Plane Normals

Discussion in 'SolidWorks' started by matt, May 15, 2005.

  1. matt

    matt Guest

    You know when you make a change to something before a sketch and the sketch
    completely flips to its mirrored position? Or maybe an extrude or a cut
    just changes directions? I just ran into this and was able to figure out
    what's going on.

    The change I made was to change the value of a sketch fillet. It didn't
    cause any sketch errors, change the number of edges, vertices or faces, it
    was just a size change. A plane was defined based on this face (3 pt
    plane), and it lost one of its references. When I reselected the
    reference, the sketch that was on it flipped position. Obviously a plane
    normal problem, but SW gives you no control over the plane normal.

    It turns out that the solution was to go back into the feature and reselect
    the vertices in the original order. So with a 3 pt plane, the order in
    which you pick the vertices determines the plane normal direction, and if
    you reselect the vertices without paying attention, you may flip your plane
    and everything dependent on it.

    This would be a good thing if there was some way for users to know about
    the functionality. Maybe a reorder button in the dialog like in the loft
    section dialog? Maybe something in the help that says that's how it works?
    Maybe an indicator and a switch to help the user understand the
    significance of and how to control plane normals?

    Anyway, I know I sometimes lose a lot of work when I'm not willing to stop
    and figure out why things like that happen. Just thought I'd pass on that
    info.

    matt
     
    matt, May 15, 2005
    #1
  2. matt

    That70sTick Guest

    One of the things SW could stand to do as well as Pro/E: control of
    plane and sketchorientation.
     
    That70sTick, May 15, 2005
    #2
  3. matt

    Andrew Troup Guest

    Thanks for the heads-up, Matt

    I've struck this occasionally and never got to the bottom of it.

    Quite agree about the frustrations of not being able to specify or lock down
    the plane normal direction

    Sometimes "dumbing down" the toolset makes things harder rather than easier.
     
    Andrew Troup, May 16, 2005
    #3
  4. matt

    Andrew Troup Guest

    Thanks for the heads-up, Matt

    I've struck this occasionally and never got to the bottom of it.

    Quite agree about the frustrations of not being able to specify or lock down
    the plane normal direction

    Sometimes "dumbing down" the toolset makes things harder rather than easier.
     
    Andrew Troup, May 16, 2005
    #4
  5. matt

    TOP Guest

    So is it right hand rule or left hand rule.


    If picking in clockwise order orients the Z axis pointing out of the
    screen it is righthand rule.
     
    TOP, May 16, 2005
    #5
  6. matt

    That70sTick Guest

    I did some experiments with planes defined normal to a curve. Got
    control over plane normal while reorienting defining geometry past 180
    degrees, but still flippy w.r.t. sketch horizontal definition.
     
    That70sTick, May 16, 2005
    #6
  7. matt

    matt Guest

    For a 3 pt plane it's right hand rule.

    For a line and a point, it seems to try to align itself with the X, Y or Z
    positive direction.

    A couple years ago I posted the bit about moving a sketch from one plane or
    face to another perpendicular plane or face and then back flips the
    directon the sketch will extrude. Not that it's really useful, it's just
    interesting.

    matt
     
    matt, May 16, 2005
    #7
  8. matt

    M.D. Guest

    Thanks Matt. I never took the time to figure out why it did that.


    Rocky


    www.dzynsource.com
     
    M.D., May 16, 2005
    #8
  9. matt

    Cliff Guest

    The crossproduct of any two non-colinear vectors
    *on a plane* is a vector normal to it.

    (Beware vectors that are not on the same plane as
    you will get a different result ... best that they have
    a point in common).

    Each plane can have two such vectors, in opposite
    directions, depending on the order of the crossproduct
    of the vectors IIRC. A*B <> B*A. Both are valid normals.

    Any three non-colinear points can define two
    such vectors.

    http://mathworld.wolfram.com/CrossProduct.html

    I don't know if that helps any ....
     
    Cliff, May 16, 2005
    #9
  10. Co linear vectors don't have a cross product! ie, zero by def.
    Best that they have a plane in common!!

    But ackshooly, iffin the program is doin it's job, "planarity" (ie, a
    convenient xyz type plane) shouldn't matter. Alls you need are the
    "direction cosines" for each line (vector), and the direction cosines of the
    cross product just pop right out--of the right formula, of course. A decent
    program should spit these out automatically.

    If said program is not giving you direction cosines (and you need them), you
    can do it quite expediently in a spread sheet. W/ the three direction
    cosines, you can actually visualize the line in space, w/ a little
    familiarity.
    Ackshooly, you could have the spread sheet graph it as well!
    Jes in case you have suspicions of the resultant vectors in yer $37,000
    Saladworks package. :)
    Ackshooly, the cross product is written A X B ( = -B X A). The algebraic
    sign can be very important--esp. on final exams!

    An asterisk is perilously close to a dot, which represents, well, the "dot"
    product.
    Ito *magnitudes*, the cross product is simply ABsin angle
    The dot product is ABcos angle; included angle.
    Which are other thumbnail "checks" of yer program. IOW, the *maximum*
    length of *either* the cross or dot product is the straight multiplication
    of original vector lengths. (sin, cos =1)
    or a plane!

    The cross product is in fact the quantity called "torque", if said vectors
    are a distance and a force.
    The direction of the torque vector follows the "right-hand screw rule" which
    is the translation of a rh screw as you twist it.
    In fact, I can't think of any *mechanical quantity* that is a cross product,
    other than torque! Some shit in E&M uses cross products.
     
