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📄 menu.data3

📁 Triangular mesh processing tool, currently very few people use this software, but it allows us to gr
💻 DATA3
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  RGRP:CAD
  RIGBM:MERGING
  RIGID:BOUNDARY
  RINDEX:GRAPHICS
  RLN:2D CURVE
  RLNS:2D CURVE
  RLV:CAD
  RM:MATERIAL
  RMS:MATERIAL
  RML:BOUNDARY
  RML:DIS/VEL/ACC
  RML:ELECTRIC
  RML:FORCE
  RML:INTERFACE
  RML:OUTPUT
  RML:RADIATION
  RML:SETS
  RMSEG:3D CURVE
  RP:PARTS
  RPS:PARTS
  RPIC:GRAPHICS
  RSD:SURFACE
  RSDS:SURFACE
  RSL:BOUNDARY
  RSL:DIS/VEL/ACC
  RSL:ELECTRIC
  RSL:FORCE
  RSL:INTERFACE
  RSL:OUTPUT
  RSL:RADIATION
  RSL:SETS
  RVNSET:SETS
  RX:VIEWING
  RY:VIEWING
  RZ:VIEWING
  SAVE:OUTPUT
  SAVEIGES:CAD
  SCALE:VIEWING
  SCLEXP:EXPLODE
  SD:SURFACE
  SDINFO:SURFACE
  SDINT:GRAPHICS
  SET:GRAPHICS
  SHSO:MATERIAL
  SHV:ANIMATE
  SI:INTERFACE
  SID:INTERFACE
  SIINFO:INTERFACE
  SIZE:DIAGNOSTIC
  SIND:ELEMENT
  SLICE:GRAPHICS
  SMGAP:SURFACE
  SPD:SPRING/MASS
  SPINFO:SPRING/MASS
  SPLINE:3D CURVE
  SPRING:SPRING/MASS
  SPW:BOUNDARY
  SPOTWELD:BOUNDARY
  SPWD:BOUNDARY
  SPWF:BOUNDARY
  ST:MERGING
  STARCD:OUTPUT
  STP:MERGING
  SUBANG:MISC
  SV:ANIMATE
  SW:BOUNDARY
  SYF:BOUNDARY
  TE:RADIATION
  TEPRO:RADIATION
  TITLE:MISC
  TM:RADIATION
  TMASS:DIAGNOSTIC
  TMM:MATERIAL
  T:MERGING
  TOPAZ3D:OUTPUT
  TP:MERGING
  TPARA:MISC
  TRANS:VIEWING
  TRIAD:GRAPHICS
  TRICENT:MISC
  TRP:BOUNDARY
  TRSD:SURFACE
  TWSURF:3D CURVE
  U:VIEWING
  UNFIX:VIEWING
  USEIGES:CAD
  V:ELECTRIC
  VACC:DIS/VEL/ACC
  VD:SURFACE
  VE:DIS/VEL/ACC
  VERBATIM:OUTPUT
  VIEWPOINT:OUTPUT
  VPSD:CAD
  VVHG:RADIATION
  WIGES:CAD
  WRITE:OUTPUT
  WRSD:CAD
  XSCL:VIEWING
  YSCL:VIEWING
  ZB:VIEWING
  ZF:VIEWING
  ZSCL:VIEWING
  ZTOL:MERGING
  expressions:MISC
PART commands subjects:
  MERGING: combines nodes
  DIAGNOSTIC: calculates properties of mesh
  GRAPHICS: draws mesh and related controls
  VIEWING: manipulates the picture
  ANIMATE: create a sequence of pictures
  EXPLODE: exploded view of the parts and/or materials
  MATERIAL: selects materials for graphics
  INTERFACE: (sliding) interface definitions
  SPRING/MASS: springs, dampers, and point masses
  ELEMENT: element properties
  PARTS: selects parts for graphics or initial a new part
  REPLICATE: part replication with transformation
  DIS/VEL/ACC: acceleration or velocity
  FORCE: force, pressures, and displacement boundary conditions
  BOUNDARY: boundary and constraint conditions
  RADIATION: initial and boundary radiation and temperature assignment
  ELECTRIC: initial, boundary, and interface conditions
  OUTPUT: writes data to files
  2D CURVE: defines and draws 2D curves
  3D CURVE: defines and draws 3D curves
  SURFACE: define surfaces and select surfaces for graphics
  CAD: import CAD/CAM geometry
  SETS: define sets of nodes, faces, and elements
  MISC: miscellaneous commands
ANIMATE include the following commands:
  SV: save a view to be restored at a later time (see the SHV command) or
   to be used to interpolate a sequence of pictures (see the AV and AVC
   commands). Up to 30 views can be saved.
