David,
People usually make castings for cost and, most importantly, because it is next to impossible to machine some shapes. And you don't put rough castings or forgings in a finished product, so the machined part is hardly an 'afterthought' - it is the primary focus.
Forget the liberty bell for a moment and let me give you a 'real world' (not Old World) example:
You are working on an engine. You want a bracket to mount the alternator to it; odds are pretty good you already have the alternator AND the engine (who would make the engine around the bracket?). So, you open the engine assembly and insert the alternator into it. You position the alternator assy where you want it in space; now you start making a bracket that fits.
Do you mean to tell me that, at this particular point in your design process, you think you can start modelling a CASTING? Of course not, you are going to make a finished part. You're going to put in hard points, mounting holes, screws, etc. You're going to make sure you can get a socket wrench in to the screw heads. You're going to be finessing the location so that you have good wrap angles on the belt and the center distance works out to a standard belt size while the tensioner is mid-range in it's motion. There are dozens of little corrections to fit and usability, none of which you can make with a casting model. If you're worth your salt as a designer, you already know if you're going for sand, investment, lost foam, or die casting and you're considering constant wall thickness and draft angles and other peculiarities to each process.
Now you find yourself with a finished, machined part - not a rough casting. In order for you to finish your bracket project, you then - downstream - need a casting model. Your first 10 parts you're probably going to make from solid or SLA while you're waiting on your foundry's tooling and samples anyway.
Meanwhile, your buddy Tom has decided that where you put the alternator is just IDEAL for the power steering pump - and he wants to know if you'd mind sharing your bracket with his pump? C'mon, all it needs are three holes and an ear, you can do that right? 'Course you can. So do you add it to your casting to see if it too fits? Of course you don't
- you add the holes to your finished part - and the ear too. You want to see how the power steering pump looks alongside the alternator. Now you need to get a three cylindrical bosses and an ear on your casting too.
Meanwhile, Fred needs to do something about the fact that you've just put a mounting pad onto the side of his engine block for your bracket - and you weren't working with the raw casting either; were you -how could you have been?
That's why you just cannot know in advance what your casting is supposed to look like until you've modelled the finished part. You cannot design an assembly like that working with raw material any more than you would put a piece of 4340 round stock in place of shaft in a gearbox - which is essentially what you're advocating when you get right down to it. Finished parts come first.
John Wade:
I'm sorry if I was a bit unclear in my description of the use of Inheritance for castings, so here it is again:
-Model your finished part
- Make a new empty part - File>New
-Insert an Inheritance of the finished part as the first feature - Insert>Shared Data>Inheritance from Other Model. Assemble it to Default.
- Expand the model tree of the Inheritance feature so you see the model structure of the finished part
- Working from the bottom of the model tree and going up, highlight each feature that would NOT exist in the casting (tapped holes for example) and suppress it. This will NOT propigate back to the original part. Be careful at this point to make sure that parent/child relationships are not causing the uninteded suppression of features further down the tree. If they do, you may need to alter the original (machined) model's design intent or find another way to deal with the feature.
-Once you've suppressed the machined features that you can, add offsets (Edit>Offset) to the surfaces requiring cast stock for finish machining or fill in with Extrudes areas that you want material on for fixturing, etc. Obviously, you're probably not going to be adding any cuts.
Offsets are just one way of adding material - there are also Variable Dimensions and plain old Extrudes.
Now that you've made your casting and made it parametric to the finished part, if you decide later on that you need to add something - or remove something - from the finished part, all you need to do is add it and then open the casting model and RMB on the Inheritance feature and do Update Inheritance for your changes to propigate.
Regards Peter Brown