My first thought is that you are coming from some other system that requires
you to establish the coordinate system first. In SW, you can just put the
stuff where you want it.
If you want to do this in a part file, start your part on the desired plane,
and then reset your standard views to make "front" look like you want it.
If you want this change in an assy, mate the parts to the system planes and
reset the standard views such that the "front" view looks like you desire.
I need to get XYZ coordinates and under the right hand rule my Y coordinate
is a positive number and it should be a negative number for this particular
Aircraft traditionally have the X positive axis running along the length of
the fuselage (station) towards the rear, The Z axis positive points upwards
(water line) and tha Y axis is positive on the port side (LHS looking
forward, Butt lines) The Right Hand rule does not follow this convention.
0,0,0 is at the front of the aircraft.
This is not a biggy as I can of course change a negative number to a
positive number, I was just wondering if it was possible to get setup
correctly for the Left hand rule convention.
Curiosity question: What are you going on (referencing) re usage of the left
I doubt this of much use, but was "thinking" (and it Is difficult) that ...
I don't think there is a tradition, just company conventions (?).
Seems that ...
Boeing X = aft, Y = rt, Z = up
MD was X = aft, Y = up, Z = lt
(based on models from a friend of a friend of a...)
It's amazing how hard it is to get info re the subject. Guess if you know
someone in factory engineering departments...
I know I've seen some discussions re the subject that may or may not have been
accurate. A web search turned up
- - -
(I don't use SW, sorta grasping for straws...) Is sign (+/-) important? Will
planes defined by three points (should allow plane x, y, normal per your
requirements) help? I have gotten around coord sys orientation problems for
things like exports by nesting the top assy in a new assy, orienting as required
and writing out from there. That's a simple transform, don't think it will help
if there is a "handed" issue ....
Sorry to just contribute to confusion, but am curious about the left hand rule
In a SolidWorks part or assembly file the user can create one or more
coordinate systems in addition to the default World Origin and X,Y&Z
axes (using Insert/Reference Geometry/Coordinate System from the Main
Such alternate coordinates will NOT allow sketch and feature dimensions
to be driven in new directions (relative to the defaults); however, if
the file is exported, the translation can optionally specify a user
defined origin and axial directions to reposition, rotate and flip the
Per O. Hoel
There you go again. One of those bloopers just over the infielders' heads. I
look up, it makes me dizzy. Are you saying there is a correlation between first
and third angle projections, left-hand and right-hand rules or, maybe, that
those that use first angle projections tend to define coordinate systems using a
left-hand rule? I'm from Texas. I don't know. ...
I can grasp plane / face normals being defined by left or right hand rule and
guess it's just another step or two to define a coord sys by left hand rule (?),
I've just never used a program that would allow either (for what little that's
worth). ... Trying to picture it. Start with a BL plane, x aft, y up, normal
to A/C left side per R/H rule, to A/C right side per L/H rule. ... I'd have to
ponder on it for hours, probably just confuse myself. Is this rocket science?
It's late and I still have a lot to do. Maybe another day. `;^)
Wonder what Airbus uses for body coord sys?
Professor TOP here,
First and Third angle projections have to do with the relative location
of the object, viewer and viewplanes used for making multiview
orthographic projections. Coordinate systems don't come into play. See
Bertoline, "Technical Graphics Communication", p396ff. A first angle
projection should really be called a first quadrant projection.
In first angle projection the view plane is on the opposite side of the
object from the viewer. In third angle projection the view plane is
between the viewer and the object. In first angle, the right side view
must then be positioned to the left of the front view and the top view
This "simple" rule to remember the Right Hand Rule from the left
requires that you remember the order of Cartesian coordinates is X, Y,
Z and that you have a hand with at least on finger and a thumb. For
RHR place your hand so that your right hand finger(s) curl around the
Z axis such that the finger points in the direction that would rotate
the X axis into the Y axis The important thing to remember is that Z
comes from curling the right hand fingers from X to Y, X comes from
pointing the fingers from Y to Z and Y comes from pointing the fingers
from Z to X. If you substitute the left hand you will find Z goes in
the opposite direction while X and Y can remain the same. .
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