you can change these settings with the oa_pref options: d3plot*menu_sketch: d3plot*menu_label: ON or OFF ON or OFF Whether menu hover-over is active at all When hover-over is active whether or not it also labels the items being sketched.

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4 BASIC DATA EXTRACTION AND PLOTTING


This section describes how to extract data from disk, and how to display it graphically. Screen menu usage is assumed, although brief references will be made to equivalent command-line instructions where appropriate.

4.1 Reading Results


The Open Model panel is shown below.

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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4.1.1 Open a Single Model

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.

Use Template File


From version 10.0 onwards D3PLOT can read an optional Template file that contains information on which windows models are located in and setting for model offsets, colours and initial plotting modes. If a template file is selected then the options to control which windows models are located in will be disabled. For more information on the format of template file and the options it contains see Section 4.1.6.

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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).

Open Model in Window


By Default D3PLOT will open each model in a new Graphics Window.

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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Read Additional Files


In addition to the main model file D3PLOT can read a number of additional files. By default all of these additional files will be selected to be read. If the option is selected then D3PLOT will automatically search for these additional files in the model directory and load any that are found.

Model Independent Files


Settings file d3plotnnn.set or (.set) <jobname>.set Contains information about programme settings on a per-window basis, such as background colour, cut-sections, data component, etc. These will be read if found and will automatically create new windows if required, and set them up as they were before.

Property file (.prp)

<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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Model Specific Files


Addl data (ztf) The ZTF file is created by PRIMER and it contains a lot of additional data that D3PLOT can use to plot entities and data that is not included in the main model files. All of the data that was previously written to the XTF file by the SMP version of LS-DYNA that D3PLOT uses to draw springs, joints, stonewalls etc is also written to the ZTF file. LS-DYNA can output interface force files with different names depending on the analysis type (see Section 1.4). The popup can be used to select which one D3PLOT should try to read. In a model with many contact surfaces omitting the interface force file can speed up graphics and save memory, since contact segments will be ignored.

Interface force segments and data

Springs, masses, joints (xtf)

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

Manually Selecting Additional Files

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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4.1.2 Search Directories Recursively


Multiple models can be opened by using the option to search directories recursively. After a directory has been specified D3PLOT will display a list of all the models it can find in the directory structure and each file can be selected If the user selects more than 32 models or if the number selected + any models already loaded into D3PLOT is greater than 32 then D3PLOT will open the models selected until the limit of 32 is reached.

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.

Open Models in Window

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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.

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4.1.3 Settings File Including Window Layout


From version 9.3 onwards a D3PLOT settings file contains information on the number of models that were open when the file was saved along with the window and page layout. The filenames for the models are not stored in the settings file, just the number of models and which model (M1, M2 ...) was located in each window. If the setting file was saved while the D3PLOT->T/HIS link (see Section 6.12) was running then the setting file will also contain information of the number of T/HIS graphs and it will contain a T/HIS FAST-TCF script which will regenerate the graphs contents. This option can be used to reload a version 9.3 settings file and to restore the model and Window layout.

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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.

4.1.4 Select Models From Database


From version 10.0 onwards D3PLOT can select models from a model database. The database file is an XML format file that contains information on where models are located along with a brief description of each model, (see Section 4.1.4.5 for more details on the file format)

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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:

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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.

4.1.4.1 Selecting Models


Models can be selected and deselected by clicking on each row. Multiple model can be selected by clicking on the 1st model and holding down SHIFT while selecting the last model in the range. As each model is selected the model number than it will be read in as is automatically displayed alongside the model description.

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4.1.4.2 Modifying the Database


Database entries can be added, removed and modified by right clicking on a branch label or a model description Right clicking on a branch label will display 4 options Modify ... Add Model ... Modify the branch label. Add a new model into the selected branch. A menu will be displayed to select a new model and to define the model description that is displayed for the new model. Insert ... Delete Insert a new branch within the selected branch. Delete this branch and everything within it.

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

4.1.4.3 Saving the Database


After modifying the database use the Save option to save the changes for future sessions.

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4.1.4.4 Creating a new Database


If you do not have a database or if you want to create a new one then D3PLOT can create the new database for you. To create a new database click the CREATE button and simply enter the name of the new database file in the text box that appears, D3PLOT will then check that the file does not already exist and if it doesnt it will create a new empty database. Alternatively if you type in the name of a file in the main Open Plot File window that does not exist then D3PLOT will ask if you want to create a new empty database using that filename. Once you have done this you can use the Modify options above to add items into the database and then save the file before exiting.

4.1.4.5 Database Format


The Model Database uses an ASCII XML file format. All items with the database are either branches or models. Each database entry has an XML name and a LABEL element. Models also contain a model element that contains the full pathname of one of the files belonging to the model. The XML name should be unique and should obey the following rules Names can contain letters, numbers, and other characters Names must not start with a number or punctuation character Names must not start with the letters xml (or XML, or Xml, etc) Names cannot contain space The LABEL is the string used to display an item within the tree view. Unlike the XML name the LABEL can contain any ASCII character.

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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>

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4.1.5 File Formats Supported By D3PLOT


A list of the file formats supported by D3PLOT is given in Section 1.4 and Section 1.5.

Adaptively remeshed analysis filenames


D3PLOT supports LS-DYNA adaptive remeshing, in which a series of families are generated with a mesh that is progressively refined (see Section 4.2.5). If the "base" <name>.ptf (or d3plot) file is selected then all successive families (.ptfaa, .ptfab, etc) are read in and their states are concatenated internally. To read in a given family only select is base member (eg <name>.ptfad) explicitly and only that remesh family will be read.

Eigenvalue (modal analysis) files.


D3PLOT supports output files from modal analyses. They are treated in exactly the same way as transient analyses except that: Each "state" is a modeshape, and the States Slider moves between these. Animation works on the currently selected state only, oscillating it through +/- 180 degrees.

Domain Decomposition files from MPP analyses


The MPP version of LS-DYNA can write a pseudo PTF file that shows the domains into which a model has been decomposed for parallel analysis. It contains undeformed geometry only. This is not a true PTF file and, in particular, each domain is a part that contains elements of all types in its region. Strictly this is illegal: parts can only contain elements of one type, so D3PLOT handles this automatically as follows: The special file type is diagnosed automatically from its contents The composite parts of each domain are split into separate solid, beam, shell and thick shell element parts These are given labels that make them the same colour in D3PLOTs default colouring scheme Groups of each domain, containing all parts in that domain, are automatically constructed. In this way the technically illegal domain decomposition file can be processed normally, and the use of groups makes the sketching and (un)blanking of domains very straightforward.

4.1.6 Template File


D3PLOT 10.0 onwards supports a new Template file that can control which windows models are located in and settings for model offsets, colours and initial plotting modes. The contents of the Template file can be applied automatically as models are read in. All of the options that can be specified in the Edit Window menu (see Section 2.6.1.2) can be set and applied automatically using the template file.

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4.1.6.1 Template File Format


The Template file is a simple ASCII file that controls the position, plotting mode and colour of models with windows. Each line of the template file contains information for a single model/window combination and has the following format. # Window=1 model=1 offset=model x=100 y=0 z=0 mode=shaded colour=red Window=1 model=2 offset=model x=200 y=0 z=0 mode=shaded colour=green Window=2 model=1 offset=model x=100 y=0 z=0 mode=shaded colour=blue # KeywordDescription Window Specifies the window number model Specifies the model number offset Offset system. Model - shifts the model in its own space system Screen - shifts the model in the plane of the screen. x/y/z Offsets to apply in X,Y and Z directions. By default these are defined in model units. Instead of using model units a %age of the model bounding box can be specified by adding a % to the end of the string Options 1-32 1-32 MODEL SCREEN OFF DEFAULT (=MODEL)

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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4.1.6.2 Loading a Template File


If a template file is specified in the Open Model panel its contents will be applied automatically as model are open and read into D3PLOT. As well as applying template settings automatically as models are read in a template file can also be loaded at anytime via the WINDOW> popup menu. As the file is read the settings it contains are applied to any Window/model combinaitons taht match those defined in the file Shortcut keys can also be assigned to read and apply template files (see Section 3.8 for more details)

4.1.6.3 Saving a Template File


The current window and model layout information can be saved into a template file at anytime via the WINDOW> popup menu. When a template file is saved any offsets that have been specified will be written out using the same format as the option in the Edit Window menu (see Section 2.6 for more details). If for example modle offsets are being displayed as %ages in the Edit Window menu then all the offsets will be converted to %ages before they are written to the templaet file.

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4.1.7 Open New Model Opening a new model file


From version 9.3 onwards D3PLOT supports up to 32 concurrent models. You can open a new model file at any time using the FILE> popup which is located at the top left of the top options (Main Menu) box, OPEN NEW MODEL command. This creates a new graphics window to contain the model, then reads a new filename in exactly the same way as described in Section 4.1.1 above. If this is a second or subsequent model its window will inherit those attributes of the first window that can legitimately be transferred to this new one: background colour, data component, cut-sections, etc. Where attributes cannot be transferred, for example a data component that doesnt exist in the new model, then the programme defaults will be used.

4.1.7.1 Close Model Closing an existing model.


You can close a model at any time using this command. The model will be removed from any window in which it appears, and if it was the only model in such a window then the window will also be deleted and any remaining windows renumbered downwards to close the window numbering gap. (Note that in D3PLOT V92 models may reside in the database without being displayed in any window, however they will continue to consume memory and models should be deleted if unneeded to free memory for other purposes.)

4.1.7.2 Rescan Model Scanning a running analysis for more states.


If an analysis is still running you can scan the file family for any further states that may have been written since you opened the model (or last scanned it). Because of the way that computers work it is possible that the most recent state written from a running analysis may not be completely debuffered to disk. It this case D3PLOT will usually detect that the state is incomplete and offer you options for dealing with this, however it is usually best to ignore such states as attempting to read corrupt or incomplete data can lead to problems.

4.1.7.3 Reread Model Closing and reopening a model.


The Reread Model command differs from Rescan in that it closes a model completely then reopens it again (in the same window(s) that it occupied previously). It is the equivalent of Close Model followed by Open New Model. You should use this instead of a Rescan when: An analysis file that is currently open in D3PLOT has been rerun from scratch using the same filenames, and needs to be reread in its entirety. You have an adaptive remesh analysis running and you want to scan for further family members (Rescan will only look within the current family member).

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4.2 Basic animation, the "current state", and selecting states.


The programme maintains the concept of a "current state" for each window, which is that being displayed at the moment. When an animation is halted the state at which it stops becomes the current state, and any state selected explicitly by the user subsequently becomes the current state in its place. Each graphics window is independent, and each may show different states. To provide both independent and collective control the following mechanisms are used: The master STATE NUMBER slider applies to all windows for which its Wn tabs are active.

Moving this slider to a new state will cause all these windows to jump to this state. PLAY

makes all

selected windows animate, and STOP

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

To initiate an animation simply press PLAY

, and to halt it press STOP

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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To select an explicit state by number


Either: Move the STATE NUMBER slider to the state you want, or use the arrows at its ends to scroll it left or right. When you release the mouse button the selected state becomes current and will be drawn. Or: Type an explicit state number into the State: box. This will become the current state and will be drawn.

To select an explicit state by time


Type the required time into the Time: box. If a state with that time exists it will be used, otherwise the state with the closest time after that you have specified is used. This becomes the current state and is drawn. The programme "knows" about all states in a file, they are scanned as part of the initialisation process, and it can jump directly to any state. Data required for plotting are read in selectively on as "as needed" basis.

States at interpolated times


The current (static) state shown in this box cannot be at an interpolated time between two explicit states: defining an intermediate time will result in the next highest state being used. However the sliders and state manipulation controls in each window can be used to move between interpolated states. For more information on interpolation see Section 4.5.2.1.

Selecting and animating mode-shapes.


Most analyses are transient, and each state will show successive times. Modal (eigenvalue) analyses are performed in the frequency domain, and each "state" is a different modeshape at some frequency. D3PLOT operates in much the same way except that: The "States" slider now moves between modeshapes (state 1 = mode 1, etc) Animation is performed by oscillating a single state through +/- 180 degrees The slider at the top of each window moves through the +/- 180 deg cycle.

Using keyboard "short cut" keys to cycle through states


You can use the following keyboard keys to select states: <-- and --> arrow keys step backwards and forwards respectively. They loop round when they reach the limits of their respective directions. <Home> jumps to the first state <End> jumps to the last state As with all short cut keys the windows upon which they act are determined as follows: If the mouse is in a graphics window then they act only upon that window. If the mouse is in some other menu window then they act upon all active graphics windows. To cycle through animation frames, as opposed to states, use <shift> + left/right arrow keys. In most cases the only difference will be in data-bearing plots with contour levels set to "auto": Cycling through states will autoscale each image. Cycling through frames will use the envelope of contour values for the whole animation.

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4.2.1 The FILE > popup menu options


You can manage many aspects of your database using the FILE > popup menu. Some of these options can only apply to one model at a time. When this is the case the operation will be applied to the first active model as selected by the Wn tabs in this panel.

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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4.2.2 The Animation options popup menu


The ANIM > popup menu provides access to the options which control the extent, speed, and many other attributes of animation. These, and many other aspects of animation, are described in Section 4.5.

