I'm going to revert back to that battery position and we're going to focus
specifically on mounting points for our component tray.
So as we look at this from the bottom,
we note that the propellers are going to be spinning around and if we take
a look at just one of the propellers and we turn back on the prop path,
you can see where the prop path is.
And ultimately we're going to go back and we're going to
add some more structure in this area.
So it looks like we can create a mounting point,
maybe over in this corner right here.
It could add some additional structure,
so we'd be tying in from this point,
coming over to this point,
and then we need to figure out places that we can mount internally on this body here.
And it looks like maybe this intersection point
will give us a bit of structure and will help strengthen things up,
and that will tie in over here as well.
Now remember we're working totally off symmetry so
the only thing we need to do is model two of those points.
And one here we can mirror forward and one here we can mirror
across and then we'll have all six of those mounting point.
So now what we want to do is make sure that we activate the Xstar component.
Now the Xstar component activation is going to be important,
so that any sketches or features we create are internal to that component.
If we start creating them at the top level,
then sketches will be created in the Xstar file,
the V35 file, and then we won't have them located internally to this Xstar component.
The next thing that we want to do again is figure out those locations.
Now we have these smaller batteries and if you do remember I did talk about
the fact that we wanted to keep it
flexible so that we could use bigger batteries as needed.
Now this is an area where we're going to have to decide what's important.
Now in our case, the component tray mounting locations,
for instance in this point here,
and this point here, doesn't necessarily have to be below the battery.
The batteries can mount on the external portion of this case,
and the case can just hold things like the power distribution board,
the ESCs, the flight controller,
and the receiver from the controller.
So keep that in mind that as we're looking at this in 2D it doesn't
necessarily limit the location of the batteries or the size of the batteries,
we can still have the freedom to make those a little bit bigger or smaller as needed.
So we're going to carry on with these locations.
And the first thing that I want to do is I want to make sure that I am
looking at these locations from a symmetric point of view.
And what I mean by that is,
I want to hide some of these things,
I want to hide the batteries,
so I'm going to hide the Turnigy batteries.
I'm going to hide the ESCs,
so that way I'm not obscuring anything.
And I'm going to hit P on the keyboard to project.
Now this automatically says,
"Hey you need to be in a sketch in order to make this work".
So we're going to use the top plane,
which is the XZ plane to start our sketch and we want to start projecting some geometry.
Now I'm going to bring in these filleted corners here,
and I'm also going to come over here and I
want to bring in these filleted corners as well.
Let me go ahead and say okay,
and then using the line tool,
I'm going to go from the midpoints or the endpoints.
It really just depends on the geometry that you're working with,
and I'm going to create some structure.
Now each of these lines we can hit X on the keyboard,
or we can use this construction option in this sketch palette.
In that way, we have a construction line.
And the reason that we did this is because,
we hit C on the keyboard and we can draw a circle at that center point.
Now one thing we can also do,
I'm going to hit escape and I'll show you here that if we hit C again and we
draw the circle that's not snapped to the midpoint of that line.
Now with the circle drawn in this line,
not snapped to the midpoint,
we can make it coincident with this endpoint,
and we can also give it a relation with this arc.
Now you'll notice in this specific instance,
it doesn't give us a tangent C option.
Now what that's telling me is that this is not
a true arc and that it's a converted entity,
it's not able to have that relation.
And that's okay for us because we can actually just increase the size
until it's roughly the right size and you'll notice that we're almost touching.
And what we're actually going to end up doing is we're going to take
this circle and we're going to offset it a bit larger,
so that we intersect with all of these ribs.
So at this point, it looks like it's fairly close to touching,
I'm going to hit D on the keyboard and I'm going to give this
a nine point seven five millimeter diameter
and it looks like it's about fairly close to touching those.
Now I want to take this and I want to offset it using my sketch offset option,
and you can also use the sketch drop down and
go to offset or you can hit O on the keyboard.
We're going to take this and we're going to offset it outward,
two millimeters, and this will take us right up to this edge and right up to here.
Now because that could potentially cause
problems if the external fillet is a different size,
we're going to limit that just a little bit by going
to one point seven five and saying okay.
Now it's also okay because this internal edge,
I'm going to hit X and make a construction.
And what we're doing is we're creating a solid boss there.
Now I'm going to do this in this area as well,
using the same type of geometry.
So I'm going to draw some lines going from here to here,
then I'm going to come into this point and draw a line,
and you notice that this one's underdefined
because it's not directly snapping to a midpoint.
What we can do to get around that,
is draw a construction line from here to here and give us another reference.
And you'll notice that this isn't going to provide a nice perpendicular reference either.
So I'm going to delete that line and delete
this line and we're going to see if we can snap to a center point over here.
And again, it's not giving us that great reference.
So what I'm going to do, is I'm going to come down from this midpoint,
I'm going to draw a line from here to this wall,
and from here to this wall.
I'm going to make these two lines collinear.
I'm going to make them perpendicular with this line,
and then this will start to build that structure and give me that reference I need.
As you notice that as I move this around,
that each of those lines changes in length.
And what I can do is I can come down with the equal relation,
and I can make this one and this one equal,
and this gives me a pretty good structure.
So now I'm going to take each of these lines,
I'm going to hit X on the keyboard,
and I'm going to convert them to construction.
Now at some point in time,
the constraints on the screen are going to start to get in your way.
So, I like to turn those off from time to time just to make sure
the geometry that I'm working with is converted to construction.
Then again we're going to hit C on the keyboard,
we're going to draw a circle.
And we want to make sure that we have this geometry in
here that is approximately touching those points.
And then I'm going to add a dimension to it,
in this case 15.5.
We're going to use the sketch offset and
we're going to go out one point five millimeters.
And in this case, you notice that one point five is actually overlapping here,
so I'm just going to simply use one point O,
and we're going to say okay.
Go ahead and make that internal one for construction and we can stop the sketch.
So now what we've done is we've laid out the locations,
the starting point for our mounts.
So we're going to go ahead and save our file,
then we can move on to our next step.