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Copyright © 2013 Altair Engineering, Inc. Proprietary and Confidential. All rights reserved. Copyright © 2013 Altair Engineering, Inc. Proprietary and Confidential. All rights reserved. Tutorial - Crash Bumper Analysis

Tutorial - Crash Bumper Analysis - Altair University

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Tutorial - Crash Bumper Analysis

Copyright © 2013 Altair Engineering, Inc. Proprietary and Confidential. All rights reserved. Copyright © 2013 Altair Engineering, Inc. Proprietary and Confidential. All rights reserved.

Why Crash Analysis?

To find deformation, stress, and energy absorbing capacity of various

structural components of a vehicle hitting a stationary or moving object.

The component is said to be crashworthy (safe) if it meets the plastic strain and

energy targets.

Bumper is one of the components which is used to protect passengers

from front and rear collision.

Bumper crash tests are necessary for instance to calculate the energy

absorption of this component during a crash.

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Mesh preferences for crash analysis

For crash analysis the preferred element type is hexa over tetra when

using 3D elements, shell elements are used for 2D modeling (as in

the case of this analysis). Follow the mesh flow line requirement and

avoid rotating quads, or diamond element formation.

Constant mesh size is preferred over variable mesh size.

Make sure the element quality matches requirements. Checking

element quality is a good practice.

Element characteristic lengths should allow a reasonable initial time

step.

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Mesh preferences for crash analysis

We recommend to also view the

video series by Paul du Bois

(available on the Academic Blog)

http://www.altairuniversity.com/2013/03/01/some-

principles-of-explicit-finite-element-analysis-by-paul-du-

bois-and-altair-engineering-inc-videos/

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Meshing

Start HyperMesh 12.0, select RADIOSS Block user profile

Select

RADIOSS

Block 110

from User

Profiles

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Meshing

Open the .hm file

Open

Bumper_System_2012_A.hm

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Meshing

Check and configure element type

Go to

2Delement types

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Meshing

Configure element type

Select

2D&3D

Set to:

SHELL 3N &

SHELL 4N

Click

return

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Meshing

2D Automesh

Go to

automesh

from the 2D

page

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Meshing

Mesh geometry with 2D elements using „automesh“ panel

Change the

entitiy selector to

surfaces, double

click and select

all, set element

size to10 mm

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Meshing

Export the mesh as a RADIOSS (BLOCK) deck

Export mesh

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Mesh modifications

Start HyperCrash 12.0 and configure.

Set Working directory

to a suitable location

Choose

RADIOSS V11

Unit system on

kN mm ms kg

Switch GUI to new and

start Hypercrash

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Mesh modifications

Import of the Mesh/Model

Import of a

RADIOSS mesh

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Mesh modifications

Import of the Mesh/Model

Accept the

transformation of

the unit system

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Mesh modifications

Create new assemblies and sort the parts Mark one part

<left click>

Open the

submenu with

<right click>

Choose New

Assembly to

create a new:

BUMPER_BEAM

Repeat the whole

step and name it:

CRASH_BOX_LHS

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Mesh preparations and modifications

Create new assemblies and sort the parts

Activate part

selection with box

Select the

BUMPER_BEAM

parts with a box

- Parts will be

selected in tree

Pull the marked

parts with the

<middle mouse

button> to the

assembly

BUMPER_BEAM

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Mesh modifications

Create new assemblies and sort the parts

- Activate simple part

selection

- Pick both

CRASH_BOX parts

- Confirm the

selection with yes

- Parts are

selected in the

tree now

Pull the Parts into

the assembly

CRASH_BOX_LH

S using the

<middle mouse

button>

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Mesh modifications

Equivalence unconnected nodes

Mesh Editing

Node Modify

Select the parts of

the

BUMPER_BEAM

in the tree

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Why equivalence?

To ensure connectivity between the elements, you need to equivalence any

coincident nodes in the model. The equivalence operation identifies any

location where two or more nodes exist within the specified search tolerance.

During equivalence, one of the nodes is retained and any element definitions

referencing the other nodes are re-defined to use the retained node.