4.2.3 The drawing vs. state selection menu.


The DRAW > popup menu controls how often (and if) the current state gets drawn when a new state is selected using the STATE NUMBER slider.. NONE The newly selected current state is not redrawn at all.

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.

4.2.4 The meaning of fake state #0


You may have noticed in some of the examples above that there is a state #0. This is a special state assembled within D3PLOT from the undeformed geometry with all displacements, stresses, etc set to zero. It is given the time 0.0. It exists for the following reasons: "Real" complete states in database files normally range from #1 to #n; but it is possible to create a database that only contains geometry, and has no complete states. Since all plotting commands within D3PLOT require a current state to be present a file with no states needs the "fake" state #0 be synthesised to permit plotting. State #1 may have the time 0.0, but may not contain the "undeformed" configuration: for example if an analysis started with a dynamic relaxation or from pre-defined displacements. In this situation reading in "fake" state #0 allows you to plot the undeformed configuration in all modes. State #0 is ignored for purposes other than static plotting: it cannot be included in an animation, or used for time-history output

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4.2.5 Support for analyses using Adaptive Remeshing


The adaptive remeshing facility in LS-DYNA, used primarily for metal-forming, generates output files in a sequence that is different to those from "normal" analyses. Each remesh effectively constitutes a new analysis in which the quantity (and labelling) of nodes and elements in the remeshed parts will have changed. A new file family is generated at each remesh, and LS-DYNA flags these by appending "aa", "ab", etc to the output filenames for the 1st, 2nd, and so on families. D3PLOT is able to detect this, so long as you give the name of the original analysis as the input file, and will automatically scan all the file families extracting their times, so that remeshed states are detected and made available. Thereafter you may use the programme in the usual fashion: selecting a new state automatically uses results from the correct file family, and capabilities such as animation work in the normal way. There are a few minor limitations: Since each file family is a new analysis (it has different topology and geometry) D3PLOT has to maintain separate internal tables for each family. This requires extra memory, and you will find that overall memory consumption for adaptive analyses is greater than for a "normal" analysis of equivalent size. If you run out of memory trying to process all the remesh files together you may need to open its families individually. (See the MEMORY button for more information about viewing and modified database memory usage.) Blanking, colour, transparency, and related "property" changes are propagated through all families in an analysis sequence. However the situation can arise that an element in analysis A does not exist in analysis B. This is not an error, but it may lead to patchy looking plots. Therefore when changing visual properties of remeshed parts it is best to operate at the PART level (which will exist in all families), rather than on individual elements (which may not). Elements of parts that are not remeshed do not suffer from this restriction. Operations in XY_PLOT which imply collecting data across families will not work. It is not possible to extract "time-history" data in a consistent fashion across remesh (ie file family) boundaries. Using time interpolation for animation will only work within a remesh family: it is not possible to interpolate across remesh boundaries since the process requires nodal and element values to be interpolated between adjacent states. If you attempt to do this you will get a warning message, and the animation will "jump" to the first state in the new family. Reference geometry will not work in conjunction with adaptive remeshing, for the same reasons that interpolation will not: reference between two incompatible states is invalid

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4.3 Displaying geometry and results.


4.3.1 Drawing commands that do not plot data
These commands are always available in all plotting "modes" since they do not display any data. They form the top row in this figure. DR (alias DRAW) Draws the undeformed geometry in wire-frame mode, the current in-core state is irrelevant. No time is shown since none is associated with the undeformed geometry. "Wire-frame" displays do not obscure hidden lines.

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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.

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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.

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4.3.2 Visual Controls


4.3.2.1 COLOUR: Controlling the colours used for the display
Note that changing element and part colours can also be achieved, usually more easily, using: The Properties panel, where all visual properties can be changed, saved and restored. "Quick Pick" screen selection, which is by far the quickest method.

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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"General settings" commands that affect all plotting modes are:


SATURATION... Controls the saturation of all colours in the range 0% (grey) to 100% (fully saturated). Normally all colours are fully saturated (ie 100%) to give the brightest possible display, but you may need to desaturate colours in some circumstances, for example when capturing frames for a video.

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:

OFF Free edge

No element overlay is drawn The topological free edges are drawn

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 no overlay at all

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.

This image shows all element borders.

Controlling overlay quality in 3D mode.


Hidden-line removal in Z-buffered 3D graphics presents a problem to the programmer because the edges round elements will look "patchy" if they are drawn (correctly) co-planar with the element infill. Therefore overlay has to be raised slightly towards the observer (in the screen space Z dimension) to lift it above the surrounding elements, and the algorithm which calculates this "Z lift" dimension is usually satisfactory for all normal viewing parameters. However there are a few cases in which it can go wrong:

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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

D3PLOT

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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Selecting the level at which to operate: <Model> <Category> <Entity>


The PROPS box operates at two levels: the top one applies to the whole model, and all its constituent categories; the lower one applies to individual items in a category. In this example the user has chosen to operate on individual parts. Selecting PART at the top level...

...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 .

Columns.. Controls which attributes columns are shown


Because the Properties box can be configured to contain a lot of information, which can look confusing, the Columns... menu can be used to control which columns of attributes are shown. There are four of these, which may be turned on/off independently: Entity/Label Switches At Top level the Entity switch controls whether or not that category is drawn at all. (See Section 6.6) The Label switch controls whether or not it is labelled at all. (See Section 6.5) At sub-panel level the "Entity" column is replaced by BLANK: each element may be (un) blanked individually. (See Section 6.1) Similarly the LABEL switch may be applied individually to each element. Display Modes At top level each category, or the whole model, may be set via its popup menu to one of WIREFRAME, HIDDEN, SHADED (See 4.3.1 for what these mean) or Current (Elements are drawn in the currently selected display mode, whatever that may be). At sub-panel level each entity can be set separately in a similar way. It is possible to select any mode for any element, and to display them in combination. For example you could have a mixture of shaded, wireframe and contoured display in different areas of a mesh. Solid-filled (ie CT or SI) contours are not shown on elements rendered in wire, hidden or shaded modes. However vector data (LC, VEL, VEC, Criterion) is superimposed on the current display mode of elements. For example velocity vectors may be drawn on shaded elements. Object Attributes As before changes may be applied to whole categories at the top level, and to individual or selected items at the sub-panel level. There are four "attributes": Page 4.31

D3PLOT Colour: Select an explicit colour, or return to default.

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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.

OPTIONS... SAVE and RELOAD: Saving and restoring properties.


Setting up properties (colour, transparency, etc) for a model can be time-consuming, and it is useful to be able to preserve them for subsequent runs. SAVE writes the complete property list for the whole model into a "properties" (.prp) file. RESTORE can read this in at a later date and restore all the saved settings.

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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Property files can be applied to different (but similar) models:


All information in a property file is written using external item labels. When read back in these labels are mapped onto the items in the current model that have these labels. If an external label is encountered that has no internal counterpart it is ignored. Similarly those items in the current model which dont appear in the properties file are left unchanged.

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.

Reading and writing properties files elsewhere in D3PLOT


Properties files can also be written and read back in from the UTILITIES, SETTINGS_FILE panel. This is described in section 6.9.10. They can also be read in at the same time as the model is input if the Read PRP file box is checked on the file input panel - see section 4.1.1 From release onwards they can also be read and written from the Saved properties option panel, see section 5.5.2

What is the difference between a Properties file and a Settings file?


A properties file contains information about the model properties: colour, transparency, labelling, visibility, display modes, etc. It is window independent. A settings file contains information about the D3PLOT window settings: background colour, data component, contour levels, etc. It is model independent.

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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4.3.3 The LIGHT panel.


The lighting model in D3PLOT is a simplified version of the diffuse and specular models found in most graphics hardware(1), and in standard computer graphics texts(2). It is a compromise between speed and appearance that is adequate for rendering engineering plots and simple presentational material, but its results fall short of those from a ray-tracing package: shadows and reflections are not provided, and surface properties are crude. Geometry can be exported to external rendering packages via the UTILITIES, VISUALISATION menu for those cases where higher quality images are required. The lighting model is best thought of as having three parts: 1. The light sources. 2. The way in which the objects are shaded. 3. The material properties of the lit objects. The Light panel ontrols the following lighting and shading attributes: Lighting switch: Point light sources: Global on/off for lighting. On/off switch, position, intensity, space system (model/screen).

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 Global lighting on/off switch


By default lighting is ON, and a plot implying lighting will use the current attributes. If lighting is turned OFF all formerly lit elements will be drawn at the full colour intensity with no shading effects. Turning the switch on/off does not change stored lighting or shading attributes in any way.

Lighting Switch ON

Lighting Switch OFF

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.)

Ambient light The %age of "black body" light.


If only point light sources are used this simple lighting model produces images reminiscient of pictures from space: strongly directional lighting with no detail in shadow areas. Therefore the concept of Ambient light, analagous to "black-body" radiation coming from the universe at large, is added to fill on lowlight areas. This is not realistic in itself, but in practice most scenes have their shadow and low-light areas filled in by reflected light from walls, floors, etc; and it provides a good approximation to this.

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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%.

Point light sources (positional & directional)


Up to 8 point light sources may be defined, each of which is independently controllable. At the top level of the lighting panel they may be turned on/off and have their intensity set from 0 100%. To change any other attributes use the SET... button.

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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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Definition Method Positional or Directional (by vector)

Example of Positional light.


A "positional" light is defined by its location in space, and this method is generally used for lights close to the object. This example shows a dummy with a positional light in its lap. (The light itself has been added artificially here, it would not normally be visible on a plot.) Because the light is "local" it (correctly) does not illuminate the tops of the arms or the front of the legs. Positional lighting is slightly more expensive than directional to compute, but is necessary if the true effects of lights close to the object are to be simulated.

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Example of Directional light.


A "directional" light is defined only by its vector, and assumed to be infinitely distant (like the sun). This is the same model as above, but now the light is directional, defined by a vector pointing through the previous light source position towards the dummy. (The vector arrow has been added artificially, it would not appear on a plot.) The differences are clear: the whole of the front of the dummy has been illuminated, as have the surfaces which previously were dark. This is a little bit cheaper to compute than the positional equivalent, as "local" vectors from facet to light source need not be computed.

Defined lights as Tied to Model and Screen space systems


Light Tied to Model space <== Before ..transform .. After ==> When a light is tied to Model space it is transformed along with the object.

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.

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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.

DITHERED shading (2D graphics mode only)


Because gouraud shading is not provided by 2D graphics drivers (or laser plotters) the technique of "dithering" has to be used to produce genuinely smooth shading under 2D graphics. This is done by drawing adjacent pixels in different colours to achieve an intermediate shade trading of spatial against colour resolution. Dithered shading is ignored in 3D mode, and should only be used in 2D mode if you are prepared to accept the longer computation and display times involved.

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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.

The light sources themselves.


Up to 8 point light sources may be defined, each of which is independently controllable. At the top level of the lighting panel they may be turned on/off and have their intensity set from 0 - 100%. The OpenGL standard requires all implementations to handle 8 light sources, although it is often the case that only one or two cab be handled in hardware: dont be surprised if setting up many lights causes a sudden and dramatic reduction in graphics speed! To change any other attributes use the SET... button. There are various preset options, and you can also specify your own light source positions or vectors. Each may be "positional" (located at a specific point in space), or "directional" (infinitely distant along a vector). "Positional" light sources are more expensive for the hardware to calculate, and will slow down drawing, so only use them if you need to simulate the effects of a light close to your model. Light sources can be fixed in screen space (stay fixed when the model moves), or attached to model space (move with the model). There is no significant difference in graphics speed between the two options. All lights are white.

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The material properties of the lit objects


Brightness and Shininess

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.

4.3.4.1 COMPONENT... Choosing a data component to plot


This figure shows all the generic data components available for solid and shell plotting. If some are unavailable in your data-base they will be greyed out (for example the EXTRA components here). Select the generic category, and then the specific component. (For more information on selecting data components, and a more detailed description of what they mean, see Section 12).

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4.3.4.2 SURFACE... Choosing a thin shell surface (intg pnt)


This figure shows the shell integration point selection box, which applies to stress and strain tensor derived results. By default shells write results at 3 "surfaces": Top Is the outermost (most Note that when using the default Gaussian integration +ve local Z) integration rules in LS-DYNA the inner and outer integration point. points of shells are NOT the "outer fibres" of the element. Is the neutral axis, ie For a fuller explanation see the WARNING below. mid-plane.

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

Shell integration point data written from LS-DYNA


There are two issues to be considered here: 1. The number of through thickness integration points in the shell element formulation. 2. How many integration points worth of data are written to the database files. Unfortunately these two parameters are not directly related in LS-DYNA, and have to be set independently: Shell element through-thickness integration points are controlled on the *SECTION_SHELL card. (Composites are different) The number of "surfaces" output is controlled by parameter <maxint> on the *DATABASE_EXTENT_BINARY card By default (<maxint> = 3) data at three "surfaces" (top, middle and bottom) are written for all shell elements, regardless of the actual number of integration points in any element formulation. Normally this is satisfactory, since in most models with significant plastic strain the detailed distribution of stress and strain through element thickness is not that important, but where models remain mainly elastic or where composites are used it may be necessary to set a different value. See Section 12.8.2.2 for a fuller discussion of these parameters and how they affect output.

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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.

