Skateboard Tutorial
Skateboard Tutorial
Section 1 Overview
This tutorial will step you through modeling a simple skateboard in SolidWorks. The exercise will
teach you almost all the basic tools required to create Parts and Assemblies. You will also learn
how to incorporate CAD files downloaded from the internet into an Assembly.
SolidWorks Interface
Fig. 1
SolidWorks can produce three types of files:
Part: Model of a static object (.sldprt)
Assembly: Model consisting of multiple parts and / or Assemblies (.sldasm)
Drawing: Annotated engineering drawing of a Part or Assembly (.slddrw)
This tutorial will focus on Parts and Assemblies.
Part 1: Base
1. Start by making a New Part . Make
sure the units menu at the bottom of the
screen says (US Customary Units)
2. On the Sketch toolbar, select Sketch ,
then click on the Front Plane. Fig. 2
3. Using the Line tool, sketch the shape
shown in Fig. 2. Note the position of the
1
SolidWorks Skateboard Assignment Tutorial ME 13/113
2
SolidWorks Skateboard Assignment Tutorial ME 13/113
Part 2: Axle
1. Start by making a New Part . Make sure the units menu at the bottom of the screen says
(US Customary Units)
3
SolidWorks Skateboard Assignment Tutorial ME 13/113
2. Right click on the Front Plane and click Show . On the Features toolbar, choose Reference
Geometry and Plane .
3. Under First Reference, select the Front
Plane. Choose an Offset Distance of
0.75 in. Click This creates Plane1.
4. Create another plane that is offset 0.75 in
from Plane1. The result should be Fig 10.
Tip: A faster way to do this is to select a
plane, hold Ctrl, then drag the boundary.
Fig. 10
5. Create a Sketch on the Front Plane. Use
the Center Rectangle to create a
rectangle centered on the origin. Dimension
the rectangle to be 2 in wide by 1 in tall.
6. Create a Sketch on Plane1, and create a
4 in wide by 1 in tall Center Rectangle.
7. Create a Sketch on Plane2, and project the
4 in by 1 in rectangle from Plane1. You can
do this by selecting the four lines of
Plane1’s rectangle and clicking Convert
Fig. 11
Entities . The result should be Fig 11.
8. Under the Features toolbar, select Lofted
Boss/Base . In the Profiles box, select
the three rectangles. Make sure Show
Preview is checked under Options. If the
profile looks distorted, drag around the blue
dots on each of the vertices. Under Start
Constraint, choose Normal to Profile.
Click . You can now Hide the three
Fig. 12
planes. The result should be Fig 12.
9. Fillet the two long edges of the large
rectangular face with a 0.5 in radius fillet.
The result should be Fig 13.
10. Create a sketch on the Right Plane. View
normal to profile using Ctrl + 8. Draw a free-
floating circle and give it a diameter of 0.5 in
using Smart Dimension. Select the
Fig. 13
4
SolidWorks Skateboard Assignment Tutorial ME 13/113
Fig. 17 Fig. 18
5
SolidWorks Skateboard Assignment Tutorial ME 13/113
Part 4: Assembly
6
SolidWorks Skateboard Assignment Tutorial ME 13/113
Fig. 23
Part 5: Mounting Screws
7
SolidWorks Skateboard Assignment Tutorial ME 13/113
8
SolidWorks Skateboard Assignment Tutorial ME 13/113
14. On the Assembly toolbar, click Linear Component Pattern . For Components to Pattern,
select the screw and nut. Under Direction 1 and Direction 2, highlight perpendicular edges on
the top face of the base, and use Reverse Direction as needed. For Number of Instances,
enter 2. For Spacing, enter the required hole spacing. Click .
15. Under the Assembly toolbar, click the dropdown under Linear Component Pattern and choose
Mirror Components . Choose the Right Plane as the Mirror plane and select the
LocalLPattern1 you just made to mirror your four screws and nuts to the other side. Click .
16. The final skateboard is shown below. Congratulations! Section 1 is now complete, now you
need to complete section 2.
9
SolidWorks Skateboard Assignment Tutorial ME 13/113
A Few Notes
As beautiful as your skateboard may be, it’s only a rough approximation of the actual thing. Many
simplifications were made for ease of modeling. For example, a wheel and axle assembly designed
as it’s currently implemented would have way too much friction and wouldn’t allow the wheels to
rotate independently. This would prevent you from turning. On actual skateboards, the wheels are
independent, and a ball bearing sits inside each one to reduce friction.
On the subject of turning – for real skateboards, the axle mount (or “Truck”) is designed as shown in
Fig. 32. It consists of two main parts, and the clever geometry allows riders to turn by leaning side-
to-side. How would you go about modeling those two parts?
Fig. 32
This raises the question of when it is ok to make approximations, and when it is best to CAD every
single detail. Early in the design process, you should make lots of simplifications in the modeling to
quickly get a rough idea of what the final system will look like and what big-picture spatial
constraints need to be taken into consideration. On a final design that is ready for manufacturing,
the parts must be modeled in their final form and every part should be included to check for any
assembly issues.
10