Up To Vertex and Up To Body
Two more end conditions for Extrude and Cut. Up To Vertex ends the feature level with a corner you click: on the flat plane through that corner, parallel to the sketch. Up To Body runs each part of the profile until it meets a body you click, and stops at the first face of that body it reaches. Other bodies in the way are ignored. Both are worked out from the part every time it is rebuilt, so the feature follows a change made earlier in the Model tree.
When to Use It
- Make a boss exactly as tall as the top of another part, without measuring it
- Cut a pocket down to the level of a corner of the base
- Run a post up to a plate that sits above it, straight through a smaller part in between
- Cut down through one body until the cut reaches another body
- Fill the gap between two bodies both ways from a sketch in the middle, with Direction 2
How It Works
- Up To Vertex measures how far the corner is from the sketch plane, along the way the feature runs, and uses that as the depth. For example, a sketch on top of a plate 1/2 in thick, extruded Up To Vertex to the top corner of a block 3 in tall standing beside the plate, makes a boss 2 1/2 in tall.
- Up To Body carries the profile toward the body, through anything else in the way, and stops where it first touches the body. For example, a post sketched on a lower plate, Up To Body to a plate 2 in above it, is 2 in tall even when a smaller part sits in between; Up To Next would stop at that smaller part.
Step by Step
- Open a sketch on a plane or a face and draw a closed profile (see Planes and Faces). Sketching is part of modeling, which comes with the Pro plans.
- Click Extrude (or Cut) on the Features tab.
- In End condition, choose Up To Vertex or Up To Body. The Depth box goes away, and a Corner or Body row appears.
- Click near a corner of the part (Up To Vertex), or click anywhere on a body (Up To Body). The button then says Corner picked or names the body, for example Body 2 picked. Press Esc to stop picking.
- Choose a Direction: Forward or Backward, toward the corner or the body. Both ways is off for these end conditions.
- Click Extrude (or Cut). The step reads up to vertex or up to body Body 2 in the Model tree, and its depth is the distance the engine measured.
Options
- End condition: Up To Vertex or Up To Body. The other choices are Blind, Through All (Cut only), Up To Next and Up To Surface.
- Corner (Up To Vertex): the corner to end level with. Click the button to pick again. A click snaps to the nearest corner of the part close to where you clicked.
- Body (Up To Body): the body to run up to. Click the button to pick again.
- Direction: Forward or Backward.
- Direction 2: tick it and choose Up To Vertex or Up To Body there too, with its own corner or body.
- Draft, Thin Feature and Merge result work as they do with a depth. Flip side to cut works with Up To Vertex, but not yet with Up To Body.
Edit It Later
Right-click the step in the Model tree and choose Edit Feature. Change the End condition, or click Corner kept. Pick again (or Body 2 kept. Pick again) and click a new corner or body, then press Apply. Press Esc to close without a change.
The Corner and the Body Are Kept by Reference
- The corner is found again where it was. When an earlier step makes the part grow over it (for example a plate made thicker), the corner is found where the other two faces meet the moved one, and the feature follows. When the part no longer reaches the place the corner was (a feature deleted, or a plate made thinner), the step is refused rather than ending on some other corner.
- The body is found again by its box, and by its name when an earlier step changed its size or moved it. If the step that made the body is deleted, the next body takes over its name (Body 3 becomes Body 2); that body is not the one you picked, so the step is refused rather than running into it.
- When either cannot be found, the step says so, for example: Up To Vertex: the corner it ends at is no longer on the part. An earlier step probably changed or removed it. Edit the step and pick the corner again. Use Edit Feature to pick again.
Tips and What to Expect
- Up To Vertex: that corner is behind the sketch. The corner is on the other side of the sketch plane. Choose the other Direction.
- A corner on the sketch plane itself leaves nothing to add or cut, and the message says so.
- Up To Body: part of the profile never meets that body going this way. Every part of the profile must face the body. Move the sketch, choose Backward, or use Up To Next.
- Up To Body: that body is behind the sketch. Choose Backward.
- With Merge result ticked, an extrusion that reaches the body joins it, so a later step (other than a Pattern of this one) can no longer pick that body by its old name. Untick Merge result to keep the new material as a body of its own.
- A Pattern can repeat these steps. Each copy finds its own end again, and a copy that misses the body is refused by its number. With Merge result ticked the body you picked joins the extrusion, and each copy still runs up to it. A Mirror cannot copy them yet.
- Up To Body: the sketch lies on that body already. The sketch is on a face of the body you picked, so there is nothing between them. Pick another body, or use a depth or Up To Next.
- A corner far from where you click is not picked: No corner near there. Click closer to a corner of the part.
- An older version of the viewer opens these steps as a plain depth (the distance measured here). A step whose Direction 2 ends Up To Vertex or Up To Body is refused by an older version, so open such models in this version.
- Holes can end Up To Vertex and Up To Body too: choose them as the End condition on the Hole panel (see Hole).