Changing cylinder axis of rotation

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DaveHarm
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Joined: Tue Jul 13, 2021 3:50 pm
Location: S. E. Michigan

Changing cylinder axis of rotation

Post by DaveHarm »

I'm new and this seems so simple I baffled.

I create a cube. I want to put cylinders through the middle of the cube faces and orthoginal to each other. I thought double clicking in the list of primitives on the cylinder and then changing Location>Rotation Axis from 0.00, 0.00, 1.00 to 1.00, 0.00, 0.00 would change the axis of the cylinder from around Z to around X axis, ala right hand rule.

What's so simple that I'm missing it? I have searched. Thank you.

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Syres
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Re: Changing cylinder axis of rotation

Post by Syres »

I'm assuming you're trying something like (but this is around Y):
CylinderInCube.jpg
CylinderInCube.jpg (44.43 KiB) Viewed 772 times
GeneFC
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Re: Changing cylinder axis of rotation

Post by GeneFC »

DaveHarm wrote: Tue Jan 18, 2022 6:59 pm What's so simple that I'm missing it? I have searched. Thank you.
I think you need to specify the rotation angle (90 degrees).

Worked for me when I set the angle.

Gene
TheMarkster
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Re: Changing cylinder axis of rotation

Post by TheMarkster »

You may simply attach the cylinders directly to the cube faces. This is not an issue with the topological naming problem in Part workbench because the cube face names will never change. Once attached you can adjust the z property of the attachment offset position to move the cylinders relative to the plane of the attached face. Done in this manner you can then move the cube anywhere you want to move and the cylinders will move with it.
DaveHarm
Posts: 8
Joined: Tue Jul 13, 2021 3:50 pm
Location: S. E. Michigan

Re: Changing cylinder axis of rotation

Post by DaveHarm »

Thank you. I misunderstood, naturally.
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