4.3.4.4 AVERAGING... Controlling data averaging across adjacent elements.


By default data for contour plots is averaged across adjacent elements of the same type, regardless of their material, etc. These settings allow you to modify this behaviour. The averaging control settings have the following meanings: Averaging Switches averaging on or off, (default on). If turned off then no data averaging occurs for contour plots: this results in a "patchwork quilt" effect for area contour plots, and no results at all for line contour plots. By default this is on, and the material type is not considered when averaging. If you switch this off then averaging will not take place across adjacent elements if they are of different materials. By default this is on, and blanked elements are still included in the averaging process even though they are not visible. This means that blanking elements will not change the values used for contouring on those that remain. If you switch this off then results from blanked elements are not included when results are averaged at nodes. By default this is on, and elements that have been volume-clipped from the display are still included in the averaging process even though they are not visible. If you switch this off then results from volume-clipped elements are not included when results are averaged at nodes (ie same logic as is applied to blanked elements above).

Material ignored Blanking ignored

Clipping ignored

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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.

4.3.4.5 REF_FRAME... Choosing the frame of reference.


Directional data components may be plotted in model Global, element Local, (global) Cylindrical or User-defined coordinate systems. The default is Global. Directional components are basic stresses and strains from their respective tensors, ie X_DIRECT_STRESS, SX_DIRECT_STRAIN etc. See Section 9 for more details. In this example a Cylindrical system has been used, and the user has defined the origin and vector of the local Z axis.

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]

The data to which coordinate system transformations are applied


Element tensor derived data is transformed to Element Local or Cylindrical. "Tensor derived" means Stress and Strain tensors, and any User-defined tensor components. Nodal vector derived data is transformed to Cylindrical only. ("Local" has no meaning for nodes) "Vector derived" means Displacement, Velocity and Accelerations vectors, and any User-defined vector components. One exception is that vector plots of nodal vector data are always presented in the global system in order to show the "true" vector directions.

4.3.4.6 CONTOURS... Setting contouring attributes.


There are many attributes of contouring that can be set. This panel is the "generic" level giving access to specific settings. It also shows the current settings of major parameters. Since this panel has any sub-options and is common to all plotting modes so, to avoid repetition, it is described separately in Section 4.4.

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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.

Number of values shown

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.

4.3.4.8 Plotting commands for Solids and Shells.


There are six display modes for plotting data on solid and shell elements. (In all the examples below a free-edge element overlay has been used to simplify plots). CT (CT_CONTINOUS_TONE) A continuous-tone plot draws bands of contours in solid colours. No account is taken of lighting.

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:

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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 Beam Plots Plotting results on beam elements


Beam elements cannot be contoured in the same way as 2 and 3D elements since they have no visual area on which to plot results. Therefore the special "Beam Plotting" data display mode must be used to visualise results from beams. Note: Results from other 1D elements: springs, dampers, seat-belts, joints, etc are not currently written to database files for plotting, and they cannot be displayed in this (or any other) D3PLOT menu.

4.3.5.1 COMPONENT... Selecting a beam data component


All beam types have the BASIC set of data components: 3 forces + 3 moments. Belytschko-Schwer beams using a resultant plastic formulation will have "extra" PLASTIC components. Hughes-Liu (integrated) beams can optionally write "extra" STRESS (and strain) values at integration points. D3PLOT supports both basic and "extra" data components for all these beam types. However note that LS-DYNA contains many different beam formulations, and it is not possible to tell from the database files what the data for a given beam actually mean. It is your responsibility to interpret your results correctly, and you should read the notes in Section 12.10 before processing beam data.

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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4.3.5.4 ATTRIBUTES Setting the attributes of beam plots


Beam results can be plotted in Continuous-tone and Diagram-plot modes. These have special visual attributes that are set in this panel. The examples below all use a simple built-in beam with a point load at its centre, and show the resulting bending-moment diagram as affected by the settings here. The "thick" line used will depend upon whether or not a .ZTF file has been read in from Primer. If it has been read then the beams "true" section thickness will be used. If no such file has been read a square section of the "Thickness" given here will be used. D3PLOT can reproduce a range of "true" section shapes from the *SECTION_BEAM data encoded in the .ZTF file. "Integrated" beams with explicit section shapes are drawn as specified. "Resultant" beams with section properties (A, Ixx, Iyy) have a hollow rectangular5 or tubular sections inferred from their properties. Beam symbol display is discussed further under. THICKNESS Setting continuous-tone plot image thickness. Continuous-tone beam plots show the data values on a beam as thick bars of solid colour along the beam centre-line. The thickness of these bars is set by default to 1% of the models longest dimension (in model space units), which proves adequate for most models. You can change this value with the THICKNESS command. The figure above demonstrates the effect of changing this value by a factor of 3.

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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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4.3.5.5 WARNINGS On-line warnings about beam-plotting pitfalls


There are several different beam formulations in LS-DYNA, the principal ones being: Hughes-Liu Belytschko-Schwer Truss Discrete Cable Spotweld Standard/arbitrary section, integrated at mid-span Standard sections, integrated at two ends Axial only Belytschko-Schwer beam Zero-length, generalised spring-like behaviour Tension only A variation on discrete

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.

Inconsistent sign conventions in LS-DYNA releases up to and including 970


Due to a bug in LS-DYNA versions up to and including LS970 exhibit the following inconsistent sign convention for beam output: "Resultant" (typically Belytschko-Schwer) elements use one sign convention "Integrated" (typically Hughes-Liu) elements use the opposite sign convention for 4 of the 6 output components. The following table shows the results from releases 970 and earlier: ComponentMatching? Fx Same Fy Opposite Fz Opposite Mxx Opposite Myy Opposite Mzz Same Which is right? Sadly there is no "right" for beam output, as different users have different conventions. The confusion arises because of the different ways in which the beam types work: integrated beams have integration points at their centre, whereas resultant beams have (potential) hinges at their ends. The former reports force in the beam, and the latter reactions at the supports. D3PLOT attempts to draw bending moment diagrams on the tensile side, but depending on which beam type you have used this may or may not be the case.

Sign conventions are consistent from LS-DYNA release 971 onwards


At some stage during the development of LS971 this problem was fixed, and results now use the "integrated" convention for all beam types. Unfortunately D3PLOT cannot tell with certainty which LS-DYNA version was used to generate a set of results, so it cannot correct for this automatically. This has consequences for cut-section force extraction from beams, described in section 6.4.4 Update: From approximately 2009 onwards output from LS-DYNA 971 reports its version number correctly in output files, and D3PLOT is thus able to determine that the sign convention problem described above has been fixed. Interpreting beam results requires knowledge about the original beam and material formulations that is not available in the database (.ptf) files. As a consequence there are some ambiguities in the interpretation of results, especially for "extra" data, that D3PLOT is unable to resolve for you. It is your responsibility to determine what your results mean, and to interpret them correctly. If you need advice or help please contact Oasys Ltd.

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4.3.5.6 OPACITY_SWITCH Making overlying structure transparent


Beams are often buried inside a model which also contains shells and solids, and it can be difficult to see beam data plots because of the intervening structure. Therefore D3PLOT allows you to make this overlying structure transparent when performing beam plots. This option is preserved for backwards compatibility. A more flexible method would be to adjust the visual transparency of the overlying structure, using the "quick pick" option, or explicit settings in the PROPs panel. Normally overlying structure will obscure (correctly) any beams that are behind it. This example shows a typical concrete column with reinforcement and, clearly, it would be useful to visualise forces in the enclosed area while still seeing the external concrete outline.

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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4.3.5.7 Data plotting commands for Beams.


There are two data plotting modes for the display of beam results. DP (DIAGRAM_PLOT) This shows the DP option: a "diagram" plot showing results hatched on the beam. Hatching size is proportional to data magnitude, and colour also follows the normal contour band limits. Directional data is displayed by default on the relevant local beam axis. Any data component can be displayed this way, not just bending moments.

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.

Click here for the next section

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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.

Data plotting commands for contact surfaces


There are four plotting commands for the display of contact surface results: CT (CONTINUOUS_TONE) Continuous-tone plots of contact surface data are identical in concept to those of 2D/3D data: solid contour fill, no lighting effects. Note, however, that elements which are not contact segments are not contoured at all (as distinct from receiving zero values).

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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.)

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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.)

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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 Principal Stress and Strain vector plots


This panel controls the plotting of principal stress and strain vector plots. (To contour these values use the normal 2D/3D plotting commands described in Section 4.3.4) These vectors can only be displayed on 2D and 3D elements (solids and shells), so if you have none of these in your model it will be unavailable.

4.3.7.1 COMPONENT Choosing a principal stress/strain data component


This panel shows the generic data component types for principal values. The STRESS and STRAIN categories are only made available if their respective tensors are present in the database file. See Section 9 for more details of element output and file contents. Note 1: Note 2: Note 3: By default the strain tensor is not written by LS-DYNA, you must select it by setting STRFLG on the *DATABASE_EXTENT_BINARY control card. If your model seems not to have directional strain terms available this is probably the reason. As well as the simple (scalar) components it is possible to plot multiple values simultaneously. For example the component PMM_PRINC_MAX_&_MIN shown here plots vectors of both maximum and minimum stress, and PALL will plot all three principal values. If user-defined tensor components are available they too may be plotted using the components defined above. The transformation to principal is applied on the assumption that the user-defined tensor is in the global system.

4.3.7.2 SURFACE Selecting the thin shell intg point.


As with contouring 2D/3D data you must select the relevant thin shell surface for output. This is not necessary for solids and thick shells. See Section 4.3.4.2 for more details.

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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.

4.3.7.4 GO Executing principal stress/strain vector plots


The figure in Section 4.3.7.3 (above) shows examples of principal stress vector plots using the 3-valued component PALL_PRINC_ALL (all 3 principal stresses), and the 2-valued one PMM_PRINC_MAX_&_MIN (max and min principal stresses only). It also demonstrates the effects of the different SYMBOL settings. At present there is only this single data plotting mode. Click here for the next section

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4.3.8 "Other" data plots


From version 9.4 onwards D3PLOT can read and plot some additional data components from the LSDA (binout) binary file. This panel controls the plotting of these additional components. To plot data from the LSDA file the option to read the LSDA file must be selected when the model is opened (see Section 4.1.1). The LSDA file only contains results it does not contain any information on where the entities are located in the model. For D3PLOT to be able to draw and contour some of these items the ZTF file MUST also be read as it contains the missing information needed to locate and draw them.

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.

4.3.8.1 COMPONENT Choosing a OTHER data component


This panel shows the generic entity types for which data components in the LSDA file can be contoured. For these components to be written to the LSDA file the following cards must be included in the LS-DYNA model. Entity Type Spotwelds LS-DYNA Keyword *DATABASE_SWFORC & *DATABASE_DCFAIL *DATABASE_SPCFORC *DATABASE_DEFORC *DATABASE_SBTOUT *DATABASE_SECFORC *DATABASE_SECFORC

SPCs Springs Seatbelts Cross Sections Load Paths

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

X, Y, Z forces Resultant force X, Y and Z moments Resultant moment

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

4.3.8.2 ATTRIBUTES Setting OTHER plotting attributes.


This panel controls how the LSDA entities are drawn and contoured.

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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

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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.

DEFINE_HEX_SPOTWELD_ASSEMBLY Fixed radius <value>

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.

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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

d3plot*swld_scale_by_value TRUE if spotweld radius is going to be scaled by the value

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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.

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4.3.8.2.5 Load Paths


From version 11.0 onwards of D3PLOT can draw LOADPATHs joining the centres of *DATABASE_CROSS_SECTION definitions. These are created in PRIMER and require a ZTF file be generated. The forces calculated from the *DATABASE_CROSS_SECTIONs can be plotted on the LOADPATHs to make visualisation of loads through a structure easier.

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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.

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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.

Scale By Value Show Triads

Click here for the next section

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4.4 Controlling contouring of data plots: CONTOUR


All of the data plotting commands described in Section 4.3 use the CONTOUR command panel to control data display. The generic CONTOUR panel is shown right. The various options in it are described below. Depending upon the plotting mode from which it is called, and the hardware being used, some options may be greyed out. Click on the links here to jump straight to the relevant sections: 4.4.1: Levels 4.4.2: Labels 4.4.3: Resolution 4.4.4: Arrows 4.4.5: Limiting values 4.4.6: Dithering 4.4.7: Gouraud 4.4.8: Cloud plots 4.4.9: Iso plots 4.4.10: TShell opts

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.

Each frame separately

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.

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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.

Computing contour bands over multiple windows and models.


Where there is more than one window, possibly showing a different component, on a model; or more than one model in the database then contour levels are computed as follows:

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D3PLOT AUTOMATIC contours:

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.

MAX & MIN contours:

Applying the same contour bands to all windows.


It is often the case that you have several windows, and you want to have the same contour bands in all of them. To do this: Make sure that the Wn tabs for all required windows are selected. Choose MAX_&_MIN levels Set the required levels. If you want to find the envelope of all windows, Make sure that the Wn tabs for all required windows are derive a max & min value from that, then set it in selected. all windows. Choose AUTOMATIC levels. Perform plots in all windows to update their local bands. If you want values over an animation then animate all these windows to force computation of the "envelope" max/min values in each. Then select MAX_&_MIN The second method works because when you switch from AUTOMATIC to MAX_&_MIN D3PLOT computes the "envelope" of max/min values from all active windows, and applies this as the default values for MAX_&_MIN mode. If you want to specify the bands to be used:

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It is important to understand the distinction between automatic contouring over animation frames, and automatic contouring at a given state.

