Defining Odd - Angled 3D Work Planes: 3-Point Plane Define Plane
Defining Odd - Angled 3D Work Planes: 3-Point Plane Define Plane
The example part is shown above.What you want to do is open the sloped face like a
door, using the left side of the face as a hinge.You are actually rotating this sloped
face about its left edge, using the left edge as an axis of rotation.To do this, you need
to define a new Work Plane that is perpendicular to the hinge line.
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TempPlane replaces the previous TempPlane from before.There is only one Temp
Plane.
You created a new Work Plane that is parallel to the sloped face, but you want one
that is perpendicular to the sloped face. Specifically perpendicular to its left edge
(the hinge-line). Right now the X-axis is facing the same direction as the hinge-line.
You need to get the Z-axis facing that way also.To do this, use the 3-Point Plane
command again to define a new Work Plane where the new X-axis points the same
way as the current Z-axis. Let the new Y-axis point in the same direction as it
currently does.
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6. Pick the 3-Point Plane command once more from the 3D menu.
Now you are ready to open the sloped face like a door, using the left edge like a
hinge.
10. Select all the lines that make up the sloped face, except for the hinge-line
itself.
The sloped face will rotate up 90 degrees. If you had typed -90 (negative 90),
the face would have rotated down, because of the Right-Hand-Rule.
By defining a View using a Normal Vector, you wind up with a Viewing Plane that is
perpendicular to that vector.This is like the Work Plane you want with the Z-axis
perpendicular to it. If you make the Work Plane equal to the Viewing Plane, you get
the Z-axis equal to the line-of-sight vector.
By defining a new View whose line-of-sight is right along the hinge-line, the Viewing
Plane is exactly where you want the new Work Plane to be.
The numbers that appear in the six data fields of the Redefine View dialog box
when it first comes up define the Normal and Up vectors for the current View. Since
your current View is the Isometric View, these numbers are the delta offsets that
define these two vectors for the Isometric View.
4. Use the bulls-eye cursor to drag a vector along the line of sight that you
want to use.
The direction you drag this vector will point AT the observer. Note that the first
data field in the Normal line must first be highlighted.