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True position bad math

Either I'm having a huge brainfart or PC-DMIS has a new bug after this last update (2017 R2 SP9). Look at the actual hole locations and then look at the positions. I don't know what kind of common core math it's doing to get those numbers.

The only factor that I can think of, which shouldn't be a factor at all, is that each cylinder is constructed out of two circles. The Z nominal of the bottom circle is at the bottom of the part with a vector of 0,0,-1, as I intended to get a full length cylinder. As it turned out, I was unable to reach the bottom of the part and instead took it from the top at a much shallower depth with a vector of 0,0,1. I don't see how this would affect anything but it's the only thing I can think of.




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  • Ok I'm gonna try to explain this one more time. If you don't go in there and tell it to use the modifier. Then your "C" controls rotation and the max material becomes useless. Because "B" controls X and Y. "C" no matter what size, is gonna control rotation. If you click on customize DRF. You will see what your Datums are controlling. So no Z is not allowed to Rotate unless you have changed these settings up a bit. Can you do a screen shot for us? I'm curious how yours is set up.



    This allows you to shift Z, but not rotate it.


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  • Ok I'm gonna try to explain this one more time. If you don't go in there and tell it to use the modifier. Then your "C" controls rotation and the max material becomes useless. Because "B" controls X and Y. "C" no matter what size, is gonna control rotation. If you click on customize DRF. You will see what your Datums are controlling. So no Z is not allowed to Rotate unless you have changed these settings up a bit. Can you do a screen shot for us? I'm curious how yours is set up.



    This allows you to shift Z, but not rotate it.


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