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    Version 11.6

    Module 4Equipment Design

    Training Manual

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    PLEASE NOTE:

    AVEVA has a policy of continuing product development: therefore, the information containedin this document may be subject to change without notice.

    AVEVA A!E" #$ %A&&A#'( $) A#( !*#+ %*' &E-A&+ '$ ' *" +$ / E#',*# 0/+*#- /' #$' 0* *'E+ '$, ' E * 20*E+ %A&&A#'*E" $)

    E& A#'A *0*'( A#+ )*'#E"" )$& A 2A&'* /0A& 2/&2$"E.

    %hile every effort has been made to verify the accuracy of this document, AVEVA shall notbe liable for errors contained herein or direct, indirect, special, incidental or conse3uentialdamages in connection with the furnishing, performance or use of this material.

    'his manual provides documentation relating to products to which you may not have accessor which may not be licensed to you. )or further information on which products are licensedto you please refer to your licence conditions.

    Copyright 2013 AVEVA Limited

    All rights reserved. #o part of this document may be reproduced, stored in a retrieval systemor transmitted, in any form or by any means, electronic, mechanical, photocopying, recordingor otherwise, without prior written permission of AVEVA.

    'he software programs described in this document are confidential information andproprietary products of AVEVA 0td or its licensors.

    Visit our website at http:44www.AVEVA.com

    AVEVA 0td, igh ross, adingley &oad, ambridge 5 , /!

    http://www.cadcentre.com/http://www.cadcentre.com/
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    Contents

    1 Session 1....................................................................1The Principles o !"ilding ###############################################################

    $bjectives........................................................................................................1

    ust !now 2oints............................................................................................1E3uipment........................................................................................................72rimitives.........................................................................................................72+ " #ames..................................................................................................5

    reating E3uipment.........................................................................................5+efault A8es.....................................................................................................9E3uipment and 2rimitive $rientation...............................................................9

    reating 2rimitives...........................................................................................9"etting Attributes.............................................................................................9"i e Attributes ;2rimitives2oints............................................................................1$rientation.....................................................................................................1$rientate?A8es..............................................................................................11$rientate?&otate...........................................................................................17$rientate?2rimitive?2oint..............................................................................17$ther 2+ " Attributes..................................................................................150EVE0 Attributes...........................................................................................15$bstruction Attributes....................................................................................152+ " /nits...................................................................................................19E8ercise 1.......................................................................................................................1=

    orrecting errors using odel Editor.............................................................16"ummary of design errors.............................................................................1@

    2 Session 2....................................................................1!"ilding the !$sic Str"ct"re################################################################

    $bjectives........................................................................................................1ust !now 2oints............................................................................................1

    E8ercise 7 ; reate the "ite, ones and ase

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    /sing odel Editor to &otate a #o le typically #1 ....................................16/sing odel Editor to 2osition #o le #17...................................................16E8ercise ; reate 4+17 1

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    1 Session 1The Prin iples o! Building

    'his module includes all the fundamentals of E3uipment building including positioning andorientation both by attribute manipulation manually, but also using graphical picFing whichalso introduces event driven graphics. 'he fundamentals learnt here are projected later forpiping design so itGs worth taFing time to maFe sure trainees fully understand all the topics.

    "#$e ti%es At the end of this session, you will able to:

    reate e3uipment elements. !now how to create, position, orientate and connect primitives. !now how to modify elements and manipulate attributes. /nderstand the principles of graphical hits to modify elements anipulate the graphical representation of elements.

    Must &no' Points'he following points need to be understood by the trainees

    ow to create e3uipment and primitive elements. ow to manipulate and checF position and orientation of the above. ow to manipulate graphical representation and set obst and lev attributes of

    primitives.

    %od"le & E'"ipment (esign . *ss"e 1+,10,0& 1

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    The Principles of Building

    EquipmentE3uipment items consist of a collection of 2+ " primitives, arranged in such a way that theyphysically model the real life object to some degree. %hen you build e3uipment, you need todecide how you want to model the object, just as you would if you were building a plasticmodel. 'he only difference in 2+ " terms is that you model the object at full si e ratherthan worFing to a scale.

    Primiti%es*n order to build an e3uipment item, you first need to decide what types of primiti-es to use.

    As an e8ample, the simple storage vessel shown below could be constructed from a cylinderfor the main body, two dishes for the ends, two bo8es for the support legs and a no le forthe piping connection.

