360 LIVE: Laser Projector Build - Part 6 Assembling It All Together

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hello everyone my name Tallis from Autodesk I want to welcome you to another episode of fusion 360 live today's topic we're actually going to be taking the laser projector and assembling it all together we've been spending quite a few weeks learning how to create the different parts the plastic parts the gears you know all the internal components and today we're gonna start assembling them together I'm going to start out by apologizing unfortunately the YouTube livestream was put in at the wrong time it was set to supposed to be 12 o'clock Mountain time it was set to 12 o'clock Pacific time so I know some of you are probably gonna join and miss this but luckily the YouTube video will be out there for you to to join that's my fault I'll take responsibility for that so I apologize on the keyboard I have Jason helping me out so if you have any questions or comments or anything like that please feel free to throw them out into the chat and also after the video is over with please feel free to add any comments into the comments field in the video ok so let's dive in what we're going to be doing today is actually assembling all of these parts now I did put a file in the description of the video that has all of these parts and we've been going through and creating most of them but you'll notice there's a couple in here that we're pretty simplistic like a pane of glass and a mask etc this little drive shaft I'm not gonna spend time you know showing how to model those so I just went ahead and incorporated those in that package I also included my outline that I usually use so if you want to download that outline at a later time and kind go through it step-by-step to kind of see to kind of review this video please feel free to do that okay so what we're gonna do is and in fact I'll come back to the camera here real quick this is a little bit different than how I typically design so what we're doing here is we're designing a single part we're saving it we're designing another part we're saving it and today we're gonna bring those individual parts or components into an assembly this is similar to how you would do it with like Pro II or SolidWorks for example and that's kind of why I'm showing this methodology I personally like to design what I call in context and what do I mean by that well for example I might design this part and then I will also in the exact same session design this part and they'll be in the correct location and everything like that I'm not having to save them out individually and then bring them in however today you're gonna see some of the cool functionality by doing that part by part saving it and then bringing it in individually because they're all gonna be linked together and you're gonna see some magic behind that so so what we're gonna do here is I'm gonna start out by I have a new session and I'm gonna go ahead and just save this so I'm gonna call this I'll just call this the whole assembly okay and you're gonna see it's gonna go from Kings fella right apologize it went from untitled to whole assembly okay and it's gonna create a file and I get right there called whole assembly and then what I'm gonna do is I'm going to insert these in so if I right-click on this back housing I'm gonna say insert into current design and what you'll see is it's gonna load this into my current design okay so I must have put this let me start over here apologize let make sure I'm in the correct location yeah that's that's what the problem was it didn't save it into the my project so let me jump into the correct project here so I'll go into tech Thursday's will do this star shower and this live stream okay so now I can call it a whole assembly and I'll spell it right this time in fact I'm gonna put a two after it just in case so now it's going to save that and now actually be able to insert into current design and what this is going to do is bring that file into this whole assembly now here's the important thing you'll notice it allows me to move and when we were creating these parts we pretty much designed them around the origin okay and this will make more sense here in a little bit and if when I bring these in they're all going to come in at that origin so I'm gonna pull this guy back a little bit and just for fun I'll move them over just so he's not perfectly lined up now what's interesting about this is you get a free move anytime you insert in a component okay you'll notice when I say okay I don't get that capture position or revert position but if I were to come in here and now say move for example and say unless it says capture position or if I say ok you'll notice those icons appear so take advantage of that free move so for example I'll do the center housing so I'm gonna insert all of these in individually and see sure enough how that kind of came in near the origin so I might bring this back a little bit let's bring it up you'll notice it doesn't say capture position and I don't get those icons so you get a free move basically whenever you do this and so all I'm gonna do is step through and insert these in now I'm not gonna do every single part cuz that would take you know probably about 5-10 minutes of our time or whatever but I'm just going to kind of showing you what happens when we insert these into our current design so I've got my housings here's a perfect example notice how that gear came in exactly at that origin in fact let me show you what would happen I'll go ahead and leave that there and I'll show you why I'm moving these okay so I insert that guy but now when I bring in for example like the stake let me insert this into the current design it's gonna come in at 0 0 and now our gear is kind of like buried inside the park so this is why I've been been moving these around and again I'm just kind of positioning them out in space somewhere it really doesn't matter ok ok now to save time I've already brought all of the parts in kind of the cake in the oven type thing so I'm going to go ahead and close this guy out and I've done everything I just just did I brought these all in you'll notice they're no longer right on the origin okay I'm gonna highlight a couple parts so you'll notice I have a