VRC Push Back Field CAD (OnShape)

I modified the CAD model of the Push Back field and elements to be more accessible for OnShape users, especially those with slow internet connections and low-performance machines. Below is the share link, as well as a list of modifications.

[Share Link]
(Onshape)

  • Recolored all elements to the correct colors
  • Renamed all instances to the element name rather than product number
  • Replaced the 36 field tiles with a single square floor
  • Replaced the very laggy field wall model with a simple frame
  • Removed all fasteners such as screws, nuts, and standoffs

I plan to update the workspace in the near future to include field layouts for VEXU, and both skills layouts. Also, let me know if there are any problems/things you want added or changed, and this season I’ll try my best to stay on top of keeping the CAD up-to-date.

12 Likes

This is great! I’m presuming you are okay with these being included in notebooks provided the proper credit? Cheers.

Could you add the graphics on the ground around the center goals?


(from the manual)

Yep, that’s what it’s for!

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Yeah I’ll get on that now actually

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This is amazing, already a lot better than the one that vex distributed. I’ve been working on trying to 3D print that model for a while now and no matter how many times I repaired it and ran it through my slicer there were still mesh errors. It looks like your fixes to the floor tiles and walls have worked but some of the game elements still get ignored by the slicer. If you are able to fix those that would be great!

I’m working on re-modeling each individual part from scratch, which should fix the remaining issues. Once I’m done with all of the models I’ll make another post here. In the meantime, you can check the latest version of the workspace to check on the progress, as I add a new version each time I make a change.

2 Likes

Changelog (V3-V9):

  • Added checkerboard pattern to foam floor to show tile borders
  • Revised the block and parking zone models to be accurate to the game manual
  • Remodeled the loader from scratch to remove mesh errors from import
  • Fixed the width and gap of the autonomous tape lines
  • Added a low detail checkbox to replace fillets with chamfers on the block model, reducing the full assembly primitive count to 362,351 when checked
  • Changed the block weight to 40g as specified by the game manual
  • Added the central floor decal, minus the 4 VEX® logos
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Just finished remodeling everything by hand, should work now.

1 Like

Does anyone have any opinions on the usability of Onshape vs. Fusion 360 for VEX?

I personally prefer onshape because of it’s built in cloud compatibility and because it’s free. Fusion is more capable, but for assembling robots from predesigned parts, there is little advantage in my opinion, and I think onshape is the best option.

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Onshape is so laggy tho

I think there is a computer problem.

Like what? I have not encountered any problems with the CAD, nor have I found any inconsistencies or bugs. Please elaborate on this.

I have a friend who’s Chromebook wasn’t running well and the settings werent made to be optimized so I helped change them. Not really onshape but more overall settings.

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Could you please elaborate on what settings you changed? I have parents telling me that OnShape isn’t going to work on our chromebooks, yet I have a student who uses it on their chromebook without any issues. I’d like to have a list of things to check, if possible.

Thanks

First thing that we did was a power wash to remove anything that could be in the background slowing the primary tab. This typically worked and made most of the computers run smoothly at around 400 parts (fully detailed drivetrain). Our next thing if that didn’t work is that we looked into performance in the browser settings the main one that didn’t really help me was memory saver. It made it so other tabs would be inactive but when I went to our notebook it would slow down drastically. So that’s what I have to fix slowness or even not working.

1 Like