5 Tip Ninja Attack Smack to Reorient Geometry in SolidWorks *Updated*

by Josh on December 8, 2009 · Comments

Two facts. There’s nothing that will hone your sense more than realizing you could be riddled by shurikens at any moment and… it takes phenomenal ninja skills to reorient geometry in SolidWorks. Ninja skills, or a fair amount of flailing about like a crazed shuriken thrower, which is exactly how I came upon five tips to help you change up geometry orientation, in SolidWorks, that will totally make you look cool to people who care about that.

Changing geometry is actually really easy within some parts, and a trial of a thousand fires with others.

We’ll take the middle road, so as not to become too badly scarred, and show you the steps you need to consider when attempting such dangerous feats of modeling mastery. We’ll start with an innocent looking knob…


Note: This is not about moving parts around in assemblies. That’s easy. This is about moving geometry around in part files. I know, it should be as easy as moving parts around in assemblies, and can be using a certain feature you’ll see below, but adjusting sketches to move geometry (or features) can be a pain. If anything, this will give you a stronger foundation for building parts and make you think about how you’re creating them, which is always a good thing. hi-ya.

A simple Knob

This knob looks simple, but when you suddenly become brave and try to change how it’s oriented, look what happens.

As soon as you try to move a sketch to another plane or adjust a dimension, features go everywhere and you’re left wondering if you saved a copy. The errors you get with a simple part like this are not too bad to correct, but they do make this simple knob a challenge to reorient. First, lets explain why this happens.

Why SolidWorks geometry explodes

SolidWorks parts are made up of features built on top of other features. They all have a starting point. When SolidWorks can’t find that starting point, the geometry gets jacked up… QUICK. The best way to make a part that needs to be relocated in 3D space, is to isolate the starting point and the references. Here’s how.

Launch the Attack

There are basically five things to remember when you want to reorient a part in SolidWorks:

  1. Focus on the first Feature
    The sketch and first feature should control every other feature after it. The first feature starts from a default plane. After you’ve created your first feature, DON’T use the default planes to create any other feature. You want to be able to move the first feature and have everything else move along with it. It seems like features should just follow their intent, but if you have holes or features referencing other default planes, your part will explode. This means you may need to…
  2. Create your own references
    If you want features that move with the first feature, you’ll likely need to add reference geometry, like planes or an axis, that moves along with it. I’ll almost always include a set of planes that are created from the first feature and use those to create the rest of my features from.

    A plane created from the first feature to control the sketch in the next feature.

    A plane created from the first feature to control the sketch in the next feature.

  3. Reduce relations
    When sketches are moving around, it’s best to reduce relations to a minimum. I still lock down sketches. I just try to avoid vertical and horizontal relations because they become redundant with collinear or perpendicular relations that reorient better.
  4. Don’t dimension to the origin
    Many use the origin to build geometry and dimension off of. It’s easy, but if you move a part and a hole is dimensioned off the origin, it won’t move along with the part. This goes back to the first feature. Use a sketch point or vertex to dimension off of and keep that common to each feature you create.
  5. Test as you go
    It’s way easier to test out reorienting parts as you go than finishing it and trying to figure out where to start with all the errors. It’s certainly not the most fun way to model, but you quickly get an idea for what relations and dimensions work.

green arrow downloadDownload Knob.sldprt (SolidWorks 2009)

After all of this, you may still move it and get odd errors or sketches shifting about. It just can’t be helped. In this case, you may want to attack with…

A Simpler approach

There are actually two ways that are much more simple than dealing with sketches.

Use an Assembly Template
The first option you have to reorient a part in SolidWorks is simply to open up an assembly template, plop the part in and orient it the way you need that bit to sit. This is just regular old adding parts to assemblies to show different orientations. In an assembly you’ll can control part orientation through configurations. Just mate it into position in one configuration, then suppress and add some mates to orient it (or a copy of it) into another position. However, if you are trying to reorient a SolidWorks part to import into another program, the part itself needs to be oriented correctly. Many programs I’ve used will only bring in the part in it’s originally orientation.

The knob put into an assembly template shown in two orientations.

The knob put into an assembly template shown in two orientations.

Use Move/Copy Feature
The other option, a MUCH preferred is Move/Copy (Insert, Features, Move/Copy…) which allows you to completely skip thinking about how anything is modeled and just move or rotate any SolidWorks body where ever you want it to go. Simple, clean and fast. To me, this just gives a calm disregard for how features are created in a sketch-based modeling program.

Using Move/Copy Body to rotate geometry in SolidWorks.

Using Move/Copy Body to rotate geometry in SolidWorks.

Argument for Direct Modeling Features

Obviously, the simple approach above is the direction to go in most cases. Going through the steps above, working through sketches and attempting to move features as you modeled them initially is a good argument for better geometry conditions. Should you have to go through all of the sketch manipulation to reorient bodies? Features like fillets reorient perfectly. They don’t use sketches. Imagine if that’s how every features would work. So, we get rid of sketches, which cause most of the problems, or make them work better. It would be a trade-off of course. With the sketches you get a certain amount of adjustment. Without them, you don’t have to deal with them.

Anyway, I hope this helps you get a handle on how to reorient parts. If you have specific questions about this part or one of your own, just hit the comments and we’ll hash it out.