circuit board and this is using our new PCB abilities inside of fusion and I did have somebody asked me are you going to show how you did this and I will actually Edwin made this for me he's been doing a lot of live streams on the PCB ability so I highly recommend watching those I think they're on Wednesdays and so he made this for me I'm like me and I wish I knew how to do that so I actually watched his livestream and was able to go through step by step and create the board and you'll notice it has components it has you know the little copper holes and stuff like that we did leave out the copper traces in this case but I will probably show how you can create a PCB board the other things I've added are the piece of glass the glass what's called a glass mask it's just a thin piece of material piece of plastic you can kind of see has a bumpy texture on it that's what the laser is kind of shine through and then this gasket I know they're black so it's kind of hard to see but there's like a groove inside this gasket here so we're gonna be assembling those and then finally there's this little driveshaft that square on one end and rectangular on the other and it's slightly tapered so again I didn't show how to model those I just included them in this project okay so what we want to do now is start assembling this thing together and making it realistic like making things rotate that rotate make things slide it slide for example and so that's what we're gonna be doing so the first thing I'm gonna do is I'm gonna pick a part that I kind of want to be my my stationary part and obviously the stake is kind of what's driven into the ground and everything screws into it or rotates around it so I'm gonna call this my stationary part but I want to move it I'm gonna move it to zero zero now I could create a joint that's totally fine or I could use the Move command and we're gonna be doing lots of the assembled joint commands today but I wanted to show this move command you'll notice allows me to move bodies well I'm gonna move components I'll go ahead and hover over this component you can see how it highlights and you see them my little triad kind of like flashing around and stuff well in here I have a point to point and I'm gonna zoom up a little bit and let me go ahead and click on point to point I'm sorry my origin point is going to be I'm gonna hover over this edge this top edge right here and you'll see this little plus so I'm gonna go ahead and click on that little plus and then my target point you can kind of see it's drawing a line and so basically what we're gonna do there is oops make sure I doing this correctly target point oh sorry need to select my component let me start over sorry I guess so far not so good let me go component is that guy point to point there we go Oh make sure I'm getting that outer filler edge I'll grab that point right there and then my target point will be right there and you'll see that it can move I must have unselected the component so even though I told it where to go it didn't know what to move okay so I now have moved that component to where it needs to be now you'll notice because I did that I have this capture position and I definitely want to make sure I capture the position so when I do that it's actually going to capture that in time and it knows that this stake is where it needs to be the next thing I need to do is I need to ground it okay because even though I moved it you'll notice I can still click and drag right I don't want it to move so I'm going to here's a little trick if I just click on any part of my stake it actually highlights it in my browser and I can very quickly find it in my browser you'll see kind of an underline - right there so if I click on any component it'll actually highlight it in my browser so that's a neat little trick and you'll notice I've named everything please please please name your parts in components it makes it so much easier so I'm gonna right click on steak and the very first command is ground and when I do that it might be a little bit hard to see on the video but there's a little thumbtack next to the component now and if I try and click and drag on this component you'll notice I'm clicking and dragging it's not moving whereas all these other parts I can move around no problem because they're not grounded okay I'll go ahead and turn off the origin because I know that right there is my origin the next thing I want to do is maybe start assembling this so I'm gonna use the joint command and you'll notice in our latest release we have updated what our joint commands menu look like and I really like this in fact they've added an enhancement I was always frustrated that between two faces was a right mouse-click option instead of being in the menu so they added that to the menu so I'm really excited about that okay same thing component one component two you've heard me use this little phrase which one do I move well which component which one do I want to move this one and where do I want to move it to I want to move it to the stake okay so that's how I know which one to click on first so I'm gonna zoom up I'm gonna grab this circular edge right there so that's the one I want to move where do I want to move it to I want to move it to this base so I'm gonna hover over this edge and click and you'll see that it's gonna move that component there okay now it is two separate tabs this is my position tab and then I have my motion tab and you'll notice by default the last thing I did was a revolute so it wants to do a revolute and and I could leave it a revolute in this case because it kind of screws on but it really doesn't matter too much in this case so I'm gonna stay rigid because once it's screwed together it's going to be rigid however I want the teeth of the gears to face a different direction okay so I'm going to go back to this position and I can grab this little rotate thing and you'll notice I can actually rotate the position so it's located in the correct location and on the correct axis but now I can rotate it around 90 degrees and that's what these options right here I could even offset it for example up a little bit you know let's say it didn't screw all the way in you could offset it a certain distance let's just say 0.1 in this case and you'll see it's still