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Mesh modifications

Equivalence unconnected nodes

Add selected parts

of Tree

- Nodes of the

BUMPER_BEAM

are highlighted

Activate Set 1

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Mesh modifications

Equivalence unconnected nodes

Activate „Set 2“

Add selected parts

of Tree

Nodes of the

BUMPER_BEAM

are highlighted

again

Gap search: 1mm

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Mesh modifications

Equivalence unconnected nodes

Click on See

node(s) to merge

Now you can see,

which nodes

(highlighted in red)

will be equivalenced

(arrows show the

direction of merging)

Conclude by

clicking Save.

Changes will be

saved in model

and NOT on disk

(HyperCrash does

not have its own

file format)

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Mesh preparations and modifications

Equivalence unconnected nodes

Switch to Tree

and choose the

first part of

CRASH_BOX_LH

S

To isolate the

selected part(s),

click Isolate Tree

Selection

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Mesh modifications

Equivalence unconnected nodes

You can change the

view with Display

mode, switch here

to Shaded with

Lines

The perspective

can be switched on

or off by pressing

the key „P“

Zoom to bad-

connected flanges

(using scroll-wheel)

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Mesh modifications

Equivalence unconnected nodes

Measure the

distance between

these two nodes

(longest distance)

The results appear in

the Message area

Click cancel to close

it

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Mesh modifications

Equivalence unconnected nodes

Connect each set of

nodes (you have to

confirm with enter

every time)

Go to Mesh Editing

Node Modify“

To finish this step,

press Close

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Mesh modifications

Equivalence unconnected nodes

Go to Mesh

EditingMove

and select the

suitable nodes

Problem: deformed

mesh

Finish the selection

with Yes

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Mesh modifications

Equivalence unconnected nodes

Movement plane

Left click on the red

node and pull till you

find a visually

improved mesh

Finish with Yes

Mesh is now

perpendicular

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Mesh modifications

Equivalence unconnected nodes

Switch to Tree and

choose the second

part of

CRASH_BOX_LH

S

To isolate this

part, click

Isolate Tree

Selection

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Mesh modifications

Equivalence unconnected nodes

Measure

maximum

distance (in this

case: 1.9999)

Finish Measuring

by clicking

Cancel

Merging occurs

automatically

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Mesh preparations and modifications

Equivalence unconnected nodes

Go to Merge multi

Then click on Set

1, and click on

add selected part

of Tree, repeat the

same for set 2

input gap search

2mm and click

See to visualize

confirm with save

and Close

afterwards

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Mesh modifications

Global depenetration

Show all using

Display All (or

CTRL+S) and

zoom in with Fit

Model (or

CTRL+R)

Menu LoadCase

Contact Interface

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What are penetrations and intersections?

Penetration is defined as the overlap of the material thickness of shell

elements, while Intersection is defined as elements that actually pass

completely through one another

All models and especially impact models should be checked for

penetrations and intersections and depenetrated to ensure the

integrity of the model

Penetrations adversely affects results and should be removed

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Mesh modifications

Global depenetration

Create a new

object Multi

usage (Type 7)

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Mesh modifications

Global depenetration

Activate Self

Impact checkbox

for autocontact

Add selected

parts by box

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Mesh modifications

Global depenetration

Input „1“ at Min. gap

for impact

activ.(check next

slide for Gap input

options).

Save and Close

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Intersection-penetration check

HyperCrash checks for intersections and penetrations. The list of

intersecting nodes is displayed at the bottom of the menu.

To find and to correct the penetrations use the “variable gap” or a

“constant gap” option.

1.The variable gap option (if "Gap_interface" = "variable")

searches and corrects the penetrations taking into account the

actual thickness' of the plates (coming from the PID).

2.The constant gap option (if a value for "Gap_interface" is

entered) uses a (user-defined) fixed value to search and correct

the penetrations (the value can be the gap of the interface, for

instance).

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Mesh modifications

Global depenetration

Menu: Quality

Check All Solver

Contact Interfaces

VERY IMPORTANT

and USEFUL

FUNCTION !!!

Use it as often as

you modify

mesh/model

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Mesh modifications

Global depenetration

Searching for

Intersections and

Penetrations (if some

found, the number

will be displayed).

After selecting

intersection from list,

it will be shown

highlighted in a

transparent model

Zoom to it as near

as necessary

Isolate Crashbox

1. Correct

INTERSECTIONS

(because it’s more

difficult)

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Mesh modifications

Global depenetration

- With Move nodes

1 by 1 move the

intersection node

away

- Afterwards confirm

two times with Yes

and Close.

