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OrcaFlex Manual - Orcina

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59<br />

User Interface, 3D Views<br />

� Flex Joints are drawn as cylinders with radius 2R and length 4R where R is the radius of the node to which the<br />

flex joint is attached.<br />

� Links and Winches are drawn as a series of cylinders joining the connection points. The diameter of the<br />

cylinders can be specified on the object's data form.<br />

3.6.6 Selecting Objects<br />

A single CLICK on or near an object in a 3D View selects it ready for further operations. The currently selected object<br />

is indicated in the Status bar. All objects have a hot zone around them. If several objects have overlapping hot zones<br />

at the mouse position, they will be selected in turn at subsequent CLICKS.<br />

To deselect the object (without selecting another object) CLICK on the 3D view away from all objects. CLICK on an<br />

object to open its data form.<br />

3.6.7 Creating and Destroying Objects<br />

When the model is in Reset or Statics Complete state then you can create and destroy objects using the mouse.<br />

To create a new object, CLICK on the appropriate new object button on the tool bar or select the Model | New Object<br />

menu item. The mouse cursor changes to show this. A new object of that type is created at the position of the next<br />

CLICK on a 3D View.<br />

You can also create a new object by copying an existing one. To do this select the object and press CTRL+C to take a<br />

copy of it. You can now press CTRL+V (more than once if you want more than one copy) – again the mouse cursor<br />

changes and the copy object is pasted at the position of the next mouse CLICK in a 3D view. This method of creating a<br />

new object is particularly useful if you want an almost identical object – you can create a copy of it and then just<br />

change the data that you want to differ.<br />

To destroy an object, simply select it and then press the DELETE key. You will be asked to confirm the action.<br />

3.6.8 Dragging Objects<br />

An unlocked object may be dragged to relocate it by pressing the mouse button down and holding it down while<br />

moving the mouse. When the mouse button is released, then the object will be positioned at the new location. The<br />

current coordinates of the object are shown in the Status Bar during the drag operation.<br />

Note: Objects must be dragged a certain minimum distance (as specified in the Preferences form) before<br />

the drag operation is started. This prevents accidental movement of objects when DOUBLE CLICKING<br />

etc.<br />

Objects may be locked to prevent unintended drag operations moving them (see Locking an object). Their<br />

coordinates may still be edited on their data form.<br />

Note: Slave objects that are connected are moved relative to their master's local origin. Other objects are<br />

moved in the global coordinate frame.<br />

Dragging is only available in Reset or Statics Complete states, and when the object is not locked.<br />

3.6.9 Connecting Objects<br />

Unlocked slave objects (e.g. Lines, Links, etc.) can be connected to master objects using the mouse in a 3D View (see<br />

Object Connections). First select the end of the slave that you want to connect by CLICKING on or near its end joint.<br />

Then hold down the CTRL key while CLICKING on the master object – the two will then be connected together. This<br />

operation is only permitted for master-slave object pairs, for example connecting a line to a vessel. The connection is<br />

indicated in the Status Bar and the joint connected is drawn in the colour of the master object to show the<br />

connection.<br />

To Free a joint – i.e. to disconnect it – select it and then CTRL+CLICK on the sea surface.<br />

To connect a joint to a Fixed Point, select it and then CTRL+CLICK on the global axes.<br />

To connect an object to an Anchor (a fixed point with a coordinate relative to the seabed), select it and then<br />

CTRL+CLICK on the seabed grid. If the object is close to the seabed then the program snaps it onto the seabed. This<br />

allows an object to be placed exactly on the seabed. If you require an anchor coordinate close to, but not on the<br />

seabed, connect it to the seabed at a distance and then drag it nearer or edit the coordinate in the Data Form.

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