    All of these Hbuilding blocFsG are selected from the list of available 2+ " primitives. 'heseare described in detail in Appendi8 A.

    At the same time as you choose the primitives you want to use you must also consider theposition of the e3uipment origin.

    $nce you have decided on how you want to represent an e3uipment, that is, what primitivesyou want to use, the ne8t stage is to begin creating each primitive in turn.

    'here are other facilities in 2+ ", which allow you to model items in varying degrees ofdetail for different levels of viewingI we will looF at these later in the session.

    'he following topics are selected from the (esign/E'"ipment bar menu, as shown belowor from their submenus. 'he command path will be shown i.e. Position/E plicitly ;At

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    The Principles of Building

    PDMS ()mes Any element in the 2+ " database may be named. #ames enable you to identify elementsand to produce meaningful reports from the database. %hich elements you attach names tois a matter of choice, but in general you would be e8pected to name all major design itemssuch as E3uipment, #o les, 2ipes and Valves.

    onventionally, for e3uipment, you would probably name the main e3uipment and all of itsno les. #o les usually carry the e3uipment name plus a suffi8 to identify the specificno le. )or e8ample no le 1 of an e3uipment called ,E1101 would probably be called

    ,E1101)N1 or ,E1101,N1 or simply ,E1101,1 . %hatever names you apply, the nameconvention is usually defined in the project specification used for the project you are worFingon. *t is probable that the project will have autonaming rules set up for items such as no lesso that the project conventions are followed in every detail.

    Attaching names to elements may be done in a number of ways. *f you are using the 2+ "applications menus, most creation forms offer you an opportunity to name the element youare creating. *f you forget to name an element, or want to change a name, then you can usethe %odi y/N$me . . . menu to change or set a new name.

    All of the application forms allow you to input a name without the preceding slash ;4ordinates as follows:

    1 2 EAST )1 2 3EST 4 2 NO5T6 )4 2 SO7T68 2 7P )8 2 (O3N

    8 4

    1

    Equipment )nd Primiti%e "rient)tion%hen you plan the layout of your e3uipment, you will need to maFe some decisions about

    orientation. 'he first major decision will be to fi8 e3uipment north, that is, where north is inrelation to the e3uipment drawing. %hen you are considering this, it is usually best to try andbuild the e3uipment in such a way that it does not need to be orientated within the one.

    2rimitives liFe bo8es should be built such that their K, ( and lengths are aligned with thedefault a8is system not built in such a way that they need to be rotated from the default a8issystem. $bviously, some primitives will need to be rotated, but if you try to Feep these to aminimum then any subse3uent changes to the e3uipment will be easier.

    Cre)ting Primiti%es After creating an e3uipment item, you need to Fnow how to create primitives. /sing the

    E3uipment application, you can select from the list of primitives given on theCre$te/Primiti-es menu. "imply selecting the correct option creates each of the primitivesin this section. )or e8ample, if you select a bo8, the bo8 creation form is shown on thescreen and you are invited to enter the appropriate attributes. %hen you have filled in theform, selecting $! creates the new bo8.

    Setting Attri#utes All new elements may need to have some or all of their attributes changed from theirdefaults. 'he four main ones on a cylinder, for e8ample, are:

    6E*96T

    (*A%ETE5

    & %od"le & E'"ipment (esign . *ss"e 1+,10,0&

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    The Principles of Building

    POS*T*ONO5*ENTAT*ON

    A new cylinder has, by default, ero length and diameter, so its 6E*96T and (*A%ETE5 attributes need to be set in order to give it si e. After setting the si e, you also need to setposition and orientation attributes. 'here are other 2+ " attributes that may be changed.%e will now looF at the different ways of setting or changing attributes.

    Si+e Attri#utes ,Primiti%es-%hen you create new primitives using the e3uipment application, you automatically seewhat attributes need setting from the form and its associated picture. 'he form gadgetsshould be filled in with values for each of the attributes you want to set. %hen you select $!on the creation form, you will get the shape and si e of primitive you want. *f at any time you

    select the ancel option, the process will be abandoned."ometimes, after you have created a primitive, you will want to change an attribute. 'his isachieved by using the %odi y/Attri "tes menu, and re>specifying the attributes you want tochange . licF on the attribute you want to change and this will display a form with the currentsetting, which can now be modified. $! to return the value bacF to the Attri "tes menu.&emember to $! the Attri "tes form.

