ReferenceAvailable
Cone
Create a tapered solid for a transition, nozzle or cone-shaped part.
Create a tapered solid for a transition, nozzle or cone-shaped part.
Where to find it
Geometry workspace; System → Geometry
How to use it
Set the radii and height, then inspect the orientation of the taper after building. Choose Build All Geometry to update Graphics.
Settings and initial values
| Setting | Initial value | Meaning |
|---|---|---|
| Origin | Center | Center uses the entered center coordinates. Corner currently adds max(Top radius, Bottom radius) in x and y, and Height / 2 in z in global coordinates. These offsets are not rotated with a tilted axis; prefer Center and explicit coordinates for tilted placement. |
| Top radius | 0.2[m] | Set the radius of the end in the positive axis direction. Zero makes that end a tip; at least one end radius must be positive. Use a nonnegative length in metres or compatible units, such as 10[mm]. |
| Bottom radius | 0.5[m] | Set the radius of the end in the negative axis direction. Zero makes that end a tip; at least one end radius must be positive. Use a nonnegative length in metres or compatible units, such as 10[mm]. |
| Height | 1[m] | Set the axial distance between the bottom and top ends. Use a positive length in metres or compatible units, such as 10[mm]. |
| Center X | 0[m] | Set the global x coordinate of the cone center in metres or compatible units. Review Origin because some primitives apply an additional Corner offset. |
| Center Y | 0[m] | Set the global y coordinate of the cone center in metres or compatible units. Review Origin because some primitives apply an additional Corner offset. |
| Center Z | 0[m] | Set the global z coordinate of the cone center in metres or compatible units. Review Origin because some primitives apply an additional Corner offset. |
| Axis X | 0 | Set the dimensionless x component of the primitive axis. The three components are normalized, so their magnitude does not change the object size. Use a nonzero vector; a zero vector currently falls back to global +z. |
| Axis Y | 0 | Set the dimensionless y component of the primitive axis. The three components are normalized, so their magnitude does not change the object size. Use a nonzero vector; a zero vector currently falls back to global +z. |
| Axis Z | 1 | Set the dimensionless z component of the primitive axis. The three components are normalized, so their magnitude does not change the object size. Use a nonzero vector; a zero vector currently falls back to global +z. |
Result
Built solids and their selectable entities appear in Graphics.
Troubleshooting
A radius and a diameter are not interchangeable. Check the field label and units before meshing a thin tip.