Rotate a solid or a sketch.
This is really useful for assembling parts together. You can create a part and then rotate it to the correct orientation.
For sketches, you can use this to rotate a sketch and then loft it with another sketch.
Using Roll, Pitch, and Yaw
When rotating a part in 3D space, "roll," "pitch," and "yaw" refer to the three rotational axes used to describe its orientation: roll is rotation around the longitudinal axis (front-to-back), pitch is rotation around the lateral axis (wing-to-wing), and yaw is rotation around the vertical axis (up-down); essentially, it's like tilting the part on its side (roll), tipping the nose up or down (pitch), and turning it left or right (yaw).
So, in the context of a 3D model:
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Roll: Imagine spinning a pencil on its tip - that's a roll movement.
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Pitch: Think of a seesaw motion, where the object tilts up or down along its side axis.
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Yaw: Like turning your head left or right, this is a rotation around the vertical axis
Using an Axis and Angle
When rotating a part around an axis, you specify the axis of rotation and the angle of rotation.
Arguments
| Name | Type | Description | Required |
|---|---|---|---|
objects | [Solid; 1+] or [Sketch; 1+] or ImportedGeometry | The solid, sketch, or set of solids or sketches to rotate. | Yes |
roll | number(Angle) | The roll angle. Must be between -360deg and 360deg. | No |
pitch | number(Angle) | The pitch angle. Must be between -360deg and 360deg. | No |
yaw | number(Angle) | The yaw angle. Must be between -360deg and 360deg. | No |
axis | Axis3d or Point3d | The axis to rotate around. Must be used with angle. | No |
angle | number(Angle) | The angle to rotate. Must be used with axis. Must be between -360deg and 360deg. | No |
global | bool | If true, the transform is applied in global space. The origin of the model will move. By default, the transform is applied in local sketch axis, therefore the origin will not move. | No |
Returns
[Solid; 1+] or [Sketch; 1+] or ImportedGeometry