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About Transform rotation, how to rotate based on I J K ?

Hello all,

Since most parts I dealt with were PLANE_A CIRCLE/SLOT_B CIRCLE/SLOT_C, so I always started with Readpoints to my programs. Before programing, I always move the coordinate system to where It should go. But sometime the original zero is way off the position with not only position off but also angles to rotate.

For example, let treat PT1 vectors as surface vectors.
I will calculate those I J K with arcsin to angles, then rotate with X Y or Z with the angles, usually it took couple rounds to have one vector close to -1 or 1.

Any easy way to deal with rotations? Any tips or suggestions are welcomes

Thank you




Parents Reply
  • It can be a bit tricky if the part model's at a compound angle to the coordinate system.

    When you select rotate option, you can pick either a line (so a straight edge for example) , or points (so you could pick a top and bottom diameter of a cylinder for example).

    Remember however, that you are only rotating about one axis (not actually levelling to the selected features) so you often need to do three (and sometimes more) rotations until you are 'square'.

    If the coordinate system is removed from the model as well, it's easier to move xyz to a featured (corner or centre) on the model first.



    It beats trying to trig stuff out though!
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