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How to export decal images?
I have a model with decal images applied to faces and I'd like to export it to COLLADA format (.dae), however the decal images are not included in the output. What can be done? Thanks!
Re: how is this sketch not fully defined?
There's nothing constraining the endpoint of the line (assuming you are talking about "sketch1" at the bottom)
Anything blue in your sketch is not fully constrained…
Re: how do I create a tank cover with thru holes?
I changed these two things in your model…
Also try to remember the direction of the hole will be determined by the sketch plane of the points you are selecting. so the issue with your troubles was that the point you were selecting was created in a different plane orientation than the top of the lid.

Re: Vehicle coordinate system
I've been doing vehicle prototyping stuff for Volkswagen for decades, and they also put the origin on the center of front axle, utility and passenger cars alike. While the origin location is free to choose for a job, it is not specifically important for this discusssion, though. Also, pointing the main axis in whatever direction we like is relatively free already. The main question appears to be whether we use a left-handed or right-handed coordinate system, and whether we can assign view labels to the world planes (and have the cube and the drawing views follow or vice versa).
So, I could imagine that choices as follows should already fix most issues:
- Option to set global "Object" vs. "Vehicle" view labels. This would take care of having the left and right side consistent with front and back view.
- Option to select "right-handed" vs. "left-handed" coordinate system (equivalent to Z is up/down). This would take care of inverted Z-axis in aerospace and conventions for pos. or neg. X in some auto manufacturers.
- (Advanced option to revert every axis direction individually. In case everything else fails.)
The combination of those would provide quite some freedom of choice. It'd be difficult to merge the label settings seamlessly with the axis direction, though. This would probably be a GUI issue in the first place. If there was a settings GUI, with the default world system displayed in the background, and a view cube and axis manipulator overlaid on same origin, that could both be moved and snapped to the valid positions, and clicking on either of the three axis or view lables inverting it, that could possibly go a long way. I might need to illustrate that one to make it clear, but I trust in your imaginative powers for now. Maybe it could be incorporated right into the view cube, by adding an edit mode to it.
I support the idea of a corporate setting for a default world coordinate system, that could be overrun by user.
Re: In-context modeling feedback loop – am I doing it wrong?
@eric_pesty I wrote a publish geometry FS this morning after seeing the video.
Re: Vehicle coordinate system
I agree with the needs expressed in this discussion. I work in aerospace and aircraft programs almost always use +X is aft along the fuselage, +Y is along the right wing, and +Z is upwards. In other words, the X-Z plane is the symmetry plane of the aircraft. I similarly get the same types of questions from my clients and design partners as this makes the cube "Front" look at the aircraft "Left" and the cube "Left" look at the aircraft "Front", and so on.
Being able to re-label the cube faces and have those names cascade to drawing views would be amazing. We can already rename the default plane, so nothing else would be needed immediately on those.
Re: Improvement Request: Change a variable scope
If you decide something that you've made a variable in a Part Studio should have actually been in a Variable Studio, just make the Variable Studio and create the a variable with the same name. Then back in the Part Studio delete the local one.
Re: undesired "bumps" when using loft
If you're new to CAD, tackling surfacing is going to be a heavy lift. Make sure you take the Onshape Surface Modeling course in the Learning Center. One thing you'll learn is that if your underlying curves don't match tangency (or even better, curvature), then your resulting surfaces will have bumps. When you're using Lofts and Fills, you'll see the option to add guides or continuity constraints. Use those to impose tangency. And if tangency doesn't work, your underlying curves aren't tangent. Same with curvature. Another tip to look out for is construction surfaces. Use a construction surface to impose tangency to two adjacent surfaces.
Re: Improvements to Onshape - December 13th, 2024
Very nice to end the year with a gift. Even as a total amateur myself I can see the good things that have been added here. Speaking for myself I will probably only be using the approximate curve from this list, but who knows. I might find useful things with just playing with this.
Thanks to the team, and a special thanks to all those from onshape and others that help the likes of me getting better by answering all our questions with to the point answers. You are ace, all of you!
Have a fantastic holiday!
3dcase