HyperMorph10 Intro
HyperMorph10 Intro
HyperMorph Introduction
Methods for Morphing Finite Element Models
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HyperMorph Training
Chapter 1: Introduction to Morphing Methods ...................................................... 1
Accessing HyperMorph ..................................................................................................... 2
HyperMorph Online Help................................................................................................... 2
HyperWorks 10.0 II
Proprietary Information of Altair Engineering, Inc.
Exercise 8.3: Record Shapes.......................................................................................... 67
Chapter 1
Introduction to
Morphing Methods
HyperMorph is a mesh morphing tool that allows you to alter finite element models while
keeping mesh distortions to a minimum.
HyperMorph can be used to:
• Change the profile and the dimensions of your mesh
• Map an existing mesh onto a new geometry, and
• Create shape variables that can be used for optimization
The methods available to carry out morphing are available under:
• Freehand Morphing
• Map to Geometry
• Morph Volumes, and,
• Domains and Handles
To provide greater control as well as an efficient morphing, you can use:
• Morphing constraints,
• Symmetries, and,
• Biasing factors.
Morphs can be saved as Shapes. Shapes can then be:
• Positioned to other parts of the model.
• Animated, to review the morphing.
• And also be used to transfer loads from one model to another.
After morphing has been performed, you can visualize the quality of the mesh, and can
automatically smooth it if need be. A re-mesh can also be performed, keeping the morphing
entities like handles, domains and shapes intact.
Accessing HyperMorph
HyperMorph can be accessed in one of the following ways:
• On the Main menu point to Morphing, and select the appropriate function
• On the Tool page click on HyperMorph, and click on the appropriate panel
Chapter 2
Freehand Morphing
Freehand morphing provides quick ways of morphing a finite element mesh. Freehand
morphing can be performed in three ways:
Move nodes Lets you morph elements by selecting fixed nodes, moving nodes,
affected elements and a moving direction.
The affected elements that are located between the moving and the fixed
nodes will be stretched uniformly.
The stretching of the elements can be biased towards either the fixed or
the moving nodes, providing a great degree of control on the resulting
mesh profile.
Record Lets you record nodal movements from panels outside HyperMorph, like
translate, rotate, quality index etc.
Sculpting Lets you enforce a selected shape onto your mesh.
7. For affected elements select the elements that lie between fixed nodes and moving nodes.
8. For mv bias and fx bias keep the default value (1.00).
9. Click morph to morph the blade of the propeller.
Summary
The length of the propeller blade has increased by 100. The fixed nodes do not move. The
affected elements were stretched evenly to maintain element quality. The stretching of the
elements takes place between the moving nodes and the fixed nodes.
Chapter 3
Map to Geometry
Map to Geometry provides quick ways of taking an existing mesh and conform it to a new
geometry. Domains and handles can be used to provide better control on the morphing
process. The geometry can be a line, node list, plane, surfaces, or elements using edge
domains and handles to guide the process. Geometry can also be provided in the form of
section lines, or surfaces.
Some of the types of geometry that can be mapped are shown in figure 1.
8. Click map.
Summary
The profile of the bumper is changed to follow the new section line.
11. Under map to elements click the elems button and select elements by collector.
12. Pick collector Roof
13. Click select.
14. From the toolbar click User Views ( ). A pop-up window will appear. Select the right
view.
15. Under fixed nodes click nodes >> by window and select all the nodes as shown in
figure 2.
16. Click select entities.
17. Click map.
Summary
The roof of the car has been morphed while the mesh quality has been maintained.
Chapter 4
Morph Volumes
A morph volume is a six-sided hexahedron whose shape can be manipulated to morph the
mesh. The length and curvature of each edge of a morph volume can be modified
independently. Adjacent morph volumes can be linked through tangency conditions. This
allows you to update the characteristics of the morph volumes. Handles are placed at each
of the vertices of the morph volumes. Morphing involves moving these handles.
Morph volumes thus present a very simple, powerful, and intuitive way to morph.
Morph volumes will only influence the nodes that are registered to it. You can either, register
the nodes within a morph volume automatically when it is created, or you can select the
nodes or nodes on selected elements to be registered. If the morph volumes do not appear
to be morphing nodes inside them, you may need to register those nodes.
The green colored cross moves to the location of the black dot.
Y = 100.00
Z=0
6. Click morph.
Summary
The b-pillar is morphed in a smooth fashion with minimum distortion to the elements.
Chapter 5
Domains and handles are divided into two basic groups, global and local.
The global group consists of global domains, each of which is associated with a number of
global handles. Global handles will only influence the nodes in the global domain to which
they are associated. Global handles and domains are best for making large scale shape
changes to the model.