  SHV: show a saved view (see the SV command). This feature restores the
   picture orientation to a previously saved orientation. This can be useful
   for a demonstration or for designing a sequence of pictures to be
   interpolated between selected views (see the AV and AVC commands).
  AV: animate views with linear interpolation. Use the SV command to save key
   views in an animation. AV requires a sequence of these saved views.
   For each pair of views in the sequence, a specified number of pictures
   are interpolated to produce a smooth transition between the two saved views.
   The interpolation is done linearly. This means that all of the parameters
   controlling the orientation of the picture are interpolated equally to
   produce a constant change in the orientation from one frame to another. Up
   to 30 saved views can be sequenced with no limit on the number of frames
   interpolated. Use the POSTSCRIPT command to save each frame for further
   processing.
  AVC: animate views with cosine interpolation. Use the SV command to save key
   views in an animation. AVC requires a sequence of these saved views.
   For each pair of views in the sequence, a specified number of pictures
   are interpolated to produce a smooth transition between the two saved views.
   The interpolation is done linearly with the cosine function. This means that
   all of the parameters controlling the orientation of the picture are
   interpolated, but not equally. More frames are produced near each saved
   view to produce a smooth transition at the saved view frames in the sequence.
   Adding more interpolated frames between two saved views will produce more
   interpolated frames near the two saved views. Up to 30 saved views can be
   sequenced with no limit on the number of frames interpolated. Use the
   POSTSCRIPT command to save each frame for further processing.
ELEMENT commands:
  BIND: Hughes-Liu beam user defined integration points.
  BM: create a string of beam elements connecting nodes in the mesh.
   Note that the local beam properties defined in this command
   will override the global properties defined in the BSD command.
   The following options are available:
    N1 to make an existing node the first node of the beams.
    PM1 to make a point mass node the first node of the beams.
    RT1 to create the first node of the beams in Cartesian coordinates.
    CY1 to create the first node of the beams in cylindrical coordinates.
    SP1 to create the first node of the beams in  spherical coordinates.
    N2 to make an existing node the last node of the beams.
    PM2 to make a point mass the last node of the beams.
    RT2 to create the last node of the beams in Cartesian coordinates.
    CY2 to create the last node of the beams in cylindrical coordinates.
    SP2 to create the last node of the beams in spherical coordinates.
    N3 to make an existing node the orientation node of the beams.
    PM3 to make a point mass the orientation node of the beams.
    RT3 to create the orientation node of the beams in Cartesian coordinates.
    CY3 to create the orientation node of the beams in cylindrical coordinates.
    SP3 to create the orientation node of the beams in spherical coordinates.
    ORIENT to specify a coordinate triple to orient the beams.
    SD to extract the normal of a surface for the orientation 
    V to specify a normal vector to define the orientation
    MATE to specify the material number.
    CS to specify the cross section number (see BSD).
    NBMS to specify the number of beams in the string (default is 1).
    INDC to specify the constraints on the intermediate nodes.
    CUR to interpolate the string of beams along a 3D curve.
    RES for relative spacing of nodes (default is equal spacing).
    DRS for double relative spacing of nodes.
    NDS for nodal distribution by a function.
    AS for absolute spacing for first or last node.
    DAS for absolute spacing for first and last node.
    STHI for thickness in the y-direction.
    STHI1 for thickness in the y-direction at the first end point.
    STHI2 for thickness in the y-direction at the last end point.
    TTHI for thickness in the z-direction.
    TTHI1 for thickness in the z-direction at the first end point.
    TTHI2 for thickness in the z-direction at the last end point.
    ROFF1 for x-component of offset vector for first end point.
    SOFF1 for y-component of offset vector for first end point.
    TOFF1 for z-component of offset vector for first end point.
    ROFF2 for x-component of offset vector for last end point.