Automatic contour bands during Animation


Case 1: When Automatic all frames mode is in use. During an animation, or when a particular frame of an animation is displayed statically: For each window D3PLOT will scan all selected states and find the max and min contour values. If the window contains more than one model the max and min over all models in the window is found. These max and min values become the contour bounds used for the animation, or when any frame of the animation is displayed, with the intention that contour bands in any frame will have the same values. Case 2: When Automatic each frame mode is in use. Each frame of the animation is auto-scaled separately and whenever a frame is display, either statically or when animating, the contour bands will be "local" to that frame. In this mode the contour bands will usually change during each frame of an animation, therefore the values assigned to a particular contour band will not normally be the same in successive frames. Commands which display animation frames are: [ > ] Play to initiate an animation, either at the top of a graphics window or in the "States" panel. Any of the << |< >| >> frame positioning commands either at the top of a graphics window or in the "States" panel. Using the state slider at the top of a graphics window. Using the <shift> + <arrow key> short cut to toggle through frames.

Automatic contour bands during static state display.


During static display of a specific state: For each window D3PLOT will find the max and min of all models in that window at that state only. If you subsequently move on to another state then the contour bounds will change as the new max and min values for that state are used instead. Commands which display static states are: Any explicit data plotting command (eg SI, CT, ..) while not animating. Using the state slider in the "States" panel. Setting an explicit state number or time in the "States" panel. Using the <arrow keys> (no shift) to toggle through states. A useful trick if you want to "animate" a series of states, but to autoscale contours to each state individually, is to use the <arrow keys>: hold them down letting them auto-repeat and D3PLOT will cycle through states with specific contour bands for each state.

Why is there a distinction between "frames" and "states"?


It is true that for most transient analyses "frames" will be equivalent to "states", however there are some cases where this is not the case: When plots are interpolated by time the frame vs state equivalence no longer holds, and typically there are many more frames. The user can choose to animate only a subset of the available states, reducing the number of frames. In frequency domain (modeshape) analyses each "state" is a mode, and animation frames cycle through +/- 180 degrees at that mode. Similarly "static" analyses with a series of loadcases use frames to animate each case in a quasi-modal fashion. Preserving this distinction makes D3PLOT more flexible and provides more options for contouring animations. For more details about animation, frames and states, and how to specify them, see section 4.5 on Animation.

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4.4.1.2 Clicking on the contour bar to set levels.


As an alternative to the explicit methods of setting contour bands described above it is also possible to set and restrict values by clicking on the contour band display itself. On a data-bearing plot hover the cursor over the contour level bands, and the cursor symbol will change to CONT/OPTS, and the following options are then available: Left mouse: limits the display to only those items within the selected band Middle mouse: reverts to automatic contour levels Right mouse: maps the options menu shown here

Items in band (left mouse)

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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4.4.1.3 Changing contour band colours.


By default colours range from blue (low value) to magenta (high value), and the colour range is set up automatically. Internally there are 15 standard colours to choose from, and any contour band may be assigned any colour. To change a colour click on its number (here band 5 has been selected) then select an alternative standard colour from the panel, or use Palette to define your own arbitrary colour. RESET Will reset contour colours to their default range for this number of levels.

REVERSE Will reverse the current colour range for this number of levels.

Note 1: Note 2: Note 3:

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:

4.4.1.4: Number format : Controlling the number format of contour values.


By default D3Plot trys to work out a sensible number format to display the contour values in. In some cases the user may want to change the default behaviour and this can be achieved here. You can select either Scientific, General or Manual to control how the numbers are formatted. The number of decimal places used can be set for Scientific and General formats. For the Manual format both the number of decimal places and the exponent value can be set.

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4.4.2 LABELS... Setting the labelling of line-contour plots.


By default LI line-contour plots on colour displays do not have the contour bands labelled, but it is possible to turn this on, and to control labelling frequency. This figure (right) shows the LABELS... control panel. Labels may be toggled on and off, and the labelling frequency can be set. Frequency must be an integer value between 1 and 1000 and means "label every nth line". So lower values give more frequent labelling, and higher values sparser labelling. Its default value is 10.

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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4.4.3 RESOLUTION... Setting contour resolution


The output from 2D & 3D elements in LS-DYNA is only written at element centres, implying constant stress: no values are written at nodes on elements. Therefore contouring, by displaying variations of data across elements, is an approximation used to help visualisation of the data distribution. Three levels of contour resolution are provided: LOW Data are averaged at nodes, then contour bands (or lines) are drawn linearly from edge to edge across elements. The element centre values are not directly included so some smoothing of results occurs and peak values may be lost: which is potentially unsafe.

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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4.4.4 ARROWS... Setting arrow length in vector plots.


VEL velocity plots, and VEC vector plots of contact force, both use arrows to show the direction and magnitude of the data. Arrow length is set by default such that the maximum contour band value gives an arrow 200 screen units long, other values being scaled in proportion. The figures below show examples of a velocity plot with default and double length arrows.

This figure shows the ARROWS control panel. Length is entered in screen units, here 400 has been used.

4.4.5 LIMITING_VALUES... Limiting what is contoured by value range


By default all elements are contoured, regardless of whether or not they lie within the max & min range of the contour bands specified. Elements lying outside these bands are given the highest or lowest contour band colour as appropriate. In some cases you may wish to contour only those elements which lie within a restricted range of values, and to omit (or draw only in outline) those outside this range. This can be done with the LIMITING_VALUES option.

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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.

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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.

Full data range Clamp to limits

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.

4.4.6 DITHERING... Dithering of contours in SI shaded-image plots


This is a simple switch that toggles the dithering of contours in SI shaded-image plots only, it has no affect on other plotting modes. Its default state is OFF, ie no dithering. Note: Users on 3D devices will do better with GOURAUD contours option for SI plots, which is the default: see Section 4.4.7. and should ignore this option which is only relevant to legacy 2D graphics.

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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.

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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.

4.4.7 GOURAUD... On 3D devices only: Gouraud shading of contours on SI shaded-image plots.


This is a simple on/off toggle switch for the gouraud shading of contours on shaded-image plots. It is on by default if the hardware support is available. Gouraud shading applies: Only on 3D devices, operating in 3D mode, which have hardware support for it; Only to the contours of SI shaded-image plots in this situation. It achieves a result similar to the dithered image in the dithered shaded-image plot, but does this using hardware interpolation of shades rather than software generated dithering. If your hardware supports it you should use this in preference to dithering: it will give better looking results, and will run about 100 times faster. For this reason it is the default setting for shaded-image plots on 3D devices. Note 1: Hardware generated gouraud shading cannot be sent to laser plots, since laser images have to be generated in software. Turning the laser on will cause the display to revert to 2D mode giving, by default, contour bands as shown in the un-dithered shaded-image plot. To send a smoothly shaded SI image to a laser file you will have to use dithering as described in Section 4.4.6.

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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:

4.4.8: Cloud Plots: Controlling the attributes of CL mode plots.


Point size may be: Fixed, the default being 2 units Proportional to data magnitude, autoscaled to the current contour range.

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:

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4.4.9: Iso Plots: Controlling the attributes of ISO mode plots.


By default ISO plots are opaque, but this can osbcure internal detail so it is possible to make them transparent. Transparency on graphics hardware is not perfect and, moreover, can be slow to render. So two alternative methods of displaying transparent ISO contours are provided.

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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 ...

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... 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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4.4.10: TShell opts: Controlling the contouring method Thick Shells


By default D3Plot will contour thick shells through the thickness using the TOP, MIDDLE and BOTTOM values, irrespective of the selected surface. This is the interpolated method. To only contour the selected surface use the simple method.

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.

4.5.1 Basic animation controls.

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 (>|)

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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.

4.5.2 ANIM > Controlling the animation process.


The ANIM > popup menu gives access to the controls for animation. Each option has a set of standard sub-menus, and further "custom" defaults for more complex settings.

4.5.2.1 SET_STATES > Selecting the states to be animated


By default all states are selected for animation. You can select from the pre-programmed Every n options here, or use Custom... to define more precisely what is to be animated. The ALL_STATES and Every nn options will apply to all windows with active Wn tabs in this panel. Where multiple models are present the Custom... states can only be selected for one model at a time. You should set the Wn tabs to the window(s) of this model first: attempting to select custom states for multiple models will generate warnings.

Interpolating animations by time


Normally animations are drawn at the states defined in your database(s), but it is possible to interpolate by time between states: both to get a smoother progression through a sequence with too few states, and also to match multiple models with dissimilar output frequencies. This is described under "custom" animation BY_TIME... below.

Animating Static and Eigenvalue (modeshape) analyses.


This section assumes the normal case of a transient analysis producing a series of states at successive times. However it is also possible to animate a single static or eigenvalue state by cycling it through 0 - 360 degrees. This is described in section 4.5.5.

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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.)

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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 ...

How models with dissimilar states are animated.


The examples above consider the case of only one model. Where two or more models exist it is possible that they will have a different number of states, at different time intervals. Consider the following example of two models The SELECT STATES menu in this example will now show how the states align by frame, as follows: with dissimilar states: Model 1 states 1. T = 0.000 2. T = 0.100 3. T = 0.200 4. T = 0.300 5. T = 0.400 6. T = 0.500 7. T = 0.600 8. T = 0.700 9. T = 0.800 10. T = 0.900 11. T = 1.000 Model 2 states 1. T = 0.000 2. T = 0.200 3. T = 0.400 4. T = 0.600 5. T = 0.800 6. T = 1.000

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Animation sequence when models have dissimilar numbers of states


In this situation a model with fewer states waits until the one with more states has finished its sequence before looping back to zero. Using the example models above we now get: Frame 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. Model 1 shows T = 0.000 T = 0.100 T = 0.300 T = 0.400 T = 0.500 T = 0.600 T = 0.700 T = 0.800 T = 0.900 T = 1.000 T = 0.000 <= Loop back to state 1 T = 0.100 T = 0.200 Model 2 shows T = 0.000 T = 0.200 T = 0.400 T = 0.600 T = 0.800 T = 1.000 T = 1.000 < = Hold last state T = 1.000 < = Hold last state T = 1.000 < = Hold last state T = 1.000 < = Hold last state T = 0.000 < = Loop back to state 1 T = 0.200 T = 0.400

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.

Synchronising animations by state across multiple windows.


From release 9.2 onwards animation in multiple windows is aligned by state number. Thus all animations will start at state #1, and step forwards together through states #2, #3, .. #n. If a window has fewer states than one or more other windows it will wait at its last state until the window with the highest number of states has reached its end, then they will all loop back to state #1 together. The STATE NUMBER slider will set the selected state for all active windows (here W1 .. W4), stopping animation if it is currently running. If you subsequently restart animation with the master PLAY > button in this panel then all windows will commence from the same state and, if they have the same number of frames, will remain synchronised.

Synchronising animations by state when windows have different numbers of states.


If they do not have the same number of states, or their states have different time intervals, animations across multiple windows may fall out of step in terms of "true" analysis time. The remedy is to animate by explicit time interval, rather than by state number. This is done by interpolating "By Time" as follows:

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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.

BY_TIME... Synchronising animation by time across dissimilar models.


The "by state" animation behaviour above is the default, chosen because it is simple and minimises memory usage, but it has disadvantages when models with different state time intervals are processed. It is possible to interpolate between states and so to animate by user-defined time interval, which has the side-effect of synchonising models with dissimilar state times. This is done by using the BY_TIME... option. (Interpolation can be used on single models as well, usually to give a smoother animation, although this is less common.)

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.

How interpolation by time affects output elsewhere in D3PLOT.


Interpolation by time affects the following other parts of the code: WRITE output will be given at the currently interpolated time. DEFORM options that use nodal coordinates (SHIFT_DEFORMED, FIX_NODE, REFERENCE_NODE(s)) will use the interpolated coordinates of the relevant nodes. CUT_SECTIONs that follow nodes will likewise use the interpolated coordinates. UTILITIES, MEASURE by node will report geometry from interpolated nodal coordinates. However note that interpolation by time does not affect the following: XY_DATA will still only report points at the time values of "true" states.

Warning: Interpolated values should be treated with care.


Linear interpolation tends to underestimate values between points on a smoothly varying, low frequency curve, and to give wildly inaccurate results on a curve which is high frequency relative to its sampling interval. This is acceptable for visual purposes during animation, but should be treated with caution if "written" values are to be extracted for subsequent use. This is demonstrated by the following two plots:

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.

Warning: Interpolation can be memory intensive.


Interpolation by time requires more memory (to hold the interpolated data for display) which, combined with the memory required to hold multiple models, can result in machine memory becoming exhausted. It is better to make sure that models being compared have near identical output intervals, as this greatly simplifies post-processing.