    Proctologically Violated©®, May 16, 2005
    #10
  11. Ackshooly, there are some wild-assed cross products in some angular
    momentum/moments of inertia problems, but they almost don't count. :)
     
    Proctologically Violated©®, May 16, 2005
    #11
  12. matt

    That70sTick Guest

    I did a lot of automotive "in-car position" modeling on my last job. I
    quickly got away from using horizontal and vertical constraints in 2D
    sketches.

    Instead of using sketch horizontal and vertical, I created base axes
    for my working X, Y, and Z. Each sketch would have two base
    construction lines to form a "working CSYS" constrained
    parallel/perpendicular/angle to those axes. Subsequent sketch elements
    were constrained parallel/perpendicular/etc. w.r.t. the working CSYS
    curves.

    A bit cumbersome at first, but it became habit quickly. Saved a lot of
    time in the long run. Sketches were more robust and weathered
    frame-of-reference changes better. Also makes it easier to relocate
    entire sketches.
     
    That70sTick, May 16, 2005
    #12
  13. matt

    Cliff Guest

    Usually with a unit vector as a surface normal for the correct
    projection values.
    True, but BB's a fish <G>. He'd want to know what "X" is.
    And I have problems showing the dot in ASCII.
    Hence the explicit "crossproduct" mention.
    The area subsumed by the vectors if they both start at the
    same point is equal to it's magnitude.

    Don't forget that these vectors are 3D so using trig & computing
    unit vectors & transforms first is the hard way indeed.
    You don't have to have unit length vectors to start with
    to find a normal.
    Which is what they want the normal to.
     
    Cliff, May 16, 2005
    #13
  14. matt

    Geoff Guest


    There is no reason to state the "on a plane" or "point in common"
    since any two arbitrary vectors can be resolved into "coplanar"
    component vectors and the cross products of those vectors can be
    computed.

    To quote the site you listed above:

    "Since vectors remain unchanged under translation, it is often
    convenient to consider the tail A as located at the origin when, for
    example, defining vector addition and scalar multiplication."
    http://mathworld.wolfram.com/Vector.html


    The cross product of any two vectors is a vector normal to the plane
    defined by those vectors.

    Consider a vector F and any point O in space. If we draw a vector R
    from O to any point on F or on the line of action of F then R x F is a
    moment vector M about O perpendicular to the plane containing R and F.

    Thus M = R x F = (FR sin theta)1

    The moment vector will be independent of where R terminates on F or on
    its line of action.


    Also, in response to your assertion that mass is a vector:

    http://mathworld.wolfram.com/Scalar.html
    "A scalar is a one-component quantity that is invariant under
    rotations of the coordinate system. "

    http://en.wikipedia.org/wiki/Vector_(spatial)
    "Vectors can be contrasted with scalar quantities such as distance,
    speed, energy, time, temperature, charge, power, work, and mass, which
    have magnitude, but no direction (they are invariant under coordinate
    rotations). The magnitude of any vector is a scalar."
     
    Geoff, May 16, 2005
    #14
  15. True, any two vectors determine a plane, but if the plane formed by the
    vectors is other than cartesian, yer direction cosines are not as simple.
    But if you want "real" direction numbers rel to the cartesian coord system,
    then it proly is best to leave the vectors as is, and deal w/ the result as
    is.
    But indeed no big deal.
    All solvable in sed spreadsheet... :)
     
    Proctologically Violated©®, May 16, 2005
    #15
  16. matt

    Cliff Guest

    If they are not coplanar I think that the result is called a couple
    <G>.

    We are speaking of 3D CAD systems too .....
    "*Might* be considered" .... do YOU have a good GUT handy?
    That's a bit open .... I can, as an example, rotate something
    about the X axis unit vector .... does that make the X axis unit
    vector a scalar?
    Not quite the subject ...
    I'm beginning to dislike Wickipedia and those that rely on it.
    In 4-space & much of Physics, time is a vector.
     
    Cliff, May 16, 2005
    #16
  17. Oh yeah, I dint catch the beginning of the thread, but iffin alls you need
    is normals to a plane, you no need no stinkin cross product!

    Planes have equations, like lines, and perpendiculars to the plane (normal
    unit vectors) are just simple ops on that equation, sorta like a line w/
    slope m, whose perpendicular is -1/m.
    Fergot the details fer planes, but it's a similar deal, found in most solid
    geometry/calculus texts.
    Or so I think.... :)

    But $37,000 saladworks should have *alladis*, and then some.
    Saladworks should give goddamm *lap dances*.... at least...
     
    Proctologically Violated©®, May 16, 2005
    #17
  18. matt

    Michael Guest

    correct me if I'm wrong, but my recollection from math class is that two
    vectors form a plane if and only if they cross at some point... non
    crossing vectors in 3d do not define a plane
     
    Michael, May 16, 2005
    #18
  19. matt

    Cliff Guest

    (0,0,0) ==> (1,1,1)
    (1,.5,3) ==> (1,.5,.5)

    ??
     
    Cliff, May 16, 2005
    #19
  20. matt

    Cliff Guest

    A*X+B*Y+C*Z+D=0 would be the general form for a plane.
    Now, about a 3D line ....
     
    Cliff, May 16, 2005
    #20
Ask a Question

Want to reply to this thread or ask your own question?

You'll need to choose a username for the site, which only take a couple of moments (here). After that, you can post your question and our members will help you out.