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Constraint arrow dirrection?

4 REPLIES 4
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Message 1 of 5
Anonymous
212 Views, 4 Replies

Constraint arrow dirrection?

How do I flip the arrow when placing contraints to planes? I can "Flip
Normal" on a "Work Plane" but then I get into a situation once the assembly
is rotate 180, but this is not possible to my knowledge with "Origin
Plane"s? I'm ending up with constraint conflicts and upside down parts.

Is there a way while placing constraints and half iMates to specify which
dirrection this little guy is pointing? Seems logical.

TIA

gcooper
4 REPLIES 4
Message 2 of 5
Anonymous
in reply to: Anonymous

You can permanently flip the direction of a wp by rmb - flip normal. A wp is like any other face, it has a son (surface outward normal) so you either select flush or mate when placing assembly contraints to it.



So in other words, you've already figured out exactly how it all works in IV. You will have to use flush or mate to control the constraints.
Message 3 of 5
Anonymous
in reply to: Anonymous

That is not at all what I wanted to hear. Guess
this is another strike against iMates. I would have to argue that flush and mate
are not the same thing and that IV is treating them as if they were? If I am to
be able to use a part with an iMate on the opposite side of a box and have it
not attempt to flip over I'm going to need to have more options with
constraints. The iMates on the far side of the box need to be flipped without
affecting the ones on this side? Interesting.

 

Thanks for the reply.

 

gcooper
Message 4 of 5
Anonymous
in reply to: Anonymous

Perhaps you need to create two groups of composites.
Message 5 of 5
Anonymous
in reply to: Anonymous

That was what I was trying to avoid. More work
arounds..................


gcooper

 

 



style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">Perhaps
you need to create two groups of composites.

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