a rigid joint but it's offset by 0.1 okay so that's what these little joint alignment options are so I rotated it 90 degrees and I'll say okay now because that's a rigid joint I when I click and drag on this pivot you'll notice that I can't pull it off with a stake because it's rigid okay so the next thing I want to do is taking a look at this back housing I want to apply this back housing onto this pivot point so I'm going to do the exact same thing I'll say joint okay and then I'm gonna zoom up and I like to line things up so I know that this hole has to line up with the other hole so I'm gonna pick on this edge now be really careful when you're selecting edges and you'll notice I'm hovering over this edge you'll see my joint origin is right here in the middle however every single edge has a start point and an end point and you'll notice that where I'm hovering right now if I were to click it's actually gonna grab that particular point as my joint origin and then things would not line up so be aware as you're doing these joint commands that you're getting the result that you want so you might have to you know depending on where you're hovering over you might get a weird result like that so make sure you move off of it until you get the result that you want so which is that guy there I'll zoom out and rotate a little bit and I'll zoom in grab this point here so again watch what happens as I rotate around you'll notice it's in this case there it is right there it's in a slightly different location in this case so I want to make sure I'm grabbing that edge to get the center of that edge I'm going to zoom out you'll see it kind of I wish I was doomed out you could see it slide over in position where it needs to be however you'll notice it's a kind of at a weird angle okay now this does rotate because of the teeth so I'm going to change my motion tab and click on revolute and you'll see that it gives me a preview that it's gonna pivot around that axis okay I'm gonna jump back to my position tab and I want to rotate this back so it's more vertical so I'm gonna grab this little rotate doodad and start to rotate and you'll see you know we can actually rotate around that pivot to make it look a little bit better and let's go ninety seven point point eight degrees some weird number now you're probably asking why I'll show you why here in just a second okay so I positioned it with a revolute and then I told it to be at a very particular angle so I'm gonna go ahead and say okay and let me show you why that number this is one of my favorite commands under the inspect menu section analysis so I'm gonna click on a section analysis and I'm gonna click on this front plane because I know it slices right through the origin and now we're slicing through our design okay we're sectioning through and we can see what it looks like on the inside so let me look at the front and zoom up a little bit and notice the teeth right here okay so if I were to edit this this joint again so let me go ahead and edit the joint and I'm gonna rotate I can physically see that the teeth are no longer lined up okay so this is how I came up with that 97 or I'm sorry 95.7 degrees what was it ninety seven point eight I apologize I'm ninety seven point eight so let me type that in ninety seven point eight and I can see that those teeth are in the indentations that they need to be so that's how I came up with that number okay now when you create a section analysis I get this question a lot it's like okay how do I get rid of it well over here you'll notice when I created it it created an analysis folder and if I expand that open there's my section I can have multiple section views okay or I can just click the little eyeball and turn it off click the little eyeball turn it on in fact we're going to come back to this section analysis later on so I'm going to turn it off for now and there we go you can kind of see where that's where it needs to be okay let's work on maybe the center housing I'm going to position this heat sink so again pretty repetitive I'm going to be doing a lot of the joint command here so let's go ahead and do like for example that circular edge with this circular edge here and you'll see it's gonna move that heat sink up and it's going to rotate it and it's in the wrong location etc etc so you'll notice that it's going the wrong way well hit the little flip icon right here okay and it just basically flips the orientation so instead of going in the negative X it's going to come toward the positive x in this case okay but then it's also rotated the wrong way so I'm just going to grab this rotate and [Music] 180-degree I'm sorry 90 degrees in this case and we can see that it's now positioned I'll say okay but check this out I'm going to zoom up here and notice an issue and unfortunately I guess that part was kind of in the way so it's a little hard to see but let me back assume back up on there again the holes do not line up ok now why well because I kind of freestyle this I just took dimensions off of the parts with my digital calipers and I tried to get as close as I could a lot of times it was guesses and stuff like that but this is a real-world example especially when you're designing parts individually and then you're inserting them in and you're like oh these holes don't line up so we're gonna learn how we can fix this this is pretty cool okay so you might say oh just edit the sketch of the center housing but you'll notice that all of these have little link icons and that means that they're linked what that means is I can't come in here for example click on that face and you know say press Pole you'll notice it's not gonna let me click on any of these parts or any of these faces or anything to modify them because they're linked back to the original model okay and that's why you can't change them so what we're gonna do is take some measurements and then we're gonna edit the center housing individually okay so let me zoom back up on here again and I need to know how far off these are so I'm gonna kind of zoom up and rotate ever so slightly and then I'm gonna say measure okay now here's another tip I see this all the time when I'm helping customers I'll say take a measurement they'll click on inspect and then they'll hit measure right well you can just