    Alternatively, you can re>specify any attribute directly from the command line by entering theattribute type and its re3uired setting. )or e8ample, the command L E*- ' 7 M sets the

    E*- ' attribute for the current element to 7 mm.

    %od"le & E'"ipment (esign ) *ss"e 1+,10,0& ;

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    The Principles of Building

    'he choices are:

    Sn$p: "elects the snap point nearest to the cursor picF point.

    (ist$nce: Applies the offset value, which you enter in the adjacent te8t>bo8 ;e.g. =gives a point = mm from the nearest snap point, measured towards thecursor positionI N= gives a point = mm from the nearest snap point,measured away from the cursor positionpoint between two snap points along a linear item

    @r$ction: "ubdivides the distance between two snap points into a specified number ofparts ;as entered in the adjacent te8t>bo8

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    The Principles of Building

    Proportion: +erives the point whose proportional position between two snappoints has been entered in the adjacent te8t>bo8 ;e.g. .7= gives apoint 7=O along the line joining the first snap point to the second snappoint

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    The Principles of Building

    'his form lets you position an element either by typing in co>ordinates or by reference to theposition of another design item.

    /se of the +atum option allows identification of the specific point on the element to which theposition is to apply, or to a +esignate 2osition. *f you choose the latter, you will be promptedto picF the position on the element using any of the facilities provided by the 2ositioning

    ontrol form.

    'o define a position e8plicitly, enter the re3uired co>ordinates in the East4%est, #orth4"outhand /p4+own bo8es, using the option buttons to set the appropriate direction in each case.*f necessary, use the, 5T ;with respect to< bo8 to identify the element whose co>ordinatesystem is to be used for the 2osition data.

    'o define a position by reference to e8isting design items, use the 2ositioning ontrol formand the cursor to identify the re3uired positions by picFing them in a graphical view.

    *f re3uired, use the 0ocF buttons to fi8 the current co>ordinate along any a8is.

    'o position another element, use the "elect menu options to change the focus of the form./se the E or $wner option if you have already navigated to the re3uired item, or use the2icF or 2icF $wner option and then picF the re3uired item when prompted.

    'he form will display the current position and you can then change any part of this byentering new values. 'he position you give will be relative to the +atum, which may be the$rigin or a selected *+ +esign point.

    "electing Position/5el$ti-ely

    %od"le & E'"ipment (esign ) *ss"e 1+,10,0& B

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    The Principles of Building

    'he values you give will position the item by that amount relative to its origin.

    Positioning sing P/Points All the 2+ " primitives have a number of predefined points on their surfaces Fnown as p.points . )or e8ample, a cylinder has three p.points , P0 ;the origin

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    The Principles of Building

    reasons, so that you do not inadvertently orient the e3uipment when you e8pected to orienta primitive. 'he menus are split as follows:

    Orient$te/A esOrient$te/5ot$teOrient$te/Primiti-e/Point

    Orient$te/A es'his option is used for orientating E3uipment and 2rimitives. "ome elements such as" '#s cannot be orientated using this form, and the system will signal an error and ignorethe command.

    'he default orientation for any element is ( is #orth and is /p. %ith this orientation, the Ka8is can only be East. *f we apply an orientation of ( is #orth 9= East, the a8is is allowedto taFe its default value, so in effect we have done a single a8is orientation.

    %od"le & E'"ipment (esign ) *ss"e 1+,10,0& 11

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    The Principles of Building

    Orient$te/5ot$te'his option enables you to specify an angle of rotation about a given a8is.

    Orient$te/Primiti-e/Point'his option allows you to orientate any of the p.points of your current element.

    12 %od"le & E'"ipment (esign . *ss"e 1+,10,0&

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    The Principles of Building

    "ther PDMS Attri#utes%hen you create elements, the attributes you set are usually related to position, orientationand si e. 'aFing E3uipment as an e8ample, there are a number of other attributes relating tothe engineering data, which you may wish to set. 'hese include:

    @"nction(esign codeP$int speci ic$tion*ns"l$tion code

    elow e3uipment level, all primitives have the two e8tra attributes 0EVE0 and$ "'&/ '*$#. 'hese relate to how 2+ " sees the primitives both visually

    0E E0 Attri#utes'he 0EVE0 attribute defines the range of detailing levels at which the primitive is visible. )ore8ample, if you build an e3uipment item, you can display the primitives in layers 1>5, thebase in layers =>D and the no les in layer >1 . An e8ample of how this worFs in "teelworFis that you might draw the centreline representation between, say, levels and =, and the fullsection between levels 6 and 1 . 'he levels visible in +E"*-# determine the picture yousee. 'he current visible, levels are given by the Settings/9r$phics/5epresent$tion menu.

