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
You can also check your transformations while you are doing them by measuring features with the transform window open. I'll measure a point on a plane and check its vector to make sure I've done all the rotations needed.
You can also check your transformations while you are doing them by measuring features with the transform window open. I'll measure a point on a plane and check its vector to make sure I've done all the rotations needed.