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Mesh modifications

Global depenetration (it is strongly recommended to remove the intersections before

removing the penetrations)

Recheck for

Intersections and

Penetrations

(Quality Check All

Solver Contact

Interfaces)

- There shouldn‘t be

any intersections,

now.

Assign all

penetrations and

display all

2.Correct

Penetrations

(very easy)

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Mesh modifications

Global depenetration

Select the parts

which are not

allowed to be

modified (Fixed

parts).

Depenetrate auto

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Mesh modifications

Global depenetration

LoadCase

Contact Interface

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Mesh modifications

Global depenetration: delete temporary contact interface

Select Contact and

Delete selected

item(s)

Close

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Material creation and assignment

Crashbox Material (Steel) generic DP600

Model Material

Pick this Crashbox

Parts from the

Tree

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Material creation and assignment

Crashbox Material (Steel) generic DP600

Creates a new

object Elasto-

plastic

Johnson_Cook

(LAW 2)

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Why Johnson_Cook (LAW 2)?

This is an elasto-plastic material which includes strain rates and

temperature effects (stress vs plastic strain law)

The yield stress is converted into true stress

In this law the material behaves as linear elastic when the equivalent

stress is lower than the yield stress. For higher stress values the

material behavior is plastic.

Note: find a summary on true

stress – strain vs. enginering

stress – strain in the Student

Guide (Chapter 13.4)

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Material creation and assignment

Include picked

parts and select

both parts of the

Crash Box

Yes to confirm

Crashbox Material (Steel) generic DP600

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Material creation and assignment

Crashbox Material (Steel) generic DP600

Click Save

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Material creation and assignment

Bumper Beam Material (Steel) generic DP1000

Creates a new

object Elasto-

plastic

Johnson_Cook

(LAW 2)

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Material creation and assignment

Bumper Beam Material (Steel) generic DP1000

Go to Tree

Choose all parts of

the

BUMPER_BEAM

and turn back to

Material

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Material creation and assignment

Bumper Beam Material (Steel) generic DP1000

Add selected parts

of Tree

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Material creation and assignment

Bumper Beam Material (Steel) generic DP1000

Add simple Failure

criteria

(deletion at

equivalent plastic

strain of 30%)

Finish this with

Save

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Property creation and assignment

Crashbox Shell element definition (thickness = 2.2 mm ) and assignment

Select Crash Box

parts out of the tree

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Property creation and assignment

Crashbox Shell element definition (thickness = 2.2 mm ) and assignment

Model Property

Creates a new

object Surface

Shell (1)

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Property creation and assignment

Crashbox Shell element definition (thickness = 2.2 mm ) and assignment

Add Selected Parts

of Tree

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Property creation and assignment

Crashbox Shell element definition (thickness = 2.2 mm ) and assignment

Save to finish input

Best choice

for crash

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Property creation and assignment

Bumper Shell element definition (thickness = 1.8 mm ) and assignment

Creates a new

object Surface

Shell (1)

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Property creation and assignment

Bumper Shell element definition (thickness = 1.8 mm ) and assignment

Use Include picked

parts to select the

front and horizontal

parts in the middle of

the Bumper_Beam

(not the rear Bumper

Beam sheet)

Confirm with Yes

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Property creation and assignment

Bumper Shell element definition (thickness = 1.8 mm ) and assignment

End with Save

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Why QEPH shell formulation?

QEPH (Quadrilateral ElastoPlastic Physical Hourglass Control) element

With one-point integration formulation, if the non-constant part follows exactly

the state of constant part for the case of elasto-plastic calculation, the

plasticity will be under-estimated due to the fact that the constant equivalent

stress is often the smallest one in the element and element will be stiffer.

Therefore, QEPH, defining a yield criterion for the non-constant part seems to

be a good ideal to overcome this drawback.

QEPH shells are more accurate for elastic or elasto-plastic loads, whatever

the loading type - quasi-static or dynamic.

QEPH shells will give better results if the mesh is fine enough. It is not

recommended for coarse mesh.

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Property creation and assignment

Bumper Shell element definition (thickness = 2.0 mm ) and assignment

Creates a new

object Surface

Shell (1)

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Property creation and assignment

Bumper Shell element definition (thickness = 2.0 mm ) and assignment

With Include

picked parts

select

Bumper_Beam

Rear part

Finish with

Yes

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Property creation and assignment

Bumper Shell element definition (thickness = 2.0 mm ) and assignment

End with Save

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Why use 5 integration points in the thickness

of shell elements?