    "#stru tion Attri#utes

    All primitives in 2+ " have an $ "'&/ '*$# attribute which can be set to , 1 or 7. 'hisis used by the clash>checFing utility, to determine the types of clash that the element couldbe involved in. 'he three values have the following meanings:

    $ "' P Any clashes with this object will be ignored.

    $ "' P 1 'he object is considered to be a so t obstruction.

    $ "' P 7 'he object is a h$rd obstruction, that is, it is solid.

    %od"le & E'"ipment (esign ) *ss"e 1+,10,0& 13

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    The Principles of Building

    PDMS nits Although on this course you use only metric units, 2+ " can deal with both metric andimperial units. y default, the numbers you input are assumed to be in metric units, but youcan enter imperial units simply by changing the format of your input. )or e8ample:

    *nput eaning=G6*# = feet 6 in=.=)' =.= feet7.5 7.5 metres

    y choosing the Settings/7nits option, the following form will be displayed.

    "elect from the list the units you re3uire for both distances and bores.

    1& %od"le & E'"ipment (esign . *ss"e 1+,10,0&

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    The Principles of Building

    Exer ise 1

    (our trainer will have changed the small site that you were worFing on earlier, shown in Appendi8 and introduced some errors. 'he object of this e8ercise is to correct these errorsin a slightly messed up version to what it looFed liFe previously.

    'he first tasF is to go into design and display the site on the screen. %hen you have donethis, you will see some of the errors immediately. A summary of the errors is given at the endof the e8ercise, if you get into difficulties.

    All the errors are in the e3uipment, so you will need to select the e3uipment applicationbefore you begin. 'he types of errors in the e3uipment fall into three categories.

    1. Si e errors "ome primitives have one of their si e attributesincorrectly set. (our tasF is to identify which attribute is wrongand correct it.

    7. Position$l errors E3uipment or primitives are incorrectly positioned withinthe e3uipment, or the e3uipment itself is incorrectly positioned.

    5. Orient$tion errors E3uipment or primitives are incorrectly orientated Hint > All e3uipment should be orientated on an

    orthogonal a8is.

    'he method used, to change si e parameters is influenced by the type of shape you arechanging. Quite appropriately, the different shapes have differing parameters to control theirsi e. ylinders have E*-ht and +*A eter, whilst o8es have K0E#th, (0E#th and

    0E#th.

    'he e3uipment application provides a facility for changing the attributes of an element underthe %odi y/Attri "tes menu. %hen you select this menu, a form appears with the currentsettings of each of the elementGs attributes. 'o change an attribute, all you need to do is toselect the attribute you want to change. A second form will appear allowing you to input anew value. "elect the $! button. )inally you must select the Apply gadget to send the newvalues bacF to the database.

    %od"le & E'"ipment (esign ) *ss"e 1+,10,0& 1;

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    The Principles of Building

    Corre ting errors using Model Editor

    "elect odel Editor mode either by clicFingthe button on the odel Editor 'oolbar

    or by using the menuEdit>Model Editor .

    licFing on an E3uipment *tem and selectingEdit E'"ipment from the shortcut menu

    enables the -raphical E3uipment odification;-E < facilities. -E gives menu options thatfacilitate the graphical modification of anE3uipment item and its HoffspringG, down toprimitive level. 'his also maFes all items thatare displayed and not part of the selectede3uipment display translucent.

    'his e8ample e8plains the steps re3uired tocorrect 'A#!1.

    %ith )eature ighlighting $n;Selection/@e$t"re 6ighlighting or press @ level elements in a project situation. /nderstand the methods of element naming and conventions. !now how to input and checF project 7 civils base. /nderstand how to create a standard e3uipment item /nderstand the power of the copy function and its options. reate an e3uipment item from primitives and add in detail of obstruction and

    soft volumes. Appreciate some basic synta8 for e3uipment design

    Must &no' Points

    'he following points need to be understood by the trainees

    ow to create e3uipment and primitive elements.

    ow to manipulate and checF position and orientation of the above.

    ow to manipulate graphical representation and set $ "' and 0EV attributes ofprimitives.

