Polylines with erroneous elevations and moving issues

Anonymous

Polylines with erroneous elevations and moving issues

Anonymous
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I am working with 2d polylines, viewports specifically, and they have elevations that were not entered to them. These are random numbers ranging from positive thousands to negative thousands. When I zero the elevation the polyline moves to some spot in model space. When I move it back to its original location it gains an elevation again. How and why are these polylines doing this and how do I fix it? Thanks.

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rkmcswain
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When you "move it back" are you using Object Snaps?
Are you in WCS?
Do the polylines have an "Extrusion direction relative to UCS" (use the LIST command to view the properties of a pline)

R.K. McSwain     | CADpanacea | on twitter
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Anonymous
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I've moved the polylines with and without object snap. Both give the same result of reapplying a random elevation. I was not in WCS but I selected it now. The poly lines do have "Extrusion direction relative to UCS". How do i fix this issue? How did this happen so I know what not to do in the future? Is there an issue with how the drawing is set up and it's coordinate system or the way it is viewing it?

 

Thanks

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rkmcswain
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Generally, this means the entities were constructed in a UCS different that the current UCS. Not necessarily anything wrong with that, but if that was not your (or the previous drawing authors) intent, then you can get strange results when editing these objects.

I'm not saying this is what is causing your problem here, but it might have something to do with it.

We use ToolPac, which has a command to remove the "Extrusion direction relative to UCS". (dotsoft.com) -- if that is not an option, you can google around for lisp routines to fix this also.





R.K. McSwain     | CADpanacea | on twitter

Anonymous
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Yeah, it's giving me some issues while I'm doing edits. I'll give this a try. Thanks!

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neilyj666
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Convert to 3d polyline then convert bsck to 2D

neilyj (No connection with Autodesk other than using the products in the real world)
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