PartDesign MoveFeatureInTree/tr: Difference between revisions

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(Updating to match new version of source page)
 
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<languages/>
<languages/>

{{Docnav
{{Docnav
|[[PartDesign_MoveFeature|Move object to other body]]
|[[PartDesign_MoveFeature|Move object to other body]]
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{{GuiCommand
{{GuiCommand
|Name=PartDesign MoveFeatureInTree
|Name=PartDesign MoveFeatureInTree
|MenuLocation=Contextual menu → Move object after other object
|MenuLocation=Context menu → Move object after other object
|Workbenches=[[PartDesign_Workbench|PartDesign]]
|Workbenches=[[PartDesign_Workbench|PartDesign]]
|Version=0.17
|Version=0.17
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==Usage==
==Usage==


# In the Model tree, select the object(s) to be moved then right-click to open the contextual menu.
# In the Model tree, select the object(s) to be moved then right-click to open the context menu.
# Select '''Move object after other object'''.
# Select '''Move object after other object'''.
# In the '''Select feature''' dialog, select the object under which to move the object(s).
# In the '''Select feature''' dialog, select the object under which to move the object(s).

Latest revision as of 14:48, 11 April 2022

PartDesign MoveFeatureInTree

Menu location
Context menu → Move object after other object
Workbenches
PartDesign
Default shortcut
None
Introduced in version
0.17
See also
PartDesign Set tip, PartDesign Move object to other body

Tanım

Move object after other object, as this command is labeled in the context menu, allows reordering of objects under a Body. Sketches, datum geometry and features are supported.

Usage

  1. In the Model tree, select the object(s) to be moved then right-click to open the context menu.
  2. Select Move object after other object.
  3. In the Select feature dialog, select the object under which to move the object(s).
  4. Press OK.

Example

The following three pictures show the same model with a pocket defined on a sketch attached to the datum plane. The features are reordered from one picture to the other. This has the effect that the pocket makes either no hole or make holes in different pads, depending on the order of the features in the model tree.