How to rotate sphere to specific spot?

How to rotate sphere to specific spot?

bdg215
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Message 1 of 6

How to rotate sphere to specific spot?

bdg215
Enthusiast
Enthusiast

I have a sphere with holes on it, that I only have x,y,z coordinates for, but they are not available in the "upright" and "front and center" positions. In other words, the holes are in the correct spots, but the sphere then needs to be rotated in both directions to precisely line it up with x,y,x positions in the origin of the component

 

The topmost and bottommost holes are dead center, but there are no center holes on any of the other four cardinal directions of the sphere. There are two hole that line up in the X direction, but they are slightly above the origin in the Z direction. They are "across" from each other, but they do not cut straight through the sphere from front to back, but rather cut directly in towards the origin, tangent to the sphere.

 

I made this mock-up to demonstrate what I'm trying to accomplish, but I simplified it somewhat to make things more obvious. I indicated the desired "top" and "bottom" holes with an Axis that I left open in the model named "top and bottom."

 

I would like to accomplish this without having more than one origin direction between components. I find that it gets extremely confusing down the line when different components have a different x,y,z, so I typically only will align "body" rather than "component."

 

 

Thanks for your help,

 

Brian

 

 

 

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Message 2 of 6

jhackney1972
Consultant
Consultant

I read you post over and over and I am still guessing what you want.  My guess is attached.  If you open the Joints Folder in the Browser and right mouse click on the Drive Me, then choose Animate Joint Relationships, you will see my guess, the sphere rotates around the supplied axis.  If this is not what you want, please clarify.  Model is attached.

 

Animate.jpg

John Hackney, Retired
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Message 3 of 6

bdg215
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Enthusiast

Thanks for your reply.

 

Interesting guess, but no, that's not what I'm after.

 

I know how to "spin the sphere around," if that's what you are trying to show me? I'm also sort of guessing here.

 

By rotate, I don't mean that I want to just spin it around arbitrarily. I want to physically reorient the sphere so that my top and bottom holes are lined-up correctly.

 

I have a sphere with holes in it (there are about 100 holes), which are placed correctly relative to one another, but they are not collectively oriented correctly in the model. I need to rotate the model so that the top hole is top-dead-center, and the bottom hole is bottom-dead-center

 

Additionally, there are 2 other holes which need to face front and back in the center. However, they will not be centered perfectly in the Z axis.

 

I added a screenshot here that tries to explain. You can see in the screenshot, the origin is not straight up-and-down when the top of the sphere is at the top. The whole sphere needs to be reoriented so that top is top, bottom is bottom, front and back are front and back, lined-up with the overall orientation of the model

 

This is more complicated than just spinning the sphere around, because when I use the "measure" option in the rotation command (whether move or align), Fusion only allows 3 significant digits, and the resulting rotation is always a very small amount wrong. It's wrong enough to make other parts of the model wrong further along in the project.

 

My first attempt was to create a sacrificial sphere and then cut holes in it on the top and front, and then I aligned the holes in the real sphere to the holes in the sacrificial sphere which were in the correct place.

 

This worked with the top and bottom holes, but it didn't work with the front and rear holes. They are both about 0.6mm away from the ZY axis in opposite directions. I also included a screenshot of this distance. The two points are the centers of the two holes on front and back of sphere. The distance is from the point to the ZY plane in origin.

 

I just tried this method because it's what occurred to me. I'm hoping there is a more intuitive way to accomplish this that actually works.

 

Thanks

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Message 4 of 6

bdg215
Enthusiast
Enthusiast

Is there anyone else that has any ideas about how to do this?

 

I *think* there must be a good way to do it, but I'm missing something. If my currently explanation isn't clear, I would be happy to clarify anything.

 

Thanks

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Message 5 of 6

etfrench
Mentor
Mentor

Plane Tangent at Point will allow you to select the top point and the sphere face.  Create a sketch on the plane, then select the Look At function.  You can now set that as the Top view.  You can also measure the angle between the planes if you want to re-orient the Origin to the plane. (Rotate the sphere in a Move command which will re-orient it to the Origin.)

 

p.s. Fusion allows 9 decimal places of precision.  The setting is in Preferences/Units...

 

ETFrench

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Message 6 of 6

bdg215
Enthusiast
Enthusiast

@etfrench wrote:

You can now set that as the Top view.


My apologies, I'm not totally clear on this. Inside the sketch, I can "view" the hole which I want to make the "Top," but I don't understand how doing that helps me. Unless you mean that I can somehow reorient the entire model from inside the sketch tool? Feels like I'm missing something maybe.

 

You can also measure the angle between the planes if you want to re-orient the Origin to the plane. (Rotate the sphere in a Move command which will re-orient it to the Origin.)


I did try this method, but I had some trouble because of the compound angle. 

 

 

p.s. Fusion allows 9 decimal places of precision.  The setting is in Preferences/Units...


Thanks actually super helpful. I didn't realize that thanks,

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