In case of an elastic behavior, one gets the exact solution from three

integration points – that is to say that the bending moments are exactly

integrated through the thickness of the shell – and it is not necessary to use

more integration points.

In case of a plastic behavior, the bending moments are not integrated

exactly. Using more integration points, the solution becomes more accurate;

so it is recommended to use five integration points.

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Property creation and assignment

Shell element definition and assignment

Plausibility check:

Are all properties

created and

assigned ?

End property menu

with Close

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding (SPOTWELDS)

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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SPOTWELDS

Connection of Crash-Box upper with Bumper-beam

Rotate the model

to see its rear

parts

Choose

Connections

Spotweld Create

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SPOTWELDS

Connection of Crash-Box upper with Bumperbeam

Include picked parts

Select both parts

(bumper rear and

crash box upper).

Selected parts

are highlighted in

red

Confirm selection

with Yes

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SPOTWELDS

Connection of Crash-Box upper with Bumperbeam

Pick a point and

see spotweld and

click on marked

elements to give the

Spotwelds the right

position

Every Spotweld has

to be confirmed with

Enter

Save to save the

spotwelds in the

model

Cancel

Now repeat the same steps with the lower part of the Crash Box)

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SPOTWELDS

Connection of Crash-Box upper with Bumperbeam

Choose Include

picked parts

Pick both

Crash-Box parts

(crash-box

upper and crash

box lower)

Validate with Yes

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SPOTWELDS

Connection of Crash-Box upper with Bumperbeam

Line and type in 30

for the Pitch length

(distance between

spotwelds)

Click at Beginning-

Point and End-Point

for SPOTWELD line

Confirm with Save.

Follow the same

procedure at the

other side

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SPOTWELDS

Connection of Crash-Box upper with Bumperbeam

Spotwelds are mesh

independent. These

are modeled using

spirng elements with

both sides of the

spring linked with

mesh using tied

interface.

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding (SPOTWELDS)

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Mirror preperation

Save your model (“File” “Export” „RADIOSS…“)

Open the saved location and delete the *.M00 file

Import the ..000.rad file back in HyperCrash to mirror.

In order to mirror elements and spotwelds, follow the below:

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Mirror to full model

Duplicate all parts with all options

Select: Mesh Editing

Part Duplicate

Mark the highest

model hirarchy

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Mirror to full model

Duplicate all parts with all options

Mirror

Include selected

parts of Tree

Apply Mirror

Save and Close

Mesh + all options

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Mirror to full model

Equivalence at mid/mirror plane

Attention:

Nodes at the

midplane ar NOT

equivalenced

already!

New assembly:

Duplicated Parts

was created

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Mirror to full model

Equivalence at mid/mirror plane

Mesh Editing

Node Modify

Select the new

(duplicated)

BUMPER BEAM

from the tree

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Mirror to full model

Equivalence at mid/mirror plane

Add selected parts

of Tree

Merge multi

Nodes of the new

(duplicated)

bumper are

highlighted

Switch back to the

tree selection

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Mirror to full model

Equivalence at mid/mirror plane

Switch back to

Mesh Editing

Select the old

BUMPER BEAM

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Mirror to full model

Equivalence at mid/mirror plane

Add selected parts

of Tree (Nodes of

the original

BUMPER BEAMS

are highlighted)

Select Set 2

Type „1“ in gap

search to merge

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Mirror to full model

Equivalence at mid/mirror plane

Click See node(s)

to merge

and rotate graphics

area to verify the

nodes to merge

Click Save to

confirm

Close

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Mirror to full model

Equivalence at mid/mirror plane

Connections

Spotweld Extract

from Model

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Mirror to full model

Equivalence at mid/mirror plane

Connections

Spotweld Modify

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Mirror to full model

Equivalence at mid/mirror plane

Use

Select/Unselect all

spotweld(s) to

select all spotwelds

of the list

Display all

spotwelds using the

tool See selected

spotweld(s)

All O.k.?

Then go for

close

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding (SPOTWELDS)

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Global Contact Definition

Interface properties for penalty contact definition

Choose highest

level in Tree to

select all (shell

meshed) parts

LoadCase

Contact

Interfaces

Create/Modify

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Global Contact Definition

Interface properties for penalty contact definition

Creates a new

object Multi

usage (Type 7)

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Why type 7? What is interface gap?