The local group consists of five types of local domains: 1D domains, 2D domains, 3D
domains, edge domains, and general domains. Local handles/edge domains can only
influence nodes contained in the domains they are associated with. Local handles/edge
domains are intended to be used to make small scale, parametric changes to the model.
While a model can contain both global and local handles and domains, it is not necessary to
have both types of domains and handles in a model.
The following table describes the various domains and their symbols when they are created.
When global domain and handles are generated using autogenerate or created with the
create handles option turned on, HyperMorph generates eight global handles, one at each
of the eight corners of a box laid out along the global axes surrounding the model. These
global handles are named “corner” followed by a number from one to eight. HyperMorph will
also place at least one global handle within the box in areas of the model’s peak nodal
density. These handles are named “handle,” followed by a number.
The automatic global handle generation works particularly well for space-frame models such
as full car models. However, for small models such as a control arm or bracket, the
recommendation is for you to build your own local domains and handles since you are more
likely interested in changing the local area rather than the entire model.
If the autogenerate process does not create handles in the positions where you want them
to be, you can always delete them, reposition them, or create additional handles. Handles
can be further classified as independent or dependent. An independent handle creates
displacements to the model only when it is moved. A dependent handle creates
displacements influenced from its own movements plus that of other handles it is linked to.
A handle can be made dependent on one or more handles. This allows you to create as
many layers of dependencies between your handles as you desire. For example, you can
make all the handles at one cross section of a beam (modeling using 2D shell elements)
dependent on a single handle allowing you to move an entire cross section while only
having to select one independent handle.
What is a partition?
The most important factor in local morphing is partitioning. It is logically dividing a 2D
domain into smaller 2D domains, such as where the angle between elements exceeds a
certain value or where the domain changes from flat to curved, is called partitioning.
Proper partitioning makes morphing faster and easier. By activating partition domains
user can invoke partitioning when auto-generating or when creating a domain. If the user is
unsatisfied with the results of the partitioning he/she can change the partitioning parameters
namely domains angle and curve tolerance.
Figure below shows an example of partitioning. For the model on the left, the 2D domain
was created without partitioning. For the model on the right, partitioning was used. Note
how the 2D domains divide along angle and curvature change boundaries.
Step 4: Split the edge domain of the radius to have more control when
morphing.
1. Go to the domains > edit edges sub-panel in one of the following ways:
• On the Morphing menu point to Create and select domains, then select edit
edges
• On the Tool page, select HyperMorph, then domains, then select edit edges
2. Verify that the split option is selected.
3. With the domain selector active, select the edge domain of the part’s radius as indicated
in the Figure 2.
The node selector automatically becomes active once the edge domain is selected.
Click the domain selector to make it active and see that you selected the desired edge
domain.
Figure 4: Node selection to further split the edge domain of the radius
Step 5: Add local handles to the 2-D domain on the part’s left side.
1. Go to the handles > create sub-panel in one of the following ways:
• On the Morphing menu, and click Create, then select Handles
• On the Tool page go to HyperMorph, then select handles
2. For name=, enter local.
3. Click the attached to: domain selector to make it active.
4. Select the 2-D domain on the part’s left side by selecting its red icon, as indicated in the
following image.
• The handles selected in Step 6.2 follow the handle you are dragging.
• All of the elements belonging to the selected local handle’s 2-D domain are
affected by moving that local handle.
• The 2-D domain’s non-selected local handles act like anchors (they do not
move).
• The nodes on the edge domains and between any two non-selected local
domains do not move.
• None of the elements in the other 2-D domain are affected.
11. Release the mouse button to complete the morphing operation.
Summary
The following occurs as the selected global handle is moved:
• The handles selected in Step 6.2 follow the handle you are dragging.
• The non-selected global handles act like anchors (they do not move).
• All of the elements, local handles and edge domains are affected.
When the circular edge domain is selected, the radius box populates with the current radius
value.
11. In the radius field, type 12.
12. Click morph.
Summary
The gauge thickness of the spring wire is changed from 7.5 to 12.0.
Figure 2: Domains and base node to select for altering the coil radius
10. For domains (under edge and 2D) select the 2-D domain and the two edge domains.
11. For the base node for the z-axis select the node as shown in Figure 2.
12. Keep the default settings for the remaining options.
13. Activate add to current.
14. In the radius field, type 20.
15. Click morph.
Summary
Twenty units are added to the coil radius.
Chapter 6
Introduction to
Morphing Controls
Symmetries, shapes, and morphing constraints are some of the useful tools that you can
use to enhance and optimize the time spent on morphing your mesh.
