cplane request
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 From:  Michael Gibson
2599.2 In reply to 2599.1 
Hi Danny, there isn't quite enough information exposed to scripts to do this currently, but it should be pretty easy to add it in for the next beta.

I'll give it a try tomorrow.

- Michael
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 From:  DannyT (DANTAS)
2599.3 In reply to 2599.2 
Thanks!

-
~Danny~
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 From:  Michael Gibson
2599.4 In reply to 2599.1 
Hi Danny, this is set up for the next beta.

You'll be able to use a keyboard shorcut with this script:
code:
script:moi.view.setCPlane( moi.ui.mainWindow.viewpanel.getViewport('3D').targetFrame );

Which when triggered will set the construction plane to align with the view orientation of the 3D view.

This won't work in the current Apr-12 beta though, it will be working in the next one.

- Michael
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 From:  DannyT (DANTAS)
2599.5 In reply to 2599.4 
That's great Michael,
I needed it when I was modelling some organic shapes and couldn't orientate the cplane the way I wanted.
When using the script and when the cplane aligns with the view, is it pivoting on the absolute origin, also, in the case when I have the cplane set at another orientation from absolute and use the script how will it orientate in relation to the current set position ?

Cheers
~Danny~
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 From:  Michael Gibson
2599.6 In reply to 2599.5 
Hi Danny - that script above (in the next release) will place the cplane's origin at the viewport's rotation pivot point, with the the cplane x-axis oriented towards the view's current direction towards the right, and the cplane's y-axis oriented towards the view's current up direction. It doesn't matter what you had the cplane set to previously.

Are you saying you would prefer for the origin of the cplane to remain the same as it was previously and only have the orientation change to match the view's current directions? That would be possible to do as well with a small modification to the script.

- Michael
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 From:  DannyT (DANTAS)
2599.7 In reply to 2599.6 
Hi Michael,

> Are you saying you would prefer for the origin
> of the cplane to remain the same as it was
> previously and only have the orientation
> change to match the view's current directions?

Yes, that would be great, in that way we could set up the cplane to the area we are working, orientate the view, then hit the script.

Thanks again
~Danny~
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 From:  Michael Gibson
2599.8 In reply to 2599.7 
Hi Danny, the following script will do that in the next beta release:

code:
script:/* Orient cplane to 3D view direction, keep same origin */ var frame = moi.ui.mainWindow.viewpanel.getViewport('3D').targetFrame; frame.origin = moi.view.getCPlane().origin; moi.view.setCPlane( frame );

- Michael
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 From:  DannyT (DANTAS)
2599.9 
Hi Michael,

I have another Cplane request, can a CPlane translation be implemented when activated.
I couldn't see any space in the existing command UI for an XYZ value input, the only way I could see it work is to use the main numeric input field for a precise distance translation for XYZ.

BTW, I think I mentioned this before, when positioning the CPlane using construction lines, once done the construction lines hang around, they even come back when you do an undo.

Cheers
~Danny~
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 From:  BurrMan
2599.10 In reply to 2599.9 
Could they be a temp reference to your new xy axis?
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 From:  Michael Gibson
2599.11 In reply to 2599.9 
Hi Danny,

Yeah in general there aren't any XYZ values inside of command options, anything that needs an XYZ value uses the common XYZ input on the bottom command bar (next to the view tabs).

If you want to place the cplane at a specific XYZ coordinate, then you can enter that coordinate using that control at the first "Pick CPlane origin" prompt.

You can also enter a displacement then, by using the "Relative" point input - that's when you input a point value prefixed by "r", for example if you enter:

r5,5 <enter>

Then when you move the mouse around, you'll see that the point is offset by 5,5 from where it would normally be, so you can move your mouse to the cplane origin to get a snap there and you will then have a displacement from the current origin.


This displacement method for relative point input was a new function I added at some point in v2, it works in a general way when picking points in any command. Previously in MoI v1 you could only enter relative coordinates on a second pick, when a base point had been defined. But now in MoI v2 you can enter them when there is no base point to get this displacement/offset type behavior.


There's also another slightly different method - at the first "Pick CPlane origin" prompt, you can push Done or right-click there without actually picking a new point, which will place the cplane adjustment widget at the current cplane's location. Then when in the adjustment stage, you can either drag or click the cplane origin to a new location. To do a relative placement, click the origin point, so that you will now be placing the second point without the mouse held down. Then the current origin will be the base point for the point pick and you can enter in relative coordinates here as well, which in this case will displace from that base point.