(3 votes, average: 4.67 out of 5)
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Comments
  • Chris Booth
    For simple parts, an alternative is:

    i) put the original (wrongly-oriented) part in an assembly and mate it to the base planes (Front, Top, Right) with the orientation you want.

    ii) Insert new part in the assembly and rebuild the part in the correct orientation by copying it, feature for feature.
    You can copy sketches etc. but break all dependencies (e.g. delete 'on edge' relations etc.).

    iii) save this replacement part out of the assembly.

    iv) delete the original part, delete the assembly that was only made as a guide to re-model the part in the correct orientation, and re-name the new part.

    Incidentally, 'Move/Copy' has inconveniences for some down-stream uses. In particular, when exporting parts to CAM programs, it imports the model in the post Move/Copy orientation, but the initial sketches in their original orientation. But sketches can often be useful in CAM programs, and need to be in the right position and orientation relative to the model. for this reason, the best option for export to CAM is normally to insert the part into an assembly.
  • Chris, thanks, excellent suggestions. I hadn't thought about the CAM imports, but yeah, makes sense and seems to function like some rendering programs as well. Thanks again.
  • It'd be great if it were easy to change the original coordinate system, not as a new feature but just changing it without leaving any evidence behind. A few times I've wished I had oriented a part differently when I start adding it to assemblies, and though it's an annoyance I don't get to the point of doing a move/copy. The editing could be as simple as setting the old Front to new Right, etc.

    That, and being able to set the planes default normal. Actually, this would be more helpful. Having a sketch explode just because I moved it to a plane offset 1in from it's original sketch plane is very lame. Being able to flip the normal would reduce the lameness considerably.
  • I like those ideas Scott. Could be as simple as a simple change axis, like in Photoview 360. This would be really nice for assemblies I've had to import that really need to be reoriented. With those it's a lot more involved than just creating new reference geometry or changing a relation.
  • diverso
    Another "Quick and Dirty" method is:

    Rename the Default Planes (Make your "Top" plane "Front and viceversa), then got to the Orientation Dialog (Spacebar) make your model orientation Normal To the new "Top" plane, select the *Top view and Update your default views (second button to the rigth) and voila.

    This is, like a said, a "Quick and Dirty" but it works for most cases, the only think that will be off is the Coordinate System (haven't figured out how to update or modify the sucker).

    Just my two Pesos!
  • Steve Burke
    Ya, the update views in the orientation dialog (press spacebar) works for parts and assemblies. There are issues with this however and it doesn't work with PhotoView360 (although it has its own flip axis in 2010).

    The rotate body is nice, but could be difficult with multibodies.
  • 88_2c_MiXage
    If you just want to reorient the part to export/import into another CAD system then the easiest way is to add a new coordinate system, you can select the new coordinate system from the save as menu. The other way is to put it in an assembly, orient the part correctly and export that.

    I can't think of really any good reason why you would want to reorient the part in it's own coordinate system... just to make it easier to mate into an assembly? That's what mates are for anyway!

    In saying that I always push my guys to pick the correct orientation and origin of the part up front, doing it right the first time is always the best approach.
  • Thanks man. I've not been able to reorient a part in an assembly to export. It always comes in with the part coordinates.

    For one reason or another, I keep coming across reorienting models. sometimes it's to match other parts, sometimes it's to import into other 3D programs, sometimes it's just to reorient certain features that were modeled incorrectly.

    Like you say, correct orientation up front would be really, really nice.
  • I actually use this method (new coordinate system, Save As, choose correct coordinate system), when exporting SW models to bring into NX. Works like a charm, and is super fast. Really good info, though, especially Step 3. Those horizontal/vertical relations always cause problems...
  • cwaltersdesign
    Developing good modeling techniques is what sets CAD modelers appart. Thanks for the tips Josh. Using the power of relationships and intellegent dimensioning to allow for the dynamic design change is very important. No "you-name-itXpert" is ever going to replace a senior level CAD user. I think those tools actually hinder learning and wast development time/$ istead of the software company spending those resources on performance increases (meaning do more with a lesser computer and make what you already do work faster and better than before).
  • i just prefer my little bit of direct modeling, i always use: Insert > features > move/copy

    thanks
  • Me too.

    However, this is nice to read since it never really occurred to me yet, and more ways to do something are always welcome!
  • SWEET. you guys got it. I guess it wasn't that hard to guess if you know about Move/Copy.

    The back story to this is probably more interesting. A guy was having problems adjusting geometry, so a lesson on 'designing for change' ensued. I got the response, "Isn't there an easier way." - Yes, there is, but it doesn't fix the problems in the sketches and features already created.

    So, I thought I'd write this up with the focus on manipulating geometry. This is actually a really frustrating topic to me. I want the automatic easy direct modeling, but the accessibility that sketches provide are hard to give up.

    If I had it my way, sketches would match the intent better (not flop around, stay aligned, not loose relations) and there would be more tools for directly modifying geometry (fillet style commands for cuts and extrudes)
  • ion
    alternatively, right click on the component in the design tree and click on float.
  • yeah, that works for parts in an assembly. This is to reorient parts... in a part file. I can think of one easier way, I'm hoping someone mentions. I did want to show what goes into manipulating simple geometry. Shhh. this post is multi-purpose.
  • cadjockey
    or you could just use move/copy body command at the end of the tree?
  • I think knowing these little things makes a person a good CAD user.
    Nice post, now tell me how to do it in inventor where I am currently working in ;)
  • Thanks Marijn. The little things. Really, I wish it didn't have to come down to 'dealing' with part sketches when you want a change. That thing called 'design intent'?... it doesn't exist. you know the intent, CAD programs don't. You have to design for change. I'll stop there :) Thanks again. I'll let you know about Inventor later on, but start with the same approach.
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