SU 8 axis issues
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I just upgraded to SU 8 and have been running into an issue I don't recall from SU 7. Here's an example...
I bring in a .dwg and the axis is fine but I rotate the component into place which effectively rotates the components axis as well. Now when I go into the component and try to move something along the blue axis it's moving sideways instead of up.
Am I missing a setting or something? I just want to always use the world axis where blue, green and red are always the same, regardless of what the component axis is.
-Brodie
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Sketchup v8 changes the way the axes show up during an edit; they now show the component's axes, which often might not be the same as the model's axes.
However, if you have a one-off dwg component instance that you've rotated so its axes don't match the model's axes then you can reset its axes to match the model's axes... Select it, right-click context-menu 'Change Axes'. pick a corner or some other logical insertion point and then pick the RGB / XYZ axis directions... Now when you edit the component its axes will reflect the model's axes, albeit centered at the component's insertion point that might not be the model's origin... -
Well the dwg was one example but it's really come up pretty regularly. Is there a plugin that can reset all of the axis in the file?
-Brodie
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Thomthom has an Axis plugin that allows you to set the insertion point. The only one I can think of?
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@unknownuser said:
.... Now when I go into the component and try to move something along the blue axis it's moving sideways instead of up.
...I just want to always use the world axis where blue, green and red are always the same, regardless of what the component axis is.As TIG mentioned, entering edit mode changed in SU8 for axes. You now start with components axes in edit mode. Right clicking on one of the axes allows you to select 'Reset' to worlds axes. But these two steps need to be done each time you enter any mode. (For it does not change components axes).
Or after resetting the axes in edit mode also makes it possible to reposition (change) the components axes to coincide with the worlds axes (direction plus origin). Use the 'Axes' tool to do so.The fasted way to achieve what you are after (without changing the components axes!) is to set up one scene with only worlds axes saved. Once you change/enter any group or component, you always click that scene and get the worlds axes (one step extra compared to SU7).
I personally prefer the new way things work in SU8. You start with components axes and if necessary you reset. Not the other way around like it used to be. But I'll not argue if someone disagrees. It's personal.
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More often than not, during an edit you will want to adjust parts of a component relative to its axes.
For example... you choose to edit an instance that's inserted in a wall that isn't parallel to the red/X axis, BUT you will probably want to move stuff relative to the component's red/Z axis - therefore the v8 edit/axes mode is the better option...
You can always reset a group/component's axes to parallel the model's axes... IF you want that affect... -
It sounds like my best bet is to just adjust how I'm used to working. For example, when I have a window, say, on a 45 degree wall I would sometimes copy it out and turn it 45 degrees so it lined up with the world axis. Then I could go in and edit it based on the world axis and later delete the extra component. Now, I guess I just need to go in there and edit the axis (turn it 45 degrees).
Similarly with my dwg example, I suppose instead of flipping the component around I can open the component and flip the linework around so the axis doesn't change.
I guess time will tell if I find the new way of things better worse or indifferent but it's good to hear that those who have been using it awhile seem to feel it's better. So far it just strikes me as a bit awkward compared to SU's usually intuitive interface (to me it seems more intuitive that blue is always up and down, etc.
-Brodie
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@unknownuser said:
It sounds like my best bet is to just adjust how I'm used to working. For example, when I have a window, say, on a 45 degree wall I would sometimes copy it out and turn it 45 degrees so it lined up with the world axis. Then I could go in and edit it based on the world axis and later delete the extra component. -Brodie
Yeah that axis change in SU-V8 really irks me.
I was drawing an ancient (circa 1907) V8 aircraft engine with a very complex cylinder construction, where all the push rods and valve rockers were exposed. It was at about 50 degrees tilt each bank. I created a dummy cylinder component (just a rough sized cylinder) and copied it 7 times in the correct locations and angles. Then I made a copy and set its angle straight in some remote location on its own development layer. All my construction work was done on the development copy, while any interference adjustments were made on any cylinder on the full engine.
Did the same thing on a radial engine. Worked like a charm.
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