    %od"le & E'"ipment (esign . *ss"e 1+,10,0& 1

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    Building the Basic Structure

    Exer ise 2 ,Cre)te the Site ones )nd B)se-*n this e8ercise we use a real engineering design for our training course. 2roject 7 is partof a real chemical plant, and it is built in the same way that you would e8pect to see anyother plant. *n building this model, you will be able to use general engineering techni3ues tocreate your design in 2+ "

    h)t 5ou ill Be Expe ted to Do6)or the rest of the course, you will be using different 2+ " techni3ues to build up a replicaof 2roject 7 ;"tabili er

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    Building the Basic Structure

    %hen you select the Cre$te/Site

    or Cre$te/8one

    options you will be shown a form on the screen. Enter the name of the site or one you wantto create. "elect and appropriate one p"rpose for each one and select the OF gadget onthe form.

    Although S*TES and 8ONES could be positioned, we recommend that at this stage, youleave them at the default position of North 0 E$st 0 7p 0 .

    5E%E%!E5 : 'o create any element, you need to be positioned at the correct level in the hierarchy > so before you can create a one, you must have a

    site.

    $nce you have built the basic hierarchical structure, you need to start building actualphysical objects to maFe up your design. 'he first of these is a simple bo8 to form a sitebase upon which all of the rest of your design will be positioned. *n practice, the site basewould probably be much more complicated than the simple slab that we are proposing, butfor now, this will form the ivils for our project.

    %od"le & E'"ipment (esign ) *ss"e 1+,10,0& 3

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    Building the Basic Structure

    'he actual bo8, which will represent the site base, needs to be owned by an e'"ipment element, which in turn belongs to a 8ONE . )or our purpose, we suggest that you create an

    e3uipment belonging to your ci-ils one. 'o do this, you will need to be using theE3uipment application so that you can build an e3uipment item.

    Cre$te / E'"ipment

    4o" Dill need to c$lc"l$te the POS*T*ON o the E'"ipment Origin

    Cre$te Primiti-e ) !O

    & %od"le & E'"ipment (esign . *ss"e 1+,10,0&

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    Building the Basic Structure

    Exer ise 3 ,Cre)te Pump P1781A-

    'his e8ercise is designed to familiarise you with the "tandard E3uipment Application bybuilding and positioning the set of four pumps: 421= 1A, 421= 1 and 421= 7A, 421= 7 .)irst, you will build the two pumps 421= 1A and 421= 1 using the following procedure:

    *n +E"*-# with the E3uipment Application selected

    aFe the E3uipment one your urrent Element ; ,EH7*#8ONE #1 1 # S5 &A*"E+ )A E

    +E0*VE&( 21= 1A>#7 = # S5 &A*"E+ )A E

    hecF that the PPO*NTS for the #o les on the 2umps correspond with the E3uipment Arrangement drawing. &emember this is done using H"ery / 9ener$l , checF the position of421= 1A>#1 21.

    + %od"le & E'"ipment (esign . *ss"e 1+,10,0&

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    Building the Basic Structure

    Exer ise 4 ,Cop*ing Equipment-&ather than repeat the previous e8ercise, we can use the copy facilities in the e3uipmentapplication to create pump 421= 1 .

    'he copy facilities can be accessed from the Cre$te/ Copy/O set menu. ;2roviding ofcourse that your current element is still 421= 1A.< 'he following form will be displayed.

    y selecting the $ffset menu you can choose that the offset is any of the following:

    rom Element / to Elementrom (esign Point / to (esign Pointrom Pline / to Pline

    @rom Edge / to Edge

    or a mi8ture of each.

    'he $bject to copy can be CEG List or Pic> . 'he to option can be CE or 5el . which meansrelative ;the same position in the hierarchy as the copied item1 5 mm in the $))set K bo8, then hitApply $nd (ismiss .

    /se %odi y/N$me to change the name of the pump to 21= 1 , and the no les to21= 1 >#1 and 21= 1 >#7

    hecF that the PPO*NT for the "uction #o le corresponds with the E3uipment Arrangement drawing.

    %od"le & E'"ipment (esign ) *ss"e 1+,10,0& B

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    Building the Basic Structure

    Cre)te Pumps P1782A 9 B#ow create the other two pumps 421= 7A and 421= 7 . 'his time you will need to calculatethe positions and dimensions from the drawing.

    /se the pump type > Centreline mo"nted Dith -ertic$l o set no les ;P7%P 00?