This interface simulates the most general type of contacts and impacts

Impacts occur between a master surface and a set of slave nodes.

All limitations encountered with interface types 3, 4 and 5 are solved with this

interface.

It is a fast search algorithm without limitations.

Interfaces have a gap that determines when contact between two segments

occurs. This gap is user defined, but some interfaces will calculate an

automatic default gap.

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Global Contact Definition

Interface properties for penalty contact definition

Activate

Self-Impact

Add selected parts

of Tree (all shell

parts should be

selected

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Global Contact Definition

Interface properties for penalty contact definition

End with Save

and Close

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What is coulomb`s friction law?

Type 7 interface allows sliding between contact surfaces. Coulomb friction

between the surfaces is modelled.

Coulomb’s friction law is a classic friction law which states that frictional force

= coeff of friction*force acting on the object [Ff= µ*F]. Example - a block

sliding on an inclined plane.

It states that the Kinetic friction is independent of the sliding velocity.

The Coulomb approximation mathematically follows from the assumptions

that surfaces are in atomically close contact only over a small fraction of their

overall area, that this contact area is proportional to the normal force

(until saturation, which takes place when all area is in atomic contact), and

that frictional force is proportional to the applied normal force, independently

of the contact area .

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding (SPOTWELDS)

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Load case creation

Create rigid body

Switch to XY View

Press the „P“ key

to turn off the

perspective!

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What is a rigid body?

A rigid body is an idealization of a solid body in which deformation is

neglected. In other words, the distance between any two given points of a

rigid body remains constant in time regardless of the external forces exerted

on it.

Rigid body elements are used to

- impose equal displacement to a set of nodes;

- model rigid connections and pin-joints;

- enforce symmetry;

- model transitions, connections, spot-welds, seam-welds between non-

matching (dissimilar) meshes;

- distribute concentrated loads/masses to a set of nodes

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Load case creation

Create Rigid body

Mesh Editing

Rigid Body

Create

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Load case creation

Create Rigid body

Name RigidBody

and Ok

Add nodes by box

selection and pull

a box over the last

row of crashbox

nodes

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Load case creation

Define vehicle mass component to partially take into account the inertia

properties and mass of the missing parts of the vehicle Adjust

Properties of

rigid body:

Save and

Close

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Load case creation

Define vehicle mass component to partially take into account the inertia

properties and mass of the missing parts of the vehicle Display Graphic

Objects On/Off

Rigid Bodies.

To simplify the

model, several of

the components are

not modelled to

save time and cost.

Instead they were

represented as a

point mass and rigid

bodies.

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Load case creation

Rigid body – Boundary Condition definition

LoadCase

Boundary

Conditions

Create

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What is a boundary condition?

A boundary condition is simply the load applied to the system.

Boundary conditions are an approximation of the actual physical conditions

the system experiences and should match reality as closely as possible.

Boundary conditions include forces, imposed velocities and accelerations,

pressure loads, constraints on the movement of certain nodes, etc.

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Load case creation

Rigid body – Boundary Condition definition

Name this

boundary condition

Ok

Add/Remove nodes

by picking and

select the Master

Node of the

RigidBody

Select all degrees

of freedom except

the translation to

x(Tx)

Save

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Why Translation to TX not chosen?

In this case the boundary condition being created is to constraint he

movement of the component in unwanted directions.

We do not constrain movement in the TX direction or Translation in the X

direction, because we need the bumper to move in this direction for our

simulation, this also reflects the reality of its movement.

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Load case creation

Boundary Condition definition

Display Graphic

Objects

On/Off Boundary

Conditions.

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Load case creation

Gravity Load

LoadCase

Gravity Load

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Load case creation

Gravity Load

Give name and

Ok

Record data:

t = 0

9.81e-3

t = 100

9.81e-3

Save

Define time function

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Load case creation

Gravity Load

Choose Add all

nodes

Pick „Z“ as

direction

„-1“ for the negative

„Z“-direction

Save and Close

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Load case creation

Gravity Load

Display Graphic

Objects On/Off

Gravity

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Load case creation

Initial velocity definition

LoadCase Initial

Velocities

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Load case creation

Initial velocity definition

Name and „Ok“

Add all nodes

„-5“ (m/s) in X-

direction

Save and Close

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Load case creation

Initial velocity definition

Display Graphic

Objects

On/Off Initial

velocities

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Load case creation

Rigid Wall definition

LoadCase

Rigid Wall

Create

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What is a rigid wall?

