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Power Manipulator Command?

18 REPLIES 18
Reply
Message 1 of 19
Anonymous
696 Views, 18 Replies

Power Manipulator Command?

Hello - does inventor have a similar command to the Power Manipulator
command in Autocad? I have been looking for this, but I haven't found
anything.

Thanks,

Bill
18 REPLIES 18
Message 2 of 19
Anonymous
in reply to: Anonymous

Don't need it. In assembly file simply click on object and hold mouse button down and you can move along any unconstrained DOF. There is a move and a rotate tool if you really must. But the sooner you forget that MDT stuff the faster you will progress in Inventor. Been there, done that. J.D.
Message 3 of 19
Anonymous
in reply to: Anonymous

Thanks J.D. - somethings die hard, you
know!


style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
Don't
need it. In assembly file simply click on object and hold mouse button down
and you can move along any unconstrained DOF. There is a move and a rotate
tool if you really must. But the sooner you forget that MDT stuff the faster
you will progress in Inventor. Been there, done that.
J.D.
Message 4 of 19
cgebers
in reply to: Anonymous

There's something I don't get here. The need to rotate a component 90 degrees about an axis is "MDT stuff"? It seems like a pretty general purpose operation to me.
When I bring a component into an assembly, it's often at the wrong orientation. The only way I've found to spin it to the right orientation is to add constraints, which is often more than I want to do at the time. For example, I might be designing a fixture to hold a workpiece. I've got the base frame modeled, and the workpiece modeled. I drop the workpiece into the assembly, but it's on it's side. I need to rotate it precisely 90 degrees about its axis. The rotate tool in Inventor (using 5.3 here) (Edited by Moderator). It rotates about an axis defined by the view, and freehand only - no way to do a precise 90 degrees, or snap to a world axis. The only thing I can do is constrain the workpiece to the base frame, which I'll just have to undo later when the fixturing is designed. Not to mention, the constraint makes it more laborious to move the workpiece around (change the work height, for example).
Message 5 of 19
Anonymous
in reply to: Anonymous

Might try F4/Spacebar.
~Larry

"cgebers" wrote in message
news:f18f2e5.2@WebX.maYIadrTaRb...
> There's something I don't get here. The need to rotate a component 90
degrees about an axis is "MDT stuff"? It seems like a pretty general purpose
operation to me.
> When I bring a component into an assembly, it's often at the wrong
orientation. The only way I've found to spin it to the right orientation is
to add constraints, which is often more than I want to do at the time. For
example, I might be designing a fixture to hold a workpiece. I've got the
base frame modeled, and the workpiece modeled. I drop the workpiece into the
assembly, but it's on it's side. I need to rotate it precisely 90 degrees
about its axis. The rotate tool in Inventor (using 5.3 here) (Edited by
Moderator). It rotates about an axis defined by the view, and freehand
only - no way to do a precise 90 degrees, or snap to a world axis. The only
thing I can do is constrain the workpiece to the base frame, which I'll just
have to undo later when the fixturing is designed. Not to mention, the
constraint makes it more laborious to move the workpiece around (change the
work height, for example).
Message 6 of 19
cgebers
in reply to: Anonymous

Nice idea, but it doesn't work in 5.3 (I know, I'm in the wrong discussion group). Spacebar toggles between "free rotation" and "common views" when rotating the view, but does nothing when rotating a component. Is this different in version 7?
Message 7 of 19
Anonymous
in reply to: Anonymous

Don't think so ... can't read I guess ... thought you were after a common
view.
~Larry

"cgebers" wrote in message
news:f18f2e5.4@WebX.maYIadrTaRb...
> Nice idea, but it doesn't work in 5.3 (I know, I'm in the wrong discussion
group). Spacebar toggles between "free rotation" and "common views" when
rotating the view, but does nothing when rotating a component. Is this
different in version 7?
Message 8 of 19
Anonymous
in reply to: Anonymous

Larry,

I was just gonna save your behind.

You should've said to use the glass box or "look at" tool to get a
normal view to a face then, once the rotate component command is
initiated, by rotating outside the reticule, the part will rotate about
the axis normal to the face (view) and if rotated while the cursor is
picked on the "quadrants" of the reticule, the other 2 axes are
available.

Of course, if all this Kwickly becomes moot when one uses KwikViews to
keep things oriented..... and the "look at" tool is located in the
KwikView box anyhow.