Animation "frames" (as distinct from states)


The situation can arise in which the images to be animated are not explicit "states" in the database. This happens when: Transient analyses are animated at interpolated times. (eg BY_TIME... as described above) A single loadcase of a static (ex-Nastran) analysis is animated in modeshape form. An eigenvalue (ex-Nike/Dyna or Nastran) modeshape is animated. (For more on static and eigenvalue animation see Section 4.5.5) To handle this D3PLOT has the concept of animation "frames": Each image in an animation is a frame, regardless of its origin. In the normal (not interpolated) transient case there is an exact equivalence between animated states and frames. In other (interpolated, modeshape) cases there will be at least two frames in an animation, but usually many more. How does this affect you? Not very much, you only need to know the following: The slider and other positioning controls at the top of the graphics window operate on "frames" not explicit states, although in most cases these are the same. Therefore in cases where you are animating something other than ALL_STATES the effects of scrolling this slider (which navigates frames) and the state slider in the State Display box (which navigates states) will be different. You cannot stop an animation at a frame that is interpolated between explicit states. D3PLOT will not permit you to operate statically on interpolated frames from a transient analysis. This is because such results are potentially misleading: linear interpolation through non-linear data is inherently inaccurate. When you STOP an interpolated animation the current (static) state will be the one with the time closest to when you stopped the animation. Interpolated animations can be a bit slower than those at explicit states.

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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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4.5.2.2 DISPLAY_MODE The display mode used for graphics


D3PLOT supports four possible display modes, which affect animation performance: DIRECT Frames are calculated from scratch each time, no data being stored, so animation memory consumption is zero.

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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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

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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 + )

4.5.2.3 REPEAT > The number of times an animation is cycled through.


By default an animation is repeated continuously until you stop it explicitly. You can limit the number of passes through it to the options here, or to any number of your own choosing using the Custom... option. If you limit the number of passes each PLAY request will result in that number of passes only. (The counter always starts afresh, it doesnt "remember" how many frames it displayed last time.)

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.

Limitations of controlling playback speed.


On most computers it will be difficult to achieve controlled frame rates faster than about 60 frames per second since 60Hz tends to be the resolution of the average computer clock, and finer timing is not achievable. In addition the refresh rate of your display is significant. Most liquid crystal displays (LCDs) run at 60 frames per second (60Hz), and typical cathode ray tube monitors at between 60Hz and 100Hz. Attempting to animate at rates faster than this not worthwhile, and can be counter-productive. For small models it is possible that D3PLOT will deliver the frames at a rate faster than the display refresh speed, in which case one of two things will happen. 1. If the graphics adapter has "wait for vertical refresh before swapping buffers" set then the animation rate will peak at the displays refresh speed, giving good results. Signs of this are smooth animation and the cpu usage of the D3PLOT process dropping as it waits before swapping buffers. This is the best outcome you can achieve and you need not take any action. 2. If the graphics adapter does not have "wait for vertical refresh" set the results can be "tearing" between

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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.

4.5.2.5 STYLE > Setting playback to sawtooth or modeshape styles..


For transient analyses a "sawtooth" (1 => n, 1=>n) display generally looks more intuitive since it gives the impression of "start to finish". However you can opt for "modeshape" (1 => n =>1 => n ...) mode if you wish (this is the default for static and eigenvalue analysis types). Examples of the two different modes (from their Custom... panel) are shown here in diagrammatic form.

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.

4.5.2.7 SAVE/LOAD Saving animations to disk file. (X-windows only)


The use of this feature is deprecated: it only applies to 2D graphics using X11, and far better results will be achieved by saving AVI, GIF or MPEG animations as described in section 7.2 Click here for the next section

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4.5.3 Improving animation performance.


For small models this will not be a problem, but as the model size and number of states grows so you will see that animation performance degrades. This section describes how to speed up animations by reducing the load on your machine. The key to fast animation is to reduce picture complexity, (simpler images have fewer vectors and so draw faster), and to reduce memory consumption (forcing your machine to page-fault with virtual memory usage will cripple its performance). Under X-Windows the use of pixmap based animations will normally have a big effect on the animation performance since, once the pixmaps have been assembled, the replay rate is independent of image complexity. If pixmap animations are being used then all of the following will have no effect except Section 4.5.3.5.

4.5.3.1 Choose an appropriate display mode.


Clearly the time taken to draw each frame will increase in direct proportion to the number and complexity of the screen vectors used. Therefore you should aim only to display the minimum quantity necessary. The following table gives an approximate "cost" on a scale of 1 to 10 for the various display modes on X-Windows and OpenGL devices: Display Mode LI HI CT LC (LINE) (HIDDEN-LINE) (CONTINUOUS_TONE) (LINE_CONTOURS) Cost under X-Windows 2 1 6 4 5 5 10 4 1 Cost under OpenGL 1 3 6 4 5 2(1) or 4(2) 3(1) or 5(2) or 10(3) 6 1

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.

4.5.3.2 Minimise contouring effort.


Contouring can be especially graphics intensive and memory consuming: Turn the contour resolution to Medium or Low; Use the minimum number of contour bands Turn off labelling of line contours in LI plots; Turn gouraud shading on for SI plots under OpenGL.

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4.5.3.3 Reduce extraneous screen vectors.


Turn off any extra information that is not definitely needed: Element and node labels; Node symbols; Element local triads. Consider simplifying the display of entities. For example each 3D spring spiral contains about 70 vectors: Use "line" symbols for springs and seat-belt elements; Turn off contact segment hatching (broken lines are slow to render); Use free-edge or no overlay on data plots (especially worthwhile under OpenGL); Use flat shading for SH greyscale plots on 2D devices (no benefit under OpenGL). If you are using cut-sections consider instead blanking the "unseen" parts of the model.

4.5.3.4 Consider using 2D mode for large animations under OpenGL.


Users with OpenGL will normally continue to use 3D mode for animation since it permits dynamic viewing and clipping. However the amount of information that has to be stored for animations in 3D mode is typically 4 times greater than for 2D mode. Consider switching to 2D mode (View Box, M2D command) if other measures fail.

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.

4.5.4 Laser plotting during animation.


It is possible to save animation sequences in laser files. Each frame becomes a separate image, so multiple plots on a page are recommended, and the current frame number and time replace the header on the plot. Laser plotting requires graphics to be in 2D mode on a 3D device. So if you are running under OpenGL in 3D mode you are warned that a switch to 2D mode is required, and you can choose to proceed or to abandon the laser plotting. (For laser plotting generally see Section 7).

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4.5.5 Animating static and eigenvalue (modal) analyses.


Recent versions of LS-DYNA incorporate the implicit solver, and this means that they can generate eigenvalue results. In addition it is possible to post-process static, eigenvalue and other solution sequences from Nastran analyses (see APPENDIX VIII). Analyses of these types differ from conventional transient analyses in that each "state" is assumed to be: Eigenvalue analysis: A given modeshape Static analysis:The result of a given static loadcase combination. Therefore when such analyses are animated it does not make sense to animate over states, rather a given "state" is cycled through a sinewave function to produce a "modeshape" plot.

This has two implications for animation:

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)

4.5.5.3 Factors on results when animated by "modeshape"


It is intuitively obvious that the factors on displacement to produce modeshapes need to be both +ve and -ve [factor = cos(time)]. It is less obvious what the factors on the corresponding results should be: magnitude values (such as von Mises stress) need a +ve/+ve, whereas direct stress tensor components (such a X direct stress) should be +ve/-ve, and components such as thickness should not vary at all. Thus factors on data components through the 0 - 360deg vary as follows: Unity factors, f = 1.0

+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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4.6 STATUS Listing programme status

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.

5.1 Dynamic Viewing (Using the mouse to change views).


"Dynamic" viewing is the name given to the process in which you perform viewing transformations by moving the mouse around the screen. This is the most useful way of controlling views.

5.1.0 Graphics modes during dynamic viewing


All dynamic viewing operations require a combination of two screen "meta" keys, (<left control> and <left shift>), and mouse buttons. The meta key(s) used dictates the graphics mode in which the image is transformed as follows: <left shift> <left control> <left shift> &} <left control>} + <mouse> + <mouse> + <mouse> Transforms the image in the current graphics mode. For example if it is a hidden-line plot, then dynamic viewing will take place in hidden-line mode. Transforms the image in "wire-frame" mode for the duration of the drawing operation. (ie no hidden-surface removal, or contours or lighting.) Transforms the image in pre-computed free-edge mode for the duration of the drawing operation. (ie wire-frame of free edges only, no hidden-surface removal, contouring or lighting.)

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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5.1.1 Dynamic Rotation.


Dynamic rotation uses<left mouse> + <left shift> &/or <left control> (The distinction between the keyboard meta-keys is explained in Section 5.1.0 above.) Rotation always take place in the screen coordinate system, and may be about the XY axes or Z: this depends upon the starting position of the mouse. This is shown in the next figure:

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.

5.1.2 Dynamic Translation.


Dynamic translation uses <mid mouse> + <left shift> &/or <left control> (The distinction between the keyboard meta-keys is explained in Section 5.1.0 above.)

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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5.1.3 Dynamic Magnification (Scaling).


Dynamic scaling uses <right mouse> + <left shift> &/or <left control> (The distinction between the keyboard meta-keys is explained in Section 5.1.0 above.)

The cursor symbol is green, and looks like:

Mouse motion to the right and up makes the image larger, left and down smaller. The initial position of the mouse is irrelevant.

Dynamic magnification using the mouse scroll-wheel


If your mouse is equipped with a scroll-wheel then it will also perform dynamic magnification in the graphics window in which the cursor is present. Magnification is centred at the current cursor position unless "CN Centre node" has been used to lock centring on a node. Scrolling towards you magnifies the image scale. Scrolling away from you reduces the image scale.

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.

5.1.4 Dynamic viewing during animation.


On 3D devices operating in 3D mode you can carry out dynamic viewing during animation in exactly the same way as in static drawing. There should be no appreciable difference to the animation speed since all that is changed is the image transformation matrix. On 2D X-Windows, (or 3D devices operating in 2D mode), you can also update the view during animation, but this will slow down animation dramatically as each frame will have to be recalculated at the new orientation.

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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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5.2 Viewing Control Buttons


+XY, +XZ, +ISO etc ZOOM CN AC Pre-programmed view directions, also available from shortcut keys 1 through 8. Zooms in by using the cursor to pick a rectangular screen area that is to be enlarged to fill the screen - also available from shortcut Z. Picks a node about which dynamic rotation occurs. This remains active (with the CN button lit) until disabled by pressing CN again. Calculates the correct scale and centre position required to make the current image fit neatly onto the screen. This takes account of blanking, clipping, deformations, etc. Also available from shortcut button A. Saves the current viewing attributes as a "Saved property" (see section 5.5) Toggles backwards and forwards through any previously saved properties. Access to View manager (see section 5.3.1) D3PLOT maintains a "history" of the last 100 views. The "<=" button toggles backwards through these and the "=>" one forwards through them. Prevent currently blanked entities being unblanked. Unblank all entities not locked Reverse blanking - also available from shortcut R Access to the entity panel.(see section 6.5) - also available from shortcut E.

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.

5.2.1 Using the Compass Rose


The "Compass Rose" provides three sets of buttons that allow the model to be rotated, Default Rotation mode translated and scaled with single mouse clicks. The R T S button toggles between Rotation, Translation and Scale as shown here. Timed action of all of these is possible if buttons are held down, and the consequent repeated actions can be stored in command Translation mode files making it possible to programme and record viewing sequences. Use the Type drop-down menu to switch between rotation, translation and magnification options.

Scaling mode

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5.2.1.1 Setting compasss rose attributes


This panel allows control of the magnitude of transformation per click, and the time delay bewtween frames when a button is held down.

5.2.1.2 Programming transformations using the compass rose


The point has already been made that transformations using the compass rose are stored in command files just like any other command. It is worth repeating that "continuous" operations (those with a button repeating when held down) are also processed in this way: each repeat is stored like a separate "click" of the button. Thus a command file created in this way will have a sequence of many (possibly hundreds) of commands that are identical representing a series of repeated button presses. You can use this to your advantage to make command files that rotate and/or translate the model automatically. For example you could pre-programme a "walk-through" of a structure in this way by saving the commands necessary to move your view point through and around and the model. Click here for the next section

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5.3 Options under Viewing menu

5.3.1 VIEW MANAGER... Storing and retrieving "view" information.


What is a view? A "view" is all the information required to set up the current view of the object. In practice this means: The current rotation matrix (3 direction cosines). The current image centre location in space (x,y,z coordinate). The current magnification scale. The current perspective distance. Up to 100 such views may be stored and retrieved at will from a file, and any number of such files may exist. The default file name is plot.view. A view is given a name and number when it is stored, and these are used when retrieving it. View files are binary compatible across platforms of the same word length (eg 32 bits), and are the same as those used by PRIMER. Up to and including release 9.3: Views are stored parametrically. What this means is that views are not tied to a particular model, they will work for any model of similar dimensions. So if you are working on a set of variants of an analysis you can share the views on file between them: this is why they are stored in a separate, model-independent file. It is only when the shape and/or size of a model differs wildly from the original from which the view was created that this shareability fails. From release 9.3.1 onwards: Views are stored explicitly The parametric method described above was not a success, as users wishing to compare models visually found it misleading. Therefore from release 9.3.1 onwards views are now stored explicitly, and no account is taken of model size or position. Put qualitatively: the camera now stays in the same place with the same settings. Retrieval of views is backwards-compatible. A view stored prior to V9.3.1 will read successfully into V9.3.1 onwards, but will be converted to "explicit" format if subsequently saved.