Symmetries allow you to influence handles, nodes, morph volumes, and domains.
Shapes lets you create, save, animate, and apply morphing shapes as nodal or handle
perturbations.
Morph constraints allow you to create constraints that restrict the movements of nodes or
force compliance with dimensional requirements during morphing.
Chapter 7
Symmetries
There are two types of symmetries, reflective and non-reflective.
• Reflective symmetries are 1-plane, 2-plane, 3-plane, and cyclical. They allow you to
link handles so that the movements of one handle will be symmetrically applied to
the linked handles.
• Non-reflective symmetries are linear, circular, planar, radial 2D, cylindrical, radial +
linear, radial 3D, and spherical. These change the way that handles influence nodes
as well as link the symmetric handles.
Symmetries can be combined, but you must be careful not to create confusing symmetrical
arrangements. Symmetries can also be applied to unconnected domains. However, the
influences between handles and nodes for non-reflective symmetries do not extend across
all domains.
• x density = 3
• y density = 8
• z density = 5
• buffer % = 5
4. Toggle global system to local system.
5. Select elems >> displayed.
6. For syst, select the system located at the top of the bottle.
7. Use the default values for the remaining settings.
8. Click create to create the morph volumes.
9. Note that morph volumes are created, encompassing the bottle, with red colored
handles created at the corners of each morph volume.
10. Click return to exit the panel.
6. Access the morph > move handles sub-panel in one of the following ways:
• From the Morphing menu, select Morph, then move handles
• On the Tool page, select HyperMorph, then morph, then move handles
7. Select the handles at the bottom of the bottle, as shown in Figure 3.
12. To reduce the number of domains and handles shown on the screen, click the Mask By
Config tab.
13. Right-click Morphing and pick Morph operates on all elements, if not already
selected.
14. Click the - in the Hide column to turn off the display of all morphing entities.
Summary
Using morph volumes with appropriate tangencies, and by creating symmetries you are able
to create a dome-shaped feature at the bottom of the bottle.
Remarks
There are four different methods to define the continuity between the morph volumes.
• Free makes morph volume edges independent of other edges.
• Fixed connectivity allows you to prescribe the angle at the end of an edge.
In this exercise you will first create a bead using the default continuous edge connectivity. You
will then update the edges to free and see how it affects the bead creation.
• x density = 3
• y density = 8
• z density = 5
• buffer % = 5
4. Toggle global system to local system.
5. Select elems >> displayed.
6. For syst, select the system located at the top of the bottle.
7. Use the default values for the remaining settings.
8. Click create to create the morph volumes.
Note that morph volumes are created encompassing the bottle, with red colored handles
created at the corners of each morph volume.
• On the Tool page, select HyperMorph, then morph volumes, then select the
split/combine sub-panel
3. Set the toggles to split mvols > by edges.
4. Set single split to 0.8.
5. Select an edge of Morph Volume 1 (Figure 2).
6. Click split.
7. Set single split to 0.2.
8. Select an edge of Morph Volume 2 (Figure 2).
9. Click split.
10. Click return to exit the panel.
As the bead is created, the upper and lower portions of the bottle deform too (figure 4). This is
not the intension, as you want to create a bead without affecting the other parts of the bottle.
• On the Tool page, select HyperMorph, then morph volumes, then select the
update edges sub-panel
2. Toggle update nodes to update ends.
3. Switch edge tangency to free.
4. Update the edges, working your way around the bottle.
5. Click return to exit the panel.
Summary
Using morph volumes with appropriate tangencies and symmetries you were able to create a
bead on the given bottle.
Chapter 8
Shapes
Shapes are collections of handle and/or node perturbations.
When you morph your model, HyperMorph stores the morph internally as a collection of
perturbations. When you save a shape, the handle and/or node perturbations are stored in
the new shape entity along with biasing factors for the handle perturbations and details such
as the biasing style.
Creating shapes allows you to generate shape variables for optimization and store model
changes for parametric studies.
When you are saving a shape, you can select whether to save it as handle perturbations or
node perturbations. Shapes saved as node perturbations are not affected by changes to
domains and handles. Shapes saved as handle perturbations are affected by changes to the
domains and handles. Whenever you make a change to your model, HyperMorph will ask
you if you want to preserve any existing shapes saved as handle perturbations by
converting them to node perturbations.
If you plan to make changes to domains and handles, you should save shapes as node
perturbations. If not, save shapes as handle perturbations and they will require less
memory and disk space.
If you later decide that you want to change a shape from node perturbations to handle
perturbations or vice versa you can do so in the convert sub-panel of the shapes panel.