Let me know if any of that doesn't make sense.


re: Construction lines during CPlane positioning - I had thought I fixed that up but it looks like I somehow made it worse or something, I'll take another look at that.


- Michael
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 From:  DannyT (DANTAS)
2599.12 In reply to 2599.11 
Hi Michael,

Thanks for the run down, makes perfect sense and all the options are there.

Cheers
~Danny~
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 From:  DannyT (DANTAS)
2599.13 
Hi Michael,

Is there away to resize the Cplane triad, when it's active at positioning stage. At the moment it's quite small in this particular model I'm doing.

_
~Danny~
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 From:  Michael Gibson
2599.14 In reply to 2599.13 
Hi Danny, there is not currently any way to do that, I've added it to my list to try and figure out some way to automatically scale it to fit the current view.

- Michael
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 From:  Michael Gibson
2599.15 In reply to 2599.13 
Hi Danny,

> Is there away to resize the Cplane triad, when it's active
> at positioning stage. At the moment it's quite small in this
> particular model I'm doing.

Actually, I forgot that there is a way to control it - it is actually based off of the grid size.

The triad arms are currently set to a length of 10 times the grid block size. So if it is too small for your current view, set the grid size to be larger and then it should be better.

There is a shortcut for setting the grid size on the little menu that pops up when you move your mouse over top of the "Grid Snap" button on the bottom command bar.

I'll see if I can tune it up to automatically make it somewhat larger if it would be small in the current 3D view though.

- Michael
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 From:  DannyT (DANTAS)
2599.16 In reply to 2599.15 
Cool!
Thanks Michael.

-
~Danny~
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 From:  DannyT (DANTAS)
2599.17 
Hi Michael,

Another Cplane question.

I have two sessions of MoI open, in one I have an assembly, in the other I have a a single item.
In the assembly I've orientated the Cplane to a different position and angle to the origin, I go to the the second session of MoI, copy the model and paste it into the assembly. I was expecting the item to be pasted in the current orientation of the Cplane in the assembly but this was not the case.

Any options?

Cheers
~Danny~
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 From:  Michael Gibson
2599.18 In reply to 2599.17 
Hi Danny - copy and paste is set up to just literally duplicate objects, it does not attempt to modify the pasted objects in any way, like changing them in orientation or anything like that.

That could be a good idea for something to add in the future though.

In v3 I want to work on adding some various orientation tools to help with placing objects in relation to other pieces.

For v2 though you will need to use the Move, Rotate, or Rotate Axis Transform commands to adjust the orientation of the part to where you need it.

If you need some help with that, if you could post your model I could go through some steps for that.

- Michael
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 From:  DannyT (DANTAS)
2599.19 In reply to 2599.18 
Hi Michael,
Sorry for the late reply.

> - copy and paste is set up to just literally
> duplicate objects, it does not attempt to
> modify the pasted objects in any way,
> like changing them in orientation or anything like that.

The thing is that's what I thought I was doing, duplicating the object from XYZ position and then pasting it at the XYZ position in the other session, I didn't think this was changing the orientation of the object, just changing the position of the work plane.

I use it all the time with my other app and thought it was a normal thing, it would be a great addition :)


Cheers
~Danny~
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 From:  Michael Gibson
2599.20 In reply to 2599.19 
Hi Danny,

> The thing is that's what I thought I was doing, duplicating
> the object from XYZ position and then pasting it at the XYZ
> position in the other session, I didn't think this was changing
> the orientation of the object, just changing the position of
> the work plane.

I'm not sure if I follow - currently the way it works is that your object is exactly duplicated when you paste, no coordinates are changed, every single XYZ coordinate of your copied object should be exactly the same when you paste in. (with the exception of unit system scaling if there were different units between the copied model and the one you are pasting into).

When you set up a construction plane, you are not actually changing the coordinates for objects that are stored in the geometry database (which are always stored in world coordinates), you're just basically changing your view on to the world and the surface that is used for the initial position of newly drawn objects.

To change an object from one construction plane to a different plane somewhere else, would involve remapping and changing all the coordinates of the objects. I thought that was what you were asking about?

I could see having that as a kind of special paste function, but it seems to be good to leave the regular paste as operating in a simple "just duplicate things with no changes" way.

- Michael
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 From:  BurrMan
2599.21 In reply to 2599.20 
This would be a powerful addition. The ability to have the objects interact with the current working plane.

Even having it as a tick that can be turned on and off would be the optimal choice for me. Whether Globally, or preferably by object. Like a browser pane setting. Set As Global or local object. :O
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