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

5.3.2 PERSPECTIVE... Setting Perspective Attributes.


Use this option to switch on and adjust perspective settings. D3PLOT will calculate the "bounding box" round your model and derive a default perspective distance of three times that value, which give a typical viewing angle of around 37 degrees. Use NEARER and AWAY to adjust this, or type in a new Distance value. If you get extremely close to the structure you may find that the overlay of hidden and shaded plots starts to come away from the underlying elements. This is a limitation of Z-buffered hidden-surface removal and a solution is given in section 4.3.2.2 under "controlling overlay quality in 3D mode".

5.3.2.1 Locate Target and Eye


Normal D3PLOT viewing effectively positions the model in front of a stationary camera, then rotates, pans and enlarges it to place the desired region in the field of view of the lens. However it is possible to set the "eye" (camera) position and also the "target" point on the structure at which the camera is pointing, and D3PLOT will compute the viewing transformation required to give the image from this point.

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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.

The relationship between Perspective Distance and Scale.


If you use the "locate target and eye" feature you will almost certainly position your eye fairly close to the structure, which will bring you much closer than the normal perspective distance set by D3PLOT which is 3x the diagonal of the bounding box around the model. When the perspective distance becomes small the fore-shortening effect it causes becomes much more obvious

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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.

5.3.3 Match Image


Automatically aligns the current analysis image with the background by calculating the transformation parameters required. Lining up an image requires the calculation of 11 unknowns: The camera position (3 coordinates) The direction in which the camera is pointing (3 vector terms) The "Up" axis of the camera (3 vector terms) The distance of the object from the camera, ie perspective distance (1 term) The focal length of the camera lens, ie image scale (1 term) (In the orthographic case, where the object is viewed in a parallel sided frustrum, the perspective distance can be omitted leaving only 10 values to be computed.) This calculation can be performed by D3PLOT if four or more nodes on the model are matched to their corresponding points on the image. Generally 5 or 6 points are required for a good match.

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Add point(s) Defining <node : point> pairs for matching.


In the (artificial) example below the green image on the left has been read in as a background image, and the task is to get the red analysis image on the right to lie on top of it. The user has defined 3 points so far: the nodes, identified by yellow pick symbols on the right, correspond to their matching points (red symbols and labels) on the left; the blue line shows which points and nodes are associated. These are screen-picked by selecting first the node, and then the corresponding point, and so on for the next pair.

Calculate: aligning analysis with image.


Once four or more <node : point> pairs have been defined it is possible to calculate the revised view. This will calculate the revised viewing parameters and update the image immediately. If the images can be matched and the points have been well chosen then the analysis should lie exactly over the target image.

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Edit...: correcting poorly chosen points.


In the example below points have deliberately been chosen badly to obtain a poor match. (The error here is choosing points, ringed in blue, that lie more or less in a plane, making it difficult to calculate perspective distance correctly. In addition choosing only four points is often inadequate, and more can be required for a good solution.)

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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Delete and Restart: Deleting points.


Delete allows you to delete individual points by selecting them as above. Each point is deleted immediately. Restart deletes all points letting you make a fresh start. You can Add, Edit and Delete points in any order. Here is the example above with 6 points (circled in blue) chosen rather more judiciously, and it can be seen that the correspondence is now very good.

What is stored for matching.


<Node : point> data is stored on a per-window basis, so it is not possible to apply matching data in Window #1 directly to windows #2, etc. However you can use the "Export view" function on the windows [--] options popup menu to export the current viewing parameters to all other active windows. "Node" data is stored as a reference to a node in a model, and the current states coordinate is used for matching purposes. Therefore if you need to match data during an animation you need to choose the state to be used for the matching process. "Point" data is stored as a parametric (x,y) screen space coordinate, so points will remain valid so long as the aspect ratio of the window remains the same. However in most cases if a window is resized it is best to delete all the points and start again if further matching is required.

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Trouble-shooting image matching


If you are having problems getting a good match between image and analysis the following trouble-shooting guide may help.

Choosing points that are all on a plane can cause problems


It is a common problem that many background images do not have much variation of depth - after all photographs are 2D - and as a consequence there is a tendency to pick points for matching that lie more or less on the same plane of depth with respect to the observer. This will usually give poor matching because it is very hard for D3PLOT to calculate perspective distance and scale when there is little variation of depth between points. When selecting points the best match is achieved if you imagine a cube around the model, and try to pick points that are on a mixture of its near and far faces, as well as spread out left/right and top/bottom. There is no need to pick all 8 cube vertices, as four well-conditioned points are enough, but if perspective is active it is important to try to choose points that include a variation of depth.

Adding more points wont help if they are ill-conditioned


If the points you have chosen have not been defined accurately enough, or lie on a plane, then adding more similar points will not normally improve the solution - it will simply take longer to calculate the wrong answer. It is far better to define 4 or 5 well-chosen points, and to delete any that only give a vague match between model and image.

Matching a model to a series of frames of an animation.


At present image matching is "static". There is no provision for matching views separately to each frame of an animation. However, the model view can be matched to the first frame of the animation, which sets the model viewpoint at the real cameras position. Given that the cameras position is fixed relative to a known position throughout the animation, such as it moves with the model or is fixed to the ground, we can fix the model viewpoint, too in the same way. In cases where the camera moves with the model you can use Deform, Fixed Node or Shift Deformed to track model movement. In cases where the camera is fixed to the ground, you dont have to do anything because model viewpoint is fixed in the global coordinates at default. After you have matched the model view to the first frame using the same technique as matching it to the background image, you need to match the timing, too. In this example we have a film with 0.002s per frame and a simulation analysis with 0.005s per state. To synchronize them we need every 5 frames of the film and every 2 states of the simulation analysis. You can set this at Movie Options.

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5.3.4 UPDATE Level... Controlling the View updating frequency.


D3PLOT has an UPDATE_LEVEL setting which dictates how often the view is updated following commands that change it. 1:NONE 2:MEDIUM (default) The plot is never updated automatically. Changes only become apparent when you issue an explicit drawing command, eg DR, CT, etc. The plot is updated immediately when any view control command is given, or any quick-pick command. The current image is amended as necessary following blanking, clipping, etc if any viewing command, including dynamic viewing, is used. In other words a viewing change command is tantamount to an explicit redraw command in the current mode which would, of course, reflect any changes in the model geometry. 3:FREQUENT The plot is updated immediately as at level 2 above, but also following any menu-driven blanking, clipping, etc, command that would change the image if explicitly redrawn. Therefore the effects of blanking, etc are seen immediately. Note 1: Note 2: Level 3 is only recommended if you have a very fast display and/or a small model since it requires frequent redraws. Users with slow devices and/or with large models may find that level 1 is preferable to decrease redrawing effort.

Click here for the next section.

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5.4 Special 3D graphics driver options (OpenGL).


Most of the information in this section is included for backwards compatibility. 2D graphics are only rarely used nowadays, and the capabilities of the 2D graphics modes in D3PLOT are no longer being developed.

5.4.0 Brief description of 3D vs. 2D graphics.


In 2D mode D3PLOT treats the display device as a dumb 2D device on which lines, polygons and text can be drawn. All coordinates are expressed in 2D integer space, ie [x,y] only, and all calculation of hidden-surface removal, lighting, contouring, etc must be done in software. Dynamic viewing relies on the sofware recalculating and redisplaying images quickly. In 3D mode much more intelligence is available in the graphics driver, and much of the effort of computing images can be shifted from the software to the hardware. In particular: Graphics coordinates exist in 3D [x,y,z] space, and the hardware does the transformation and projection onto the 2D screen. The software only has to provide the raw coordinates for an image once, and thereafter to change the view only a new scale, centre and rotation matrix. The hardware can compute shading, lighting and hidden-surface removal. So, again, the software only needs to provide raw coordinates, topology, light source data, etc, and then just ask the hardware to render it. The hardware can provide functions, such as Z-clipping, that are not available in softwar

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.

5.4.1 3D Graphics, 2D Graphics- Switching between 3D and 2D modes.


You can switch explicitly between 2D and 3D modes using the M2D and M3D buttons. Some other graphics options also cause a switch. On a 3D graphics driver the default mode is 3D, ie M3D, but certain graphics operations will switch the mode back to 2D. These are: Switching on dithering, either of contours or shading. See Sections 4.4.6 and 4.3.3. 2D mode continues until you switch it back explicitly. Plotting with laser output turned on. 2D mode is only transient during the course of the plotting operation, it There are other circumstances when you might also want to switch explicitly to 2D mode: When producing LC line-contour plots the result in 3D mode can be a bit patchy, with contour lines dropping in and out of view. This is a function of the Z buffering in hardware, and software (2D) images look much better. When using the OPACITY switch for contact surface and beam plotting. This works after a fashion when in 3D mode, but the transparent structure overlay does not use proper hidden-surface removal. The results are better in 2D mode where more control is available in the software. When animating large models. The amount of data stored for a 2D animation can be far less than for 3D, and can get round memory shortage problems. (However you would do better to use the X-Windows driver in this situation: see Section 4.5.5.4.)

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5.4.2 3D_OPTIONS... Further 3D options


The 3D_OPTS... button gives a control panel for further 3D options. These options are described below.

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.

5.4.2.2 SHOW_PROJ Showing the viewing frustrum


On 3D devices it is possible to show the current viewing "frustrum" at the bottom left corner of the plot by turning SHOW_PROJ on.

This shows the information in the figure below.

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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.

5.4.2.3 Using the Z clipping planes


The Z clipping planes are shown in the figure above. There are two planes: a "near" and a "far" one, which the hardware uses to clip the image in the +/- screen Z axis. By default they are set just outside the +/-Z limits of the structure (shown as green lines in the projection box), so that no clipping takes place, but when the 3D options box is mapped you can move them (shown as blue lines in the box) using the following mouse and keyboard meta-key combination: <right shift> + <left mouse> Moves the near clipping plane. Cursor symbol is Cursor symbol is Cursor symbol is

<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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5.5 Saved properties


Saving and restoring the current view, colour, transparency and other attributes controlling the appearance of the image.

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.

5.5.1 Save P Saving the current attributes as a "property"


Initially D3PLOT has no properties saved, so the saving button will show Save P

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.

Cycling through saved properties using

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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Property number 0, the "current" property


D3PLOT always maintains a "current" property which is what you see on the screen, and this is given the special number 0. When you navigate to a saved property i this effectively copies that saved set of attributes to the current one, and likewise whenever you save a property you make a copy of the current property 0. If you have navigated to a saved property i and you subsequently do something which changes the appearance of the image on the screen, for example blanking something, then the current property number gets reset to 0, and the SP i/j button will be updated to show SP 0/j. This is because the current property no longer matches the saved property i, so it is no longer true to say that you are at property i. (The saved property i is not affected by this change: remember that making a saved property current copies it to current property 0, and it is only this current property that has been updated.)

Relationship between saved properties and the Properties panel


The Properties panel, described in section 4.3.2.3, gives more infromation about the current attributes of items in each model. It also allows detailed item properties to be viewed and changed. The save and reload functions in the Properties panel are the same as those here, and simply provide an alternative way of peforming the same tasks.

5.5.2 Options: managing saved properties


Hovering the cursor over the Save P (or SP i/j) button maps the Save Props popup in which you can select Options to control saved properties.

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.)

Export to file... saving properties to file


The complete contents of either the current property state 0 only, or all saved property states, can be saved to an external properties file. This is an ASCII (human-readable) file that is designed to be both programme and model independent, and its format is given below. The next free filename in the sequence <jobname>_nnn.prp will be presented as the default name, but you are free to use any name. Extension ".prp" is recommended though for compatibility with other Oasys software.

Import from file... reloading properties from file


A previously saved file of properties can be reloaded into memory in this D3PLOT session, either replacing any existing properties or appending them to the current list. The most recently created file in the sequence <jobname>_nnn.prp will be presented as the default filename and if, as here, no such file exists it will be listed on a red background and you will have to specify an alternative.

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5.5.3 The format of the saved properties (.prp) file


The saved properties file (.prp) is intended to be both programme-independent and model independent, so that attributes of a models appearance can be shared between different programmes and variants of the same model. In particular the properties file can be shared between Oasys D3PLOT and PRIMER. The file format is ASCII, so it is human readable and can be manipulated in a text editor, and its format is similar to LS-DYNA keyword format in that: Each data blocks begins with a "Keywords" that have an asterisk * in column 1. Any number of comment lines may be inserted, and they start with $, % or # in column 1. However one significant difference is that all data is in free format, with no restrictions on field width or spacing between columns of data, so data will be formatted as: string integer float a string of some number of characters either a decimal number, or a hexadecimal one if it starts "0x..." a floating point number

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.

*PROP_DATA *PROP_SWITCHES *PROP_VIEW *PROP_END

Required Optional Optional Required

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.

Each block is described in more detail below.

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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

<word> <word> : <word>

<data mask> <data mask> : <data mask>

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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*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

<drawn> <drawn> : <drawn>

<labelled> <labelled> : <labelled>

<named> <named> : <named>

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>

<Z <Z <Z <Z

cosine> cosine> cosine> trans>

float float float

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

<Scale> <On/off> <Distance> integer float

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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*PROP_END (This block has no data) This block signifies the end of the current property definition.