Kent is going to have to put up one of those "products may become
addictive" warnings on his iCode page 😉

QBZ



"Larry Caldwell" wrote in message
news:48C733EC75B22DE94D151A4339DE4639@in.WebX.maYIadrTaRb...
> Don't think so ... can't read I guess ... thought you were after a
common
> view.
> ~Larry
>
> "cgebers" wrote in message
> news:f18f2e5.4@WebX.maYIadrTaRb...
> > Nice idea, but it doesn't work in 5.3 (I know, I'm in the wrong
discussion
> group). Spacebar toggles between "free rotation" and "common views"
when
> rotating the view, but does nothing when rotating a component. Is this
> different in version 7?
>
>
Message 9 of 19
Anonymous
in reply to: Anonymous

I try not to bring AutoCAD stuff in any more than I have to so I'm not sure
about it but you do know that in Inventor there is an up, down, left, right,
front, back depending on the sketch orientation which controls how the
component is placed in an iam, right. I'm wondering if flipping orientation,
axis/whatever in MDT might make it come into Inventor at the orientation you
expect.
~Larry

"cgebers" wrote in message
news:f18f2e5.4@WebX.maYIadrTaRb...
> Nice idea, but it doesn't work in 5.3 (I know, I'm in the wrong discussion
group). Spacebar toggles between "free rotation" and "common views" when
rotating the view, but does nothing when rotating a component. Is this
different in version 7?
Message 10 of 19
Anonymous
in reply to: Anonymous

If you're just trying to plunk the object roughly into position, the
tools are there. Let's say you want to rotate the part in the plan view:

1/ Toggle to your common views
2/ Pick the top view and exit
3/ Choose rotate and select the object
4/ Click and hold somewhere outside of the circle but not near the
vertical or horizontal lines
5/ Rotate until it's close.

By using this approach you can quickly orient the part really close to
orthogonal.

Also, by selecting the appropriate views, you can push the object around
in a planar fashion and quicker than you can read this message the part
is roughly located.

If you need more accuracy, you have to constrain.

Richard


cgebers wrote:
> Nice idea, but it doesn't work in 5.3 (I know, I'm in the wrong
> discussion group). Spacebar toggles between "free rotation" and "common
> views" when rotating the view, but does nothing when rotating a
> component. Is this different in version 7?
Message 11 of 19
Anonymous
in reply to: Anonymous

It would be great if the component
rotate had snaps.

 

That said, philosophically, if you need the
manipulation to be "precise" then constrain it.

 

I can easily "eyeball" a "pretty-close-to-90"
rotate by doing a LOOK AT prior to doing the rotate.
Message 12 of 19
Anonymous
in reply to: Anonymous

Would you like the website for making suggestions

Gary R Smith (Autodesk) wrote:

> It would be great if the component rotate had snaps.
>
> That said, philosophically, if you need the manipulation to be "precise"
> then constrain it.
>
> I can easily "eyeball" a "pretty-close-to-90" rotate by doing a LOOK AT
> prior to doing the rotate.
Message 13 of 19
Anonymous
in reply to: Anonymous

Heard that ... I use Kent's KooLtools all the time. Guess I missed his
intent twice. First I thought he wanted a common view, then I thought he
wanted components to come in at a certain rotation. There are also light
snaps on often used angles as well in the method you're talking about I
think, right?

Thanks for sav'n it ... comes in useful at times.
~Larry

"Quinn Zander" wrote in message
news:0D6CD502C9233E00084277B2C1B79F98@in.WebX.maYIadrTaRb...
> Larry,
>
> I was just gonna save your behind.
>
> You should've said to use the glass box or "look at" tool to get a
> normal view to a face then, once the rotate component command is
> initiated, by rotating outside the reticule, the part will rotate about
> the axis normal to the face (view) and if rotated while the cursor is
> picked on the "quadrants" of the reticule, the other 2 axes are
> available.
>
> Of course, if all this Kwickly becomes moot when one uses KwikViews to
> keep things oriented..... and the "look at" tool is located in the
> KwikView box anyhow.
>
> Kent is going to have to put up one of those "products may become
> addictive" warnings on his iCode page 😉
>
> QBZ
>
>
>
> "Larry Caldwell" wrote in message
> news:48C733EC75B22DE94D151A4339DE4639@in.WebX.maYIadrTaRb...
> > Don't think so ... can't read I guess ... thought you were after a
> common
> > view.
> > ~Larry
> >
> > "cgebers" wrote in message
> > news:f18f2e5.4@WebX.maYIadrTaRb...
> > > Nice idea, but it doesn't work in 5.3 (I know, I'm in the wrong
> discussion
> > group). Spacebar toggles between "free rotation" and "common views"
> when
> > rotating the view, but does nothing when rotating a component. Is this
> > different in version 7?
> >
> >
>
>
Message 14 of 19
Anonymous
in reply to: Anonymous

The "light" snaps are only there in the explicit "free rotate" reticule
(view rotate). Those of us using a controller never get to see this....
and like I already said; a moot point with KwikViews.

