Help me to understand TS coord system

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Help me to understand TS coord system // New Users

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Post by finder // Oct 18, 2008, 1:47pm

finder
Total Posts: 66
I am going nuts here with TS. I have used TS7.6 for about a month or so and the hardest part to work with is the coord system. By default TS7.6 uses world coord. Now the meaning of this to my best understanding is ... It identifies points in three dimensions using an x, y, and z coordinate in the world of TS. The Z tell me a point gos up or down.... The X moves towards or away from the viewer and the Y goes from left or right.


Now when I work with TS and I click on a edge, vertices's or the hole object and try to move to a spot in TS world it will sometime get close to the spot and other time miss it by a mile. When I am working up close to a object and move a vertices to line it up and just move it a 3/16 inch and turn the object to see how good the line up was. I fine that it may have move up to a 1/2 inch out of line on one of the other axes.


Now that just one of the thing TS coord does to me. I have run into some other thing when I try to sweep faces and the faces start moving on it on axes as I do a sweep.


Can someone help me out here and tell me how I can get TS to stay on coord and when I move something on the axes I want it on it will and not on the axes it thinks I want. I do know how to use the widgit:banana:


I have noticed that there is other coord system in TS 7.6 screen,object and tangent. I must say what each of them does is not of my understanding; but if you like to inlite me to the use and help me to understand them I would forever in debt to you:D

Post by Norm // Oct 20, 2008, 12:04pm

Norm
Total Posts: 862
pic
Use nothing but a plane obj in workspace. Go through each of the various coord systems and you should be able to tell what they do.
Remember when you are in point edit mode, you have tools to move, rotate and scale the selected elements.

Post by spacekdet // Oct 20, 2008, 1:52pm

spacekdet
Total Posts: 1360
pic
Also note that you can restrict movement to a particular axis by toggling off /'locking' any of the three X Y Z icons.
The easiest way to do this is via hotkeys. You can, of course, also click the relevant icon to turn off any movement on that axis.
Unfortunately, you need different hotkeys for Model and Workspace.

Something to watch for: tS remembers what mode you were in, for instance if you Scale an object in World mode, and then switch to Rotate, it may have a different mode depending on whether you had it set as Screen or Object the last time you used Rotate.

In Workspace, they've made this a little more confusing than it has to be because the icons indicating what mode you're in are hidden in a flyout- the best way to deal with it is to drag the XYZ and World Screen Object icons out into their own, always visible, toolbar.
(In previous versions these were part of the window frame, a far more useful setup, IMO)

Norm has the right idea, the easiest way to 'get it' is to pop a simple object into the scene -preferably not located in the center of the grid, and experiment with moving it and moving around it as you change modes and toggle axes locks on or off.

In a rough nutshell:

Screen:
X= side to side
Y= up and down
Z= 'in' and 'out' depending on the position of your camera or viewpoint

Object: (Click the 'Axes' in Model or 'Axis Tool' in Workspace to reveal the object's axis- In Model the axis itself can be scaled larger to see it better. Click on the Axes tool again to hide it.)
X= dependent on direction of the Object's X axis
Y= dependent on direction of the Object's Y axis
Z= dependent on direction of the Object's Z axis

World:
Color coded to the two center lines that cross in the center of the grid.
X= Perpendicular to the Blue World X axis.
Y = Perpendicular to the Green World X axis.
Z = Perpendicular to the Ground Plane ('up' and 'down')
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