Example properties file

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

More about the *PROP_MASKS block


You only need to understand property "masks" if you plan to create your own property files, or to read the D3PLOT-generated ones into 3rd party software. A "mask" defines the bits in a word that are used to contain data. In this context a "word" is always a single precision 32 bit integer, so you will be defining which of these 32 bits contain the data you want. As an example let us take the problem of defining colour, which is specified by 4 components, generally known as RGBA in computer graphics: Component Red Green Blue Alpha (transparency) Property mask RED_MASK GREEN_MASK BLUE_MASK ALPHA_MASK A value must lie in the range 0% (fully transparent) to 100% (fully opaque) Description For each of red, green and blue the value must be in the range 0 to 100%

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.

What property masks are required?


You only have to provide property masks for the values you want to change. When property files are read in they only overwrite the attributes that they define so, for example, if you only included blanking information in a file the colour and lighting attributes of the model would be unchanged when it was read. Another example might be that you only have RGB colour information, and no Alpha (transparency) data. In that case omitting the Alpha mask and data word would leave item transparency unchanged when a file is read.

Which columns may data occupy?


Up to 20 columns of data may be provided, numbered 1 to 20, and any attribute may exist in any column. When the *PROP_MASKS data block is read the highest column number is remembered and the subsequent *PROP_DATA block must contain that many columns of data on each line. It doesnt matter if data in a given column is not read, for example if you already have formatted data and you want to ignore some of it simply define masks that only specify the data you want. Page 5.28

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Valid property masks for D3PLOT:


Mask name BLANKED MODE_MASK ALPHA_MASK Meaning The bit(s) used to designate that an item is blanked, ie blanked (non-zero) or unblanked (zero) The display mode for element graphics: 0= wireframe, 1 = hidden, 2 = shaded, 3 = current The Alpha (transparency) bits. 100% = opaque. The Red bits The Green bits The Blue bits The diffuse brightness The specular brightness (shininess) The display mode for the element overlay: 0= wireframe, 1 = hidden, 2 = shaded, 3 = current Overlay red bits Overlay green bits Overlay blue bits It is assumed that a fully occupied bit field is 100% of the given component value for all these types It is assumed that a fully occupied bit field is 100% of the given component value for all these types

RED_MASK GREEN_MASK BLUE_MASK BRIGHT_MASK SHINE_MASK

OVLAY_MASK OVL_R_MASK OVL_G_MASK OVL_B_MASK

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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D3PLOT

6 USING "TOOLS" OPTIONS


This section acts as a brief introduction to the commands in the top (Main Menu) box.

6.0 Introduction to main menu commands


6.0.1 Commands invoked from here are mutually exclusive
The commands in this box are mutually exclusive. Panels for these commands are mapped in the fixed area below the main menu, stacked in order of invocation, and the button of the current command is highlighted. Click on a command below to jump to its detailed description:

Attached Blank

Deform Display Options Entity Groups

Measure Properties

Utilities Volume Clipping Write XY Data

D3PLOT

T/HIS

Memory

Colour Cut Sections

Trace User Data

6.0.2 Using standard display list selections


Several of the functions in the main menu require you to input <lists> of entities to be processed. The standard procedure for this is: (a) Select an entity type This figure shows the standard entity type entry panel. All possible entity types are always mapped, with those that are unavailable greyed out. (This example is from a [WRITE] ENTITY command.) In some contexts some or all of the MATERIAL, GLOBAL, SURFACE, MASTER & SLAVE options shown here may not be present since they are not appropriate.

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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;

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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).

Resolving ambiguous screen picks.


When screen-picking you may occasionally pick a point that does not lie unambiguously on an entity. In this case the "ambiguous pick" menu, see the figure (right), will be mapped, and you will be forced to choose an item. You can: Choose a menu item: the top one is always nearest to the point you picked, or: REJect this pick: the pick is ignored and you get another chance. Take ALL items from the menu list. Show WHAT these items are by labelling them. Abort the whole picking operation using QUIT.

Treatment of 3D elements during Area or Polygon picking


Options, Area Pick controls how 3D elements are treated during screen area type picking. (This does not affect single picks, which will always take the nearest element only.)

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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.

6.0.3 Using command-line syntax for <lists> of entities


In some circumstances it can be much quicker to use command-line input (in the dialogue box) to define <lists> of entities. A typical example might be when you want to process an explicit list of known elements, or a well defined range. Typical command-line syntax to perform an operation is: Command (command) (command) <list of entities> for example: /WRITE NODES 21 to 100 The valid syntax for a <list> of integers defining a range of entities is: Single values 12 20 200 -1

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D3PLOT a TO b (STEP c) 1 TO 100, All in context ALL or * Range limits FIRST and LAST -20 TO 40 STEP 4,

User manual Version 11.0, March 2013 1000 TO 100 STEP -2

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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D3PLOT

6.1 BLANK Blanking controls the visibility of nodes and elements.

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.

The BLANK panel operates on one model at a time.


If you have more than one model then you will be forced to choose which one the blanking panel operates on. You can subsequently change this by using the M1 .. Mn tabs.

Blanking is "per model", not "per window".


The blanking status of items is stored at the model level, not at the window level. Therefore if something is blanked in one window it will also disappear from any other windows in which it occurs once they are redrawn. This is done for simplicity and to save memory. If you need to have two concurrent images of a model with different blanking attributes then you will need to read that model in twice, treating it as two separate, albeit identical, models.

DYNAMIC ("Quick Pick") BLANKING


The BLANK panel is used when you want to exercise detailed control over what is blanked. The alternative method of blanking, referred to as "quick pick" mode, which is more suitable for simple blanking is described in section 3.5.

The BLANK menu is split into 2 sections.

6.1.1 Selecting Items


The top half of the menu provides ways to select the items to be blanked and unblanked while the bottom half is used to choose the type of item that is going to be blanked / unblanked. ON Turns blanking ON so that blanked items are not drawn.

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 AREA KEY IN UPDATE PLOT STATUS ATTACHED UPDATE LEVEL

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.

6.1.1.1 PICK Pick items to be blanked / unblanked


If DYNAMIC blanking is turned on items are blanked as they are picked. When picking items the mouse buttons have the following function:

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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6.1.1.2 AREA Pick items by area to be blanked / unblanked


If DYNAMIC blanking is turned on items are blanked as they are picked. When picking items the mouse buttons have the following function.

Left Mouse Middle Mouse Right Mouse

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.

6.1.1.3 KEY IN Enter the ID of items to be blanked / unblanked

END SELECTION BLANK UNBLANK APPLY UPDATE PLOT

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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6.1.1.4 UPDATE LEVEL Image update frequency


The top half of the menu provides ways to select the items to be blanked and unblanked while the bottom half is used to choose the type of item that is going to be blanked / unblanked. 1 (NONE) The image is never updated automatically to show the effect of blanking. You must redraw the image (eg DR, SH, etc) to see the effect of changes. This is not recommended unless you have a very slow connection to your display. Default behaviour. (Un-)Blanking something does not cause the display to update, but any subsequent viewing operation (eg zoom, dynamic view, etc) will result in the image being updated to show the effect of changes.

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.)

6.1.2 Entity Types


The bottom section lists the generic entity types that the model contains and this section controls the type of items that are selected by the PICK and AREA and KEY IN options. By default this section shows a list of all the PARTs that the model contains. The blanking status of an item can be changed by clicking on its entry in the list. The list of items is colour coded as follows :

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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).

Volume Clipping is a "per window" attribute.


Volume clipping definitions apply to all those windows which have their W1 .. Wn tabs set. Clipping takes place in the specified space system in each window, and will apply to all models in that window.

6.2.1 CREATE Creating a new clipping volume


When creating a volume you need to define its type. The options are Cartesian, Cylindrical and Spherical which can be picked from the popup menu as shown on the right.

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Defining a Cartesian volume


A cartesian volume is defined by: Centre point: The X, Y, Z dimensions Use Pick Centre to select a nodal coord or type in at Use Coord. Type in X, Y, Z dimensions

Defining a Cylindrical volume


A cylindrical volume is defined by: Centre point: Height: Radius: Use Pick Centre to select a nodal coord or type in at Use Coord. Type in the maximum and minimum height at H min/max: Type in at Rad:

Align the long (height) axis on one of the global X, Y or Z axes with the relevant button.

Defining a Spherical volume


A spherical volume is defined by: Centre point: Radius: Use Pick Centre to select a nodal coord or type in at Use Coord. Type in at Radius:

6.2.1.1 Follow Node


Normally the volume will stay in the same postion through the animation. If the volume centre has been selected by specifying a Node you can set the volume to move with it through the animation. NOTE: This option is not available if the space system selected is BASIC, since this always uses the undeformed position.

6.2.2 DRAG Resize and reposition the volume


Once a volume has been created you can resize and repostion it by dragging it on the screen. To do this turn on the Drag button. The volume will be drawn on screen with handles that can then be dragged to resize it:

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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

6.2.3 ORIENT Defining a space system for volume clipping


When you create a volume, you must define a space system for it. This figure shows the space system definition panel. There are three options: BASIC, DEFORMED and SCREEN space which can be picked from the popup menu as shown on the right. These have the following meanings:

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D3PLOT

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 Other Actions


There are some other actions which can be applied:

6.2.4.1 Draw Volume Sketching the clipping volume


This button will draw the volume on the screen.

6.2.4.2 Discard what Discarding entities inside or outside the volume


By default entities OUTSIDE the volume are discarded, but you can invert the effect so that everything INSIDE the volume is discarded instead.

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

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D3PLOT Storing and retrieving clipping volumes:

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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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6.2.6 Further notes on volume clipping


Note 1: Clipping is calculated using the simple test: "is the element centre within the current volume?". Then either the whole element is displayed, or it is not drawn at all. No interpolation across elements takes place. This can give an effect rather like taking bricks out of a wall as shown in this figure. Note 2: Note 3: Note 4: Note 5: Note 6: Volume clipping does not work with stonewalls. This is because their geometry is at best strange, and often has infinite dimensions, making it too hard to implement. On 3D devices the graphics mode will be switched temporarily back to 2D when creating "location" plots. You cannot screen-pick entities from "location" plots. When a clipping volume exists you will find that the CV (Current Volume) button is live in entity <list> entry panels. (See Section 6.0.2, and its accompanying figure .) This provides the option of selecting entities within the current volume. Volume clipping can affect other parts of D3PLOT, as shown in the following table:

Function affected by clipping Averaging of element data at nodes Calculation of free edges

Relevant D3PLOT command AVERAGING... Clipping ignored switch DISPLAY_OPTIONS FREE_EDGES...

Section 4.3.4.6 9.11

Exclusion of elements from a "scan" for maxima/minima Next Section

CLIPPING -> EDGES WRITE SCAN

6.7.2

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6.3 DEFORM Deforming geometry.


The DEFORM command contains four functions which "deform" geometry in various ways: exploding parts, magnifying displacements, fixing a node in space and fixing the model in space.

This figure shows the generic DEFORM panel, which gives access to its functions.

EXPLODE_PARTS MAGNIFY_DISPLACEMENTS FIX_NODE SHIFT_DEFORMED REFERENCE_NODE(s) REFERENCE STATE/MODEL TRANSFORM

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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6.3.1 EXPLODE_PARTS Separating (exploding) parts


"Exploding" a part is done by applying a [dx,dy,dz] vector to all nodes of that part, which has the effect of moving it bodily to a new location. By default no explosion vectors are set, but you can define, modify and cancel vectors for any part(s) at will. The figure below left shows an unexploded, and below right, an exploded dummy model:

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.

6.3.1.1 DEFINE Defining explicit explosion vectors for a <list> of parts.


If you know exactly which parts you want to "explode", and by how much, use DEFINE. This requires you to define a <list> of parts, using the standard selection panel, then for each part it gives you the explosion vector definition panel shown in the following figure: For each part you can define: dx,dy,dz AUTOMATIC SET TO ZERO Factors... Explicit vectors; Let D3PLOT calculate vectors (based on vector from model C.of.G to part C.of.G). Reset all 3 vectors to zero. Provides a simple way to factor the current vectors by known %age amounts.

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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6.3.1.2 CANCEL Cancelling (resetting to zero) explosion vectors


Explosion vectors remain in force until you change or CANCEL them explicitly. Use CANCEL, then select a <list> of parts to have their vectors zeroed. The effect will be seen the next time you issue a plotting command.

6.3.1.3 AUTOMATIC Automatically generated vectors for a <list> of parts


Typing in vectors for a long list of parts can get tedious, so it is possible to get D3PLOT to generate vectors for you automatically. These are based on the vector from a defined position (by default the centre of the model) to the centre of gravity (C.of.G) of each part, multiplied by a known factor. This figure shows the AUTOMATIC vector definition panel. You define the centre from which vectors are calculated from one of: CENTROID Model centre of gravity NODE ORIGIN MATL Pt used Nodal coordinate Coordinate [0,0,0] C.of.G of a part Type in a coordinate

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.

