Assemblies and inputs
Create assemblies, use the sub-assembly inputs card, place and choose control points, explode and mirror sub-assemblies, and work with anchors.
Create assemblies, use the sub-assembly inputs card, place and choose control points, explode and mirror sub-assemblies, and work with anchors.
An assembly is a set of parts and sub-assemblies that together make a product - a partition, a desk, a reception counter, a cabinet. Any assembly can go inside a larger assembly as a sub-assembly, where you adjust it through its inputs, such as width or material.
A new assembly asks for its name and category right away and is saved immediately.
To place parts and sub-assemblies in an assembly, see Library.
Inputs are values that each instance of a sub-assembly can set for itself.
Each input appears on the card with its own control:
| Input type | Control on the card |
|---|---|
| Length | Number field in your unit |
| Whole number | Field with − and + buttons |
| Boolean | Toggle |
| List | Drop-down list |
| Text | Text field |
| Material | Material with its color swatch |
| Part reference | Pick from a list |
Control points are the points a part or assembly uses to enter another assembly and to anchor to other objects.
In the 0D, 1D and assembly editors:
You can delete any control point, even the last one. But a part with no control points can't be saved, and Atrium tells you why.
When you save a part, Atrium only moves it so that the default control point (★) sits at the origin. The part is never rotated.
A 0D part or sub-assembly with several control points can enter an assembly from any of them.
Explode opens up a sub-assembly and places its contents directly in the current assembly.
The result:
If the sub-assembly has an array, separate its array copies before you explode it.
Mirror a sub-assembly with the Mirror badge or Shift + M. The whole sub-assembly is mirrored (a left cabinet becomes a right one, for example), and it's tagged Mirrored in the design tree. Mirror it again to return it to its original state. See Move, rotate and mirror.
An anchor ties an object to a point: wherever that point goes, the anchored object follows.
You can anchor a control point to another point. When you anchor a control point, the gizmos of parts and groups also count as targets. In that case, the point follows the gizmo.
The gizmo of a 1D part, a 2D part, a group or a set can anchor to a point and be anchored to, just like a control point.
This feature is experimental, and its behavior may change.
When a selected point has other points anchored to it, it shows a Break anchor badge. Click it to break the anchors of all those points at once. A single undo restores them all.
You can copy components and groups from one assembly to another with Ctrl + C and Ctrl + V. The rules are in Drawing tools.