A rigid wall is a nodal constraint applied to a set of slave nodes in order to

avoid the node penetration to the wall. If contact is detected, then the slave

node acceleration and velocity are modified.

Mainly to constrain movement of a moving body after impact, We will be using

a cylindrical wall.

An infinite cylindrical wall is a cylinder which extends to infinity. It is defined

with two points (or one point and one node) and a diameter. Note that contact

is only possible from outside the cylindrical wall.

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Load case creation

Rigid Wall definition

Select Rigid wall

type Cylinder

Take over the

properties

See, Save and

Close

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Load case creation

Definition of Accelerometer for post processing

Data History

Accelerometer

Create

The accelerometer

option computes a

filtered acceleration

in the output system

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Load case creation

Definition of Accelerometer for post processing

Name „Ok“

Select with Pick

nodes to add one

node to be defined

as accelerometer

Cut off frequency of

1.650 (=1650 Hz)

equates:

CFC1000 filtering

Save and Close

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Load case creation

Definition of Accelerometer for post processing

Data History

Section Create

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Load case creation

Definition of Accelerometer for post processing

Type Name Ok

Select both

Crashbox parts

using Include

picked Parts

Conclude with Yes

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Load case creation

Definition of Accelerometer for post processing

Define section

plane with 3

nodes

Adjust with shells

and nodes

correct the

section plane

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Load case creation

Definition of Accelerometer for post processing

Type the name

Ok

Before: Afterwards:

Save

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding (SPOTWELDS)

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Model Check

Clean model

Mesh Editing

Clean

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Model Check

Clean model

Clean and Close

Review the

checkboxes

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Model Check

Interface Checker

Quality Check All

Solver Contact

Interfaces

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Model Check

Interface Checker

Results should

look like:

0 Intersections

and

0 Penetrations

Penetrations (not

Intersections) can

be dissolved

automatically by:

Depenetrate auto

Close

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Model Check

Model Checker

MOST important

Function (ALWAYS

to use before the

export of the

model):

The Model

Checker

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Model Check

Model Checker

Most Warnings can

be ignored or be

resolved

automatically.

(Beware of Errors

Must be solved)

Close

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Agenda

Geometry meshing with HyperMesh

Mesh preparations and modifications with HyperCrash

Material creation and assignment

Property creation and assignment

Welding (SPOTWELDS)

Mirror to full model

Global contact definition

Load case creation

Model check

Start of simulation

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Simulation

RADIOSS (BLOCK) is the solver used for solving non-linear implicit and

explicit problems.

HyperCrash/RADIOSS essentially writes out starter file and Engine file.

Engine files are used to set up the model, including termination times, output

requests, and other checks that control the execution of the job.

Starter file contains actual model definition. Engine file executes the actual

computation.

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Simulation parameters

Control Card

Model Control

Card

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Simulation Parameters

Control Card

take required

settings

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Simulation parameters

Make sure to save every setting before

you move to the next Control Card

Defines the time for running

Writes animation files at a time frequency

of 5 and the start time is 0

Writes a time history file. the time at which

the time history file begins.

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Generates animation file which contains

element data for specified results (Energy

desity, hourglass energy, etc…)

Writes nodal scalar data (mass, inertia,etc)

Writes vector data (velocity, acceleration, etc..

Simulation parameters

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Export model

Export Model

Select File

Export

RADIOSS…

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Export model

Export Model

Choose path…

Give file

name…

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Export model

Create/export starter file with model (_0000.rad)

Possibility to write

comments and/or

model evolution

into model file

(Start with „#“ at

beginning of every

row for comment)

Save Model

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Start RADIOSS

Start model

START

Programme

Altair…

RADIOSS

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Start RADIOSS

Start model

Select working

directory

Choose:

RADIOSS

Version

(Starter and/or

Engine)

Number of

CPUs

Run

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Start RADIOSS

Start model

RADIOSS Starter

announces:

0 ERROR(S)

0 WARNING(S)

RADIOSS Engine

starts the

simulation and

writes Animation

files

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Post processing

Model post processing with HyperView

Open animation

files (also during

simulation

possible)

With Load Model

Play animation