Once a shape is saved, you can apply it to your model with any given scaling factor.
Applying a shape in this way is like any other morphing operation and can be undone,
redone, or saved as part of another shape.
Note that all the seven hexa elements are converted into morph volumes.
4. Click save
5. Click undo all to bring the model to its original position before morphing.
• Note that a reflected shape has been created and applied on the other prong.
• The name of the shape, created by reflecting, has the same name as the original
shape with a suffix “1.”
Note that the two or more shapes have been created and applied to the other yoke. The
name of the first new shape (on the other yoke) will have a suffix “2” because it is the
second copy of the first shape and the second shape will have a suffix of “11” as it is the first
copy of the reflected shape.
Figure 1: Model
Figure 2: The base and the node for translating the shape
Note that the temperature loads have been converted into shape vectors.
The shape vectors are proportional to the temperature loads on the corners of the cube
and the distances from those corners.
The name of the converted shape is the same as the temperature load collector.
9. Click contour.
Summary
Using shapes you have been able to interpolate temperatures from the corners of a volume
on to an object located in that volume.
2. Click start.
3. Exit from the HyperMorph module.
4. Select the nodes between the selected nodes to align the nodes to the 1st end: and 2nd
end: nodes.
5. Repeat the same process to align the next row of nodes (figure 3).
6. Click create.
Note that 1 plane symmetry is created with a square symbol.
Summary
The shape (Morph1) is reflected to the other side. Also, the reflected shape has the same
name with the suffix 1. The changes that you made on one side are thus transferred to the
other side.
Chapter 9
Morph Constraints
Morph constraints are a powerful tool that can be used to restrict the movement of nodes
during morphing operations.
Whenever a handle is moved the constrained nodes are moved according to the handle
perturbation and then projected back onto the feature to which they are constrained. This
allows the nodes to slide across vectors, lines, planes, surfaces, meshes, to remain fixed, or
to move as a cluster along with other nodes. You may also constrain nodes where handles
are located which, in effect, constraining the handles. When a perturbation is applied to a
constrained handle, the handle is moved along the constraint feature regardless of the
applied perturbation.
Morph constraints can also be applied to domains. The smooth constraint, applies spline-
based smoothing along constrained edge domains. Model constraints, allow you to set a
given parametric target (such as length, angle, mass, etc.) and make HyperMorph adjust the
model to meet that target.
Step 2: Create a shape to define the degree of freedom for the mesh.
1. Access the freehand > move nodes sub-panel in one of the following ways:
• From the Morphing menu point to Free Hand and select the move nodes sub-
panel
• On the Tool page, go to HyperMorph, then freehand, then select the move
nodes sub-panel
2. Switch the method to translate.
3. Key in
• x = 0;
• Y = -5 (negative 5);
• Z=0
4. Under moving nodes: click nodes >> by sets and select move_node.
5. Click select.
6. Under fixed nodes: click nodes >> by set and select fix_node.
7. Click select.
8. Under affected elements: click elems >> displayed.
9. Click morph.
10. Go to the freehand > save shape sub-panel.
11. For name =, enter Shape1.
12. Toggle the save option to as node perturbations.
13. Click save.
14. Click undo all to bring the model to its original position before morphing.
This initial shape defines the direction in which the nodes have the freedom to move, as
the shape of the windshield is changing, thus enabling us to keep the area at a constant.
Note that the constraint is created. The symbol for the constraint is a matching-mesh.
Summary
Using morph constraints, you able to change the shape of the windshield, while keeping its
area constant.
Figure 1
• x=0
• y=0
• z = 80
11. Click morph.
The top surface of the cushion has conformed to the shape of the dummy.
Summary
Using limiting constraints, you are able to move a mesh such that it moves an adjoining
mesh along with it, thus preventing penetration between the two of them.
• X val = 500
• Y val = 0
• Z val = 0
5. Select two handles as shown in figure 3.
6. Click morph to morph the front half of the truck.
Figure 2
The front end is stretched 500 units. Since the front wheels are also the part of the morph
volumes they became elliptical after morphing. This is not desirable. You will undo this
morphing, constrain the wheels and re-do it.
Figure 3
Figure 4
10. In the Model browser, right-click MorphingConstraint and click Hide to turn off the
constraints.
Summary
Using cluster constraints and morph volumes you are able to stretch the cab of the pickup
without distorting the wheels.
Chapter 10
Miscellaneous Topics
Figure 1: Model
Summary
Using this technique, you can update the mesh in regions that might have undergone
excessive elemental deformation during morphing. Since the domains and handles are
maintained, it allows you to conduct further morphing if need be.