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First, I'm a little bothered that they co-opted the name of an existing technique and made it a special part of the interface. We have been making layout sketches in SW assemblies and parts for years, but they have been 2D instead of 3D, and they were regular sketches.
Second, SW has again taken something simple and made it complicated. Why hide a sketch feature like that? It leads to stuff like the fact you pointed out about not being able to unsuppress it.
(Here's an ugly workaround for unsuppressing a suppressed Layout: add a Design Table, and auto populate it. It won't go in there the first time, so close it out and edit it , then select the STATE@Layout from the list of features. Add a second config and put a U in the column.)
3D sketches are another weak link in SW. Poor choice in my opinion. You can't put sketch pictures in a 3D sketch, and sketch pictures are an essential component of layout techniques in my experience.
One of the big advantages of this technique that you didn't mention is that in the past when you did a layout and made parts from it, you couldn't use dynamic assembly motion, you had to edit the sketch and exit it and update to see the parts in their new position. Now with the new layout functionality, you can drag the blocks and the parts move with them. This is the only really significant advance in the new functionality, in my opinion.
BTW though... PCB Design in SolidWorks?
I've gotten around the inability to use sketch picture in 3D sketches by putting a picture in a part first and then inserting it into the assembly. definitely not the best way I'd like to do it.
I totally missed mentioning the dynamic motion! it's so cool too, when you have inter-related sketches/blocks in 3D and you're adjusting sketches.
As far as having top-down driven parts move in an assembly, no problem.
1. Use your layout sketches (whether their just plain old sketches that you call layout sketches or they're the new SWX 2008 Layout Sketches doesn't matter) to define your parts and assembly in one position.
2. Create a copy of each part/assy that will be 'animated'.
3. I like to put the static, original versions of the moving parts into their own folder so that I can hide them all at once.
4. Remember to edit the original versions of the parts/assemblies if needed. I'm not sure what the implications are of editing a copy of a part/assy.
Loeb, so... you're pulling in copies of your parts and mating them all in place so you can get desired motion? Seems to me like unnecessary redundant work... BOMS will have wrong qtys unless you change component properties for all multiple parts to 'Exclude from bill of materials'... you're loading twice the parts you really need...
What Loeb is talking about is interesting. I've seen that done with spring. You could also do something similar with configurations, but you could get some complicated configurations with large assemblies.