6.3.1.4 Notes on explosion vectors.


Note 1: Note 2: Vectors only affect plots, they have no influence on nodal coordinates used for X-Y plotting, or in WRITE, or upon the calculation of element volume etc. Explosions are applied as vectors added to nodal coordinates. Where two parts share a common node there is an ambiguity: should vectors be cumulative or, if not, which value whould be used? In this case D3PLOT uses the vector of the lowest numbered part, and ignores the remainder. So try to avoid this situation or, if you cannot, be prepared for elements on the border of two parts with dissimilar vectors to appear to be stretched. Explosion can be used in conjunction with the other options in the DEFORM menu. Transformations to nodal coordinates are applied in the order: FIX_NODE or SHIFT_DEFORMED (Mutually exclusive) MAGNIFY_DISPLACEMENTS EXPLODE

Note 3:

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6.3.2 MAGNIFY_DISPLACEMENTS Factoring nodal displacements


By default D3PLOT plots nodal coordinates at their true positions: a displacement factor of 1.0. However there are times when you may wish to factor displacements, for example when stresses are in the linear elastic range and displacements hardly visible. The figure below left shows an example of unfactored, and below right, factored (magnified by 50), displacements for a cantilever subject to a point load on its end.

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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6.3.3 FIX_NODE Fixing a node position despite displacements


In some circumstances a model may move a long way between successive states, and it can be inconvenient to have it progressively disappearing off the screen. This figure shows a few frames during the assembly of an animation of a dummy sled test analysis. In these tests the sled is pulled backwards to mimic the deceleration during a crash, and it moves off the screen as a consequence. So a simple translation to bring it back to the undeformed position will suffice.

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.

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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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6.3.5 REFERENCE_NODES Calculating results with respect to one or three nodes.


FIX_NODE and SHIFT_DEFORMED above affect only how the current image is displayed, they do not change the computed values which are contoured or reported. REFERENCE_NODES, on the other hand, does not affect the display at all, rather it modified the values that are computed to make them relative to those at the nodes chosen. This feature allows intrusion or relative deformation to be contoured. Two mutually exclusive options are available: Single node: Displacement, Velocity and Acceleration values are reported relative to that node. Three nodes: Displacement only is reported relative to node 1, in the coordinate system formed by N1N2N3. In the Three nodes case results can be reported in either the global or the local (N1N2N3) coordinate system. The "Single" and "Three" node cases are mutually exclusive, you cannot have both active at one time.

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6.3.5.1 Defining one or three nodes


Single Node You pick a single node <N0>.

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

6.3.5.2 Using REFERENCE_NODE (single node case).


Here is an example showing how a single REFERENCE_NODE might be used. In this case we have a dummy in a sled test, as above, where a crash is simulated by pulling the sled backwards. However what we are interested in is the velocity of the dummy relative to the sled, since in a real crash the sled (= car) would be more or less stationary, while the dummy would still be travelling forwards. We can achieve this by picking a node on the (rigid) sled as our reference node, and displaying all velocities relative to that.

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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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6.3.5.3 Using REFERENCE_NODES (3 node case)


The following example shows how REFERENCE_NODES (3 nodes) works, and how it is related to SHIFT_DEFORMED. Here is the basic model. It is a crush tube shown in its final state, with the undeformed geometry overlaid. The loading platens at each end are pushed together, but they are free to rotate. The problem is to determine the maximum "end to end" deformation. It is clear from this plot that the blue end moves and rotates, and this makes it difficult to determine the deformation relative to that end. The sequence below shows how to overcome this problem. Three nodes (N1, N2, N3) have been chosen on the loading platen at the blue end, and they form a local coordinate system as shown.

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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6.3.5.4 Reference node settings in WRITE and XY_DATA output


By default the scalar output of nodal coordinates in WRITE and XY_DATA will not take into account any reference node values, but selecting this option causes them to be considered, giving numerical values equivalent to those that appear in the plots. For a single node coordinates will be in the global cartesian system with the coordinates of node N1 subtracted, ie the effective origin [0,0,0] is at the coordinates of node N1 at the reference state. For three nodes the coordinates will be reported in the local system N1N2N3, with the effective origin [0,0,0] offset to coordinates of N1 at the reference state.

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.

6.3.6 REFERENCE STATE/MODEL


Normally results at a given state are drawn and reported verbatim, subject to the various options above. However it is possible to subtract from the current data: The results at a different state in this model, showing the difference between two times. The results at the same, or a different, state in another model, showing the difference between models. If all active models have been envelope plotted the USE ENVELOPE button will become active and you will be able to do a relative plot of the envelope plots between models. This operation is applied to all nodal and element data, and its application can be to any permutation of: The current graphical coordinates (ie the plotted shape) The current data values (ie contoured, written and time-history values) The current undeformed geometry plot. By default the reference model is the current model, and the reference state is zero, and "reference plotting" for a window is turned off, meaning that no action is taken here.

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6.3.6.1 Turning Reference Plotting on/off


Reference plotting is not active in any window until it is turned on in that window. Settings for each window are stored separately, and this panel shows those for the first active window selected by the W1 .. Wn tabs. To define different settings in different windows select a single Wn tab at a time, and configure each window individually.

6.3.6.2 Choosing the Reference Model


Two possibilities exist:

Plot relative to the current model

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

Plot relative to another model

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.

6.3.6.3 Choosing the Reference State


Whether you are using the current or a reference model you must define which state in that model is to be used as the "reference" one. You can use either a fixed state number, or a changing "current" one.

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Using a fixed reference state

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.

Using the "current" state

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.

6.3.6.4 Choosing what Reference data applies to.


You can control the extent to which "reference" logic applies to plotted geometry and contoured or written data. Any permutation of the below can be selected.

Current Coordinates Data Values Undeformed Geometry

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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6.3.6.5 Examples of using Reference State/Model


The following examples demonstrate how the feature might be used.

Example 1: Reference state in the same model.


Here is the "raw" plot - Von Mises stress in a crush tube. And below is the same plot with the reference state set to #18, which is at t = 0.0085s, in the same model. Remember that: <data>displayed = <data> current - <data>
reference

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.)

Example 2: Reference state in a different model


In this case the model above has been re-run, but with the section thickness of the crushable elements reduced by 25%. Here we are comparing the results between original and modified models to see what difference this makes. Obviously rerunning the same model with different section properties does not upset node or element labelling, so exact equivalence between the two analyses is preserved.

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Here is the original image, showing contours of "true" displacement magnitude.

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]

Compound rotations about more than one axis.


If rotation angles about more than one axis have been specified they are applied in the order Tx, then Ty, then Tz; in other words [R] = [Rz].[Ry].[Rx]. If you need to apply compound rotations about more than one axis it is recommended that you check the outcome carefully to make sure that you have achieved what you intended. If you already have a set of direction cosines and you want to know the angles required to reproduce these they can be computed as follows: [Rx]: Rotation about the X axis: [Ry]: Rotation about the Y axis:[Rz]: Rotation about the Z axis: Sx = Sin(theta X) Sy = Sin(theta Y) Sz = Sin(theta Z) Cx = Cos(theta X) Cy = Cos(theta Y) Cz = Cos(theta Z) [ 1 0 0 ] [ Cy [ 0 0 Sy ] 1 0 ] [ Cz -Sz 0 ] [ Sz Cz [ 0 0 0 ] 1 ]

[ 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.

The order of multiple transformations


Where more than one transformation is active they are applied in the order they appear above, ie: 1. Any translation 2. Any reflection 3. Any rotation 4. Any scale Therefore when specifying multple translations you may need to consider how an earlier operation affects a later one. For example if you translate and reflect then the distance along the axis at which you reflect will need to take into consideration any prior translation down that axis.

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Some data are not transformed


At present the following items are not affected by transformations: User-defined data Simple formulae or Javascripts operating on internal data are already working on "as transformed" data, so it would be wrong to apply further transformations. User data read from external Ascii files are also not transformed. It is not possible to tell whether vector data from these files are spatial coordinates or other directional vector data, and while it would be possible to transform tensors it is more consistent to take the view that all transformations of external data must be applied externally. For similar reasons UBIN components created in the Javascript interface are also not transformed. External "blob plot" data This is always used verbatim.

Saving and reloading TRANSFORM data


Transformation data is a "per model" attribute and, as such, it is written to the properties file if this is saved, and hence reloaded when the properties file is reread on input or subsequently by direct command. This also means that transforms will be "remembered" during Oasys Ltd. Reporter sessions.

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.

Cut Sections are a "per window" attribute


Cut-section definitions apply to all those windows which have their W1 .. Wn tabs set. They are stored as an origin coordinate and a local coordinate system, which cuts through all models in the relevant windows. If you use the PICK NODE ... options to derive a coordinate from a node you will be forced to define which model to pick from, but thereafter the coordinate is model-independent. If you use the option to track node motion across multiple models then special rules apply: see under Section follows nodes below.

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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.

6.4.2 Creating a cutting plane


The first step in creating a cutting plane is to choose how you are going to define it. A plane is defined by its origin and its local X, Y and Z vectors. The top two options permit the section to be arbitrarily oriented in space, the lower three align it exactly with the model X, Y and Z axes respectively. Regardless of how it is defined initially the internal definition of the plane is the same, and it may be translated and rotated at will later.

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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.)

Origin and Vectors Method


This definition requires the user to enter (in model coordinate space) the: coordinates of the origin for the plane the local x-axis vector any vector lying in the local XY plane.

N3: Three nodes method


This method requires you to pick three nodes which form the local axis system as follows: Node 1 is the orign Node 2 gives the local X axis from the vector |N1N2|. Node 3 gives the local X axis from the vector |N1N2|. Normally the coordinates of the nodes at the current state form the basis of the plane definition, but if you choose "Section follows nodes" you can update the plane at every state as the nodes move.

Constant X,Y,Z Method


The three "constant" values allow you to define the coordinate along the model X, Y or Z axes respectively at which a plane of that constant axis value will be defined. Locally: The origin will be [0,0] on the other two axes. Local Z is in the +ve direction down the axis chosen. The other two axes are chosen for you, aligned with the two unchosen model axes. If you use a node here then normally the coordinates of that node at the current state are used, but if you choose "Section follows nodes" you can update the plane at every state as the nodes move.

6.4.3 Defining a space system for the plane.


Once you have defined the plane, by one of the definition methods above, you need to define which space system it operates in. This figure shows the Cut space system selection panel, showing the three possible systems. These are described below. Section follows node(s) allows a cut section defined using 3 nodes, or a single node in the constant X/Y/Z cases, to be updated using the current coordinates of the node(s) at each state.

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BASIC space system


In this system the cut plane is calculated using the models undeformed geometry, regardless of the current state in core. This means that the parametric coordinates of the cut positions on elements are calculated using the undeformed geometry, then applied to the current (deformed) in-core state. Therefore the cut plane will almost certainly not remain flat as the model deforms. This is a "lagrangian" cut: the cutting plane deforms as the element mesh deforms.

DEFORMED space system


In this system the cut plane is calculated using the models current deformed geometry. Therefore the cut position on elements, and indeed the elements which are cut, can change as the model deforms through the static plane position. The plane will always remain flat, and will remain fixed in space relative to the model coordinate system. This is an "eulerian" cut: the cutting plane remains fixed while the element mesh can deform through it.

SCREEN space system


In this system the cut plane is calculated using the current screen coordinates, after the transformation and projection to screen space. This has the effect of tying the cutting plane to the screen space system, effectively to your display, therefore both deformations and viewing transformations (eg dynamic viewing) can move the model through the plane. This is also an "eulerian" transformation since the model deforms through a static cutting plane.

Note: Force and moment computation varies with section space.


For compatibility with LS-DYNA the forces and moments computed in a BASIC space system are: Always expressed in the global cartesian system Centred on the average coordinate of the cut section at each state. Whereas those computed in a DEFORMED or SCREEN space system are: Always expressed in the section local coordinate system. Centred on the plane origin as defined by the user. This is described in more detail in section 6.4.4 below.

Section follows Node(s)


If a cut section has been defined using either the 3 node method or a single node and a global axis system then this option will force the cut section to follow the node(s) as they move during the analysis.

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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!

6.4.4 FORCES Computing forces and moments on the cutting plane


This command calculates the forces and moments acting on the current current plane. The <-? button gives specific on-line help on this subject. The WRITE TO FILE button will write the forces and moments to a csv file. A summary of the section centre coordinate and the current forces on it can be shown in the master panel if the check box there is ticked. These figures will update automatically as the section is dragged. Please read the following section on force and moment extraction before using this facility. There are some less than obvious pitfalls that you need to consider. In particular: Only unblanked elements are included in cut section force calculation. Rigid elements may be transmitting force, but they will always report zero output to the database. Therefore their contribution to cut forces and moments will always be zero. Forces and moments are only computed from Solids, Beams, Shells and Thick shells. Other element types either do not report forces (eg springs, seatbelts), or are not sensible in this context (eg SPH elements). There are inconsistencies in the way LS-DYNA writes beam force and moment output prior to LS971, requiring user intervention if the correct answers are to be calculated. Local bending moments in thick shells are not included, and may also be omitted for thin shells if force & moment resultant data components are not present in the database. LS-DYNA processes cut-sections in "basic" space, generating forces and moments in the global system. If you switch to "basic" space in D3PLOT you will get a similar calculation, but "deformed" space results in D3PLOT are expressed in the planes local system.

How cut forces are calculated.


Only forces in the following unblanked element types are computed: solids, (thin) shells, thick shells and beams. Other element types (eg springs) are ignored since LS-DYNA does not report forces in them in a way that can be read by D3PLOT. The force and moment values are integrated from the element stress & force results as follows: Solids: The cut face through the solid is interpolated, and its area calculated. The element stress tensor is rotated to the cut plane system and the forces are calculated from: Where: Fx is in-plane X force Fy is in-plane Y force Fz is normal Z force

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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