This is a small collection of some of the tips that have been posted on the TurboCAD Forum. Over time they tend to get lost so I have gathered up the better received ones that don't need a context.
Newest addition or revision
Previous addition or revision
Assemble by 3 Points Tool (8/5/01)
Changing an Object's Coordinate System (10/13/02)
Counting Parts (5/5/02)
CurveLab Scripting Errors (8/8/02)
Deleting Layers in v6 & v7 (revised 4/5/02)
Dimension Text Mode (7/13/01)
Dimension Dimensions (12/21/03)
Extrusion Paths (revised 5/5/02)
Glowing Objects (5/25/01)
Grid Density (5/25/01)
Layer Zero (3/12/02)
Macro Won't Run (1/18/03)
Material Names (5/25/01)
Pasting Excel Data into the 3D Mesh Tool (11/19/02)
Perspective Settings (5/25/01)
Rulers, where are they? (11/19/02)
Silent Killers (v6 & v7) (revised 4/5/02)
Sizing Property Toolbar Fields (5/25/01)
Sorting Through Vertices (6/25/02)
Snaps, SEKEs, and Faceting Modes (6/11/02)
Spiral Tool Settings (9/2/02)
The tool operates by moving a source plane (defined by three source points) so that it is coincident with the destination plane (defined by three destination points). The origin of each plane is defined by the first point pair. A line on each plane is defined by the second point pair in conjunction with the first point pair (Source Point 1 to Source Point 2 and Destination Point 1 to Destination Point 2). The third point pair finishes the definition of the two planes. After the source plane is moved, the first point pair will be Common (one and the same), the first point pair and second point pair will lie on a common line, and all six points will lie on a common plane.
Using the tool:
Note: all points must be selected with snaps or SEKEs. Any snappable feature is suitable.
So, when using the tool, think "Common point", "Common line", and "Common plane".
Changing an Object's Coordinate System: (Winston Mitchell)
Sometimes it is necessary or desirable to change the orientation of an object's Coordinate System (Entity CS). Here are two similar methods.
Whichever method you choose, the object's CS will now be aligned with the chosen or created workplane and will have all of it's original properties (layer assignment, pen color, material, etc.)
Counting Parts: (Winston Mitchell)
If you need to count parts in your drawing select the items of interest by any convenient means and turn on the "Selection Info" palette. If you have more than one entity selected, the lower-left corner of the palette will display "number of total selected". Number is the number of entities in your selection and total is the number of items in your drawing including lights.
CurveLab Scripting Errors: (Winston Mitchell)
If you encounter Scripting errors when typing in the CurveLab script window, you should be able to fix it by disabling two one-line subroutines that call the problem subroutine in the C&urveLab.htm file in TurboCAD's VBScript directory.
Here's how:
The result of your edit should look like this:
Sub StText_onkeydown ' TranslateAccelerators(StText.event) End Sub Sub Document_onkeydown ' TranslateAccelerators(window.event) End Sub
If this solves your problem, thanks should go to TurboCAD forum contributor Joe Hren for solving this problem.
There are a least two ways to do this. You can save the drawing, close it, and then re-open it; or, you can create a simple block and then remove it.
If you still can't delete the layer then there is probably some part of a group, block, or symbol assigned to it.
A lot of the content of this toolbar already exists in the Property toolbar and so turning it on wastes a lot of screen real estate. You can greatly reduce the loss of screen real estate by customizing the Property toolbar, incorporating the text-mode buttons in the Text Properties toolbar as a fly-out in the Property toolbar.
There seems to be some confusion about the internal dimensions of a dimension. Hopefully the image below will help to make the meanings of dimension settings more clear.

v8 does allow extruding on paths that contain arcs. However, the results may or may not be satisfactory. The problem usually occurs when the first segment of the path is an arc. This can be fixed by ensuring that the path begins with a short straight-line segment. If this is not wanted in the final extrusion, it is easily removed with the 3D Slice tool or the 3D Subtract tool.
Sometimes, when constructing a path for an extrusion, exploding small-angle arcs will not yield enough segments to produce the desired smoothness of curvature. Instead of just exploding the arc, you can divide the arc into as many segments as you wish, explode them, and then join them. This is how:
If you node edit the result you should find the number of segments that you input in step 3.
Assign the "/" and "*" keys on your keyboard's NumPad to "WorkspaceGridDivide" and "WorkspaceGridMultiple". Try it, you'll like it!
There is an obsure bug in TurboCAD's VBA system. During macro installation, if you happen to choose a project name that is the same as the macro's main subroutine, it won't execute. Usually, this is not a problem because the main subroutine's name is not known to the user prior to installing. However, the user might remember the name on subsequent installs and attempt to use it.
You can easily check for this by examining the Drawing Macros dialog.
The total of the lengths of the material's name and the name of its category must be twenty-nine (29) characters or less. Also, you can't use a comma in the category name because a comma is used internally to separate the category name from the material name in the propin.dat file.
If the Excel data has Y position in the first column and X position information in the first row and you want to include it in the copy, then do so. When you paste the information into the mesh, select the upper-left corner of the input dialog and select all of the cells with the Shift button and arrow keys, paste in the data ([Ctrl]-V) and then click Ok. The mesh will move to the X and Y location specified by the Excel data.
Selected and copied Excel data:

Selected 3D Mesh cells before paste:

If you want to transfer only the Excel Z data cells then copy just those cells. When you paste the data into the mesh, select the upper-left corner of the yellow cells and select the remaining yellow data cells with the Shift button and arrow keys before pasting and clicking the Ok button. The mesh will remain in its current location and maintain its size.
Selected and copied Excel data:

Selected 3D Mesh cells before paste:

| 35 mm Camera Focal Length (mm) |
Perspective Angle (deg) |
Notes |
|---|---|---|
| 15 | 77.3 | |
| 17 | 70.4 | (Eye Setting) |
| 18 | 67.4 | |
| 21 | 59.5 | |
| 24 | 53.1 | |
| 28 | 46.4 | |
| 35 | 37.9 | |
| 50 | 27.0 | |
| 85 | 16.1 | |
| 105 | 13.0 | |
| 135 | 10.2 | |
| 200 | 6.9 | |
| 240 | 5.7 | (minimum setting) |
Note: If these values look different from others you may have seen it is because the angle of view for camera lenses is typically given across the diagonal of the film plane. The difference arises because TurboCAD's viewing angle is for the vertical dimension of the image.
One of many ways of creating these is to intersect two 3D objects that don't intersect. If you do this, the operation will complete normally with the original objects disappearing and no indication that anything has gone wrong.
If you catch it in time, you can back out of it with the "Undo" command. To check a file for the presence of one of these, lean on the F6 or F7 keys long enough for every entity to be selected once. Do not use the shift key. Select All ([Ctrl]-a) will usually not reveal it.
If you find one, you can recover by turning on all layers and copying the complete contents of your drawing to a new one. Usually, the "Silent Killer" will be left behind. It's a good idea to check the new file again. I have seen the invalid object survive the transfer. If it does, you will have to isolate it with the F6 and F7 keys and selectively copy with Shift-F6 and Shift-F7.
From the Menu bar click [Tools, Customize...] and then click on "Tools" in the left window. Next, click on the field you want to change and resize it by dragging its right border with the mouse. Don't forget to save your new settings!
The image to the right is a classic orthogonal view of a perfect (x = y = z) cube. The problem is how to snap to the front vertex instead of the rear vertex or visa-versa?
The way you do it is thus: To snap to the front vertex, click on the line marked by the blue dot at the blue dot's location. To snap to the rear vertex, click on the line marked by the red dot at the red dot's location.
This works because when you vertex-snap (or SEKE) on a line, the snap will occur at the nearest end point (node) of that line.
A little experimenting is in order here. Draw a perfect cube, select an isometric view, enable only the Vertex snap, turn on "Show Magnetic Point", and enable "Show snap aperture" (Preferences section of the Program Setup dialog). Now move the mouse around the cube. Notice that anytime the snap aperture intersects an edge of the cube the magnetic point is at the nearest corner of the cube. You may find this little experiment instructive for other snaps as well.
To verify that this works, vertex-snap a 3D Polyline to the dot locations shown above. Now rotate the view slightly and see that the 3D Polyline does indeed connect the front and rear corners of the cube as shown by the coral colored line in the image to the left.
In summary, for vertex-snaps or SEKEs to work, it is only necessary that a line be within the mouse's snap aperture, not the vertex itself. This is also true for mid-point snaps.
| Degenerative Faceting | On | Off |
|---|---|---|
| Appearance | Minimalist | Classical |
| Form-building Edges | Not present | Present |
| Screen Redraw & Drawing Load |
Faster | Slower |
| Rendering Time | Slower | Faster |
There are two faceting modes: Degenerative Faceting "On" and Degenerative Faceting "Off". The main differences between the two modes are drawing appearance, the presence or absence of form-building edges, screen redraw and drawing load times, and rendering time. These differences are summarized in the nearby table.
Of particular interest, when discussing snaps, are the form-building edges. When they are present, snaps react to them—even if they are not visible! Visibility of form-building edges is controlled by a setting in the Drawing Setup dialog. Visibility can be turned on and off with this setting only when Degenerative Faceting is "Off". They cannot be made visible when Degenerative Faceting is "On" because then, they are not present.
Snapping to invisible form-building edges can be very troublesome if a user is not aware of this behavior as it makes it appear as though snaps and SEKEs are not working properly and are behaving erratically.
The presence or absence of form-building edges also explains why the faceting mode affects load and screen redraw times (faster without them) and rendering times (slower without them because they have to be generated for rendering).