    SOFF2 for y-component of offset vector for last end point.
    TOFF2 for z-component of offset vector for last end point.
    CSAREA for the cross section area
    SHAREA for the shear area
    INERTIA for the Iss, Itt, and Irr moments
    VOLD for the discrete beam volume
    LUMP for the discrete beam lumped inertia
    CABLCID for the discrete beam local coordinate system
    CABAREA for the discrete beam cable area
    CABOFF for the discrete beam cable offset
    NOINT for no interior node offset interpolation
    LDR1 to release the x-translation constraint at first end point.
    LDS1 to release the y-translation constraint at first end point.
    LDT1 to release the z-translation constraint at first end point.
    LRR1 to release the rotation constraint about the x-axis at first end point.
    LRS1 to release the rotation constraint about the y-axis at first end point.
    LRT1 to release the rotation constraint about the z-axis at first end point.
    LDR2 to release the x-translation constraint at last end point.
    LDS2 to release the y-translation constraint at last end point.
    LDT2 to release the z-translation constraint at last end point.
    LRR2 to release the rotation constraint about the x-axis at last end point.
    LRS2 to release the rotation constraint about the y-axis at last end point.
    LRT2 to release the rotation constraint about the z-axis at last end point.
    LDR3 to release the x-translation constraint at intermediate point.
    LDS3 to release the y-translation constraint at intermediate point.
    LDT3 to release the z-translation constraint at intermediate point.
    LRR3 to release the rotation constraint about the x-axis at
     intermediate points.
    LRS3 to release the rotation constraint about the y-axis at
     intermediate points.
    LRT3 to release the rotation constraint about the z-axis at
     intermediate points.
    LDP for the initial longitudinal displacement.
    THETA for the orientation angle for the cross section.
    WARPAGE for two nodes used to determine warpage in the beam.
    GEOM for the method of determining curvature for the NASTRAN CBEND element.
  BSD: global beam element cross section definition.
   A cross section is referenced by every beam.
   Each beam is defined by two end nodes and either a third node or
   a coordinate triple to define the orientation of the cross section
   local coordinate system of the beam.
   Through out TG, the local coordinate system for the beam element
   is referred to by x, y, and z.
   They corresponding to the longitudinal axis
   of the beam stretched between the first two nodes, the orthogonal
   component from the first node to the third node/coordinate, and
   the third direction orthogonal to the first two directions, respectively.
   The thickness parameters STHI, STHI1, STHI2, TTHI, TTHI1, and TTHI2
   are the distances from the center to the boundary of the element.
   They are the half thicknesses used by DYNA3D and NIKE3D.
   Other parameters are used to define specific dimensions for the
   different types of cross sections.
   When there is the possibility of specifying a quantity different
   at each end, there will be one option which assigns the same value
   to both ends, and then two addition options, one for each end.
   These two options are distinguished by the suffix of 1 and 2, respectively.
   When multiple beams are generated from information at two ends, some
   quantities such as thickness are linearly interpolated.
   Other quantities, such as cross section area and moments are not
   interpolated.
   In this latter case, the values found at the first cross section
   are broadcast throughout the string of beams.
   Some of the parameters in the cross section definition are also definable
   within the definition of the individual beams.
   The value of these parameters within the beam definition take
   precedent over this beam cross section definition.
   The parameters in this cross section definition are code dependent.
   The parameters available for each code are listed.
   The STHI, STHI1, STHI2, TTHI, TTHI1, TTHI2, AREA, SCAREA, IXX, IYY,
   IZZ and LDP options can be
   used anytime.
    ABAQUS: the *BEAM SECTION card is generated using CSTYPE with
      7 which defines a Pipe cross section,
      8 which defines a Box cross section,
      9 which defines a Circle cross section,
      10 which defines a I-Beam cross section,
      11 which defines a Rectangle cross section,
      12 which defines a Hexagon cross section,
      13 which defines a Elbow cross section,
      14 which defines a Trapezoid cross section,
      15 which defines a L-Section cross section,
      16 which defines a Arbitrary cross section.
    ANSYS: 
      BAN4 defines the Elastic Beam element 4,
      BAN8 defines the Spar element 8,
      BAN10 defines the Tension/Compression Spar element 10,

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