The guy at the other end of the road,
QBZ


"Larry Caldwell" wrote in message
news:FA89DF6E62E90EF08E5BC0F2CA9AB678@in.WebX.maYIadrTaRb...
> There are also light snaps on often used angles as well in the method
you're talking about I
> think, right?
Message 15 of 19
cgebers
in reply to: Anonymous

I want to thank everyone for the input. From what I can gather, I was correct that constraining was the only way to flip parts around in precise increments. For the record, I wasn't talking about parts imported from MD, I was talking about any parts at all.
I'm in the process of learning IV, having worked with MD for a couple years, now. I try to keep an open mind about things, and sometimes my problems are from using the wrong approach. I've been convinced that IV was nearly unusable for certain tasks, only to find that it's easy to use with the right approach. So I understand the reasoning behind the "forget that MDT stuff" message.
On the other hand, I've found instances where a basic element of functionality (like, say measuring distances between features) is simply a lot easier to do in MD, and IV could really stand to take a lesson. I think this issue is one of those situations.
Yesterday, I was placing four bars into an assembly. The bars were to mount to a baseplate on four sides of a device, to sort of "fence in" it's location. I created one bar, and placed four instances of it in the assembly. Naturally, they're all at the same orientation. I need to spin two of them 90 degrees. I constrained each one to the baseplate surface, then did a eyeball-close-to-90 rotate on one of them. Then I mated faces on a second bar, with an 8" offset to make the second bar parallel to the one I rotated. *Poof* It disappeared. I zoomed all, and the constrained bar was a couple thousand inches off to one side of the assembly. Is this easier than using the power manipulator in MD? Not even close.
Message 16 of 19
Anonymous
in reply to: Anonymous

For the life of me I can't explain why, but this doesn't happen to me
any more. It sure used to when I first learned IV and it certainly was
frustrating.

Hold the faith, mate, constraining will become second nature.

Richard


> I zoomed all, and the
> constrained bar was a couple thousand inches off to one side of the
> assembly. Is this easier than using the power manipulator in MD? Not
> even close.
Message 17 of 19
Anonymous
in reply to: Anonymous

Don't remember ever seeing an offset distance different than the one I
entered in the dialog. When mine flew off into space it was doing it at my
bequest.
~Larry

"cgebers" wrote in message
news:f18f2e5.13@WebX.maYIadrTaRb...
> I want to thank everyone for the input. From what I can gather, I was
correct that constraining was the only way to flip parts around in precise
increments. For the record, I wasn't talking about parts imported from MD, I
was talking about any parts at all.
> I'm in the process of learning IV, having worked with MD for a couple
years, now. I try to keep an open mind about things, and sometimes my
problems are from using the wrong approach. I've been convinced that IV was
nearly unusable for certain tasks, only to find that it's easy to use with
the right approach. So I understand the reasoning behind the "forget that
MDT stuff" message.
> On the other hand, I've found instances where a basic element of
functionality (like, say measuring distances between features) is simply a
lot easier to do in MD, and IV could really stand to take a lesson. I think
this issue is one of those situations.
> Yesterday, I was placing four bars into an assembly. The bars were to
mount to a baseplate on four sides of a device, to sort of "fence in" it's
location. I created one bar, and placed four instances of it in the
assembly. Naturally, they're all at the same orientation. I need to spin two
of them 90 degrees. I constrained each one to the baseplate surface, then
did a eyeball-close-to-90 rotate on one of them. Then I mated faces on a
second bar, with an 8" offset to make the second bar parallel to the one I
rotated. *Poof* It disappeared. I zoomed all, and the constrained bar was a
couple thousand inches off to one side of the assembly. Is this easier than
using the power manipulator in MD? Not even close.
Message 18 of 19
cgebers
in reply to: Anonymous

The offset was exactly correct. The large travel was in a direction orthogonal to the offset. I don't pretend to understand how IV decides to apply constraints, but I think the large travel had something to do with the slight angle that resulted from my non-precise rotation on the first bar.
Message 19 of 19
Anonymous
in reply to: Anonymous

Does the distance measure what you put in the offset dialog?
~Larry

"cgebers" wrote in message
news:f18f2e5.16@WebX.maYIadrTaRb...
> The offset was exactly correct. The large travel was in a direction
orthogonal to the offset. I don't pretend to understand how IV decides to
apply constraints, but I think the large travel had something to do with the
slight angle that resulted from my non-precise rotation on the first bar.

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