click on the icon right here you just click and you're in the measure command so I'm gonna pick on this Circle which happens to be you know this interior face and I'm going to click on that circle and it tells me and it's kind of hard to see the dimension but it's right there that those are point zero two eight apart okay now here's another new cool trick notice if I hover over any of these numbers it says click to copy to the clipboard okay so I'm just gonna go ahead and click on that number and it doesn't seem like it did anything but it copied that into my clipboard and that's important okay okay so now I have the measurement what I'm going to do now is right-click on the center housing because that's the model I want to change and I can come in here and say open about halfway down and you'll notice I'm in my whole assembly what it does is it opens up the center housing into its own session and here is my time line for that Center housing all of the information about it okay so basically what's wrong here is these two holes are too far apart now what I can do is I need to figure out where these are in my time line so I'm going to go ahead and click on one of these holes and you can see that highlighted a combined now this isn't all that helpful the reason it highlighted that combined is because we made half of this we mirrored it and then we combined it together but what this does allow me to do is it kind of helps me figure out where in my time line was this created so I know it was created before this combined so for example I'm just gonna start moving to the left and there's a sketch I'm gonna keep going and there's a sketch and you'll notice it actually kind of highlights that circle so let me go ahead and edit that sketch and sure enough there is the sketch that was used to create that small hole so that's a neat little trick you know click on it and if it's not the exact feature you can work your way backwards pretty easily and pretty quickly instead of trying to find in you know 60 features which one is it okay so here is that hole now I need to move it in so I'm going to double click on that dimension there and then I'm gonna paste so now you'll see it says point zero four space zero point zero two eight and I obviously want to subtract so I'm going to add a minus in there and you'll notice it went from red to black which means it's a valid dimension and because I had copied that into my clipboard it's using the exact measurement it's not a rounded up number or an approximation so when I hit enter we're gonna see that that point four has now changed to point three seven two and it's moved over a little bit now here's the cool thing we're whoops we're way right here in the time line as soon as I say finish sketch it's gonna do all of the downstream processes I'm gonna say finish sketch and it did my mirror it did everything and I should I should have shown this before but this little gap right here is now a little bit thinner no no it's must be auto-saving um a little bit I'm sorry a little bit wider so let me undo so you can kind of see that so I'm gonna undo back a couple steps and you'll see it go from the larger hole to the smaller hole or I'm sorry the larger gap to the I'm sorry a smaller gap to the larger gap okay so long an undo back and notice how thin this little gap is right here we make the change to the sketch and apologize it's taking long to push across it shouldn't as long you'll see that little tiny gap go become larger after we moved that over so there's a visual confirmation that sure enough it made that change okay so I've made the change notice I'm at version one and there's an asterisk next to it that means that something has changed since we loaded version one obviously we've changed the the location of the whole so I'm going to hit save now I could just say okay but in this case I want to be pretty descriptive so I'm going to say you know changed changed location of screw holes or something like that okay that way when it goes to version two and I can view it I can see okay what's the difference between version 1 and version 2 oh I changed the location of those screw holes okay now watch this this is really cool I'm gonna go back to my whole assembly and notice there's a little warning symbol next to Center housing let's go ahead and zoom back up on here notice the holes are in the wrong location and it says the component is out of date to update use get latest in the model environment okay I can either click on this icon or I could right click and say get latest and watch what happens to these holes when I say get latest it's actually going to go out and grab version 2 of the center housing and now we can see that sure enough those holes are lined up okay so this is really cool I think you know we're designing individual parts we're hoping that they all line up I usually project geometry and stuff like that but I was trying to in this example so coming from other CAD systems maybe SolidWorks a prohi or or whatever what things you might run into and this is one of those where things don't line up but it's so easy to make a change and go back to the original model and that's what's so cool is that these are dynamically linked to the original models and if I make a change to that model this assembly will update okay okay so let's move on now that we've put the heatsink in the correct location I want to assemble it in there again I could do I could turn off other parts if I wanted to so for example I could turn off this back housing so it's done in the way maybe the the front housing I could turn that guy off also okay I want to create a screw right here so I'm going to use mcmaster-carr hopefully you all know that there mcmaster-carr library is built right into fusion so let me expand this open a little bit and I'm going to go into screws and bolts and I want to have one of these guys like tapping wood drywall screws I'm gonna click on that guy and then I want tapping screws for plastic in this example I'm going to click on that guy okay then you'll notice they have a whole bunch of different kinds I'm going to just use the basic 18:8 and I want to do a number 0 by 3/4 I'm sorry by 3/8 I lied so a number 0 by 3/8 so I'm going to go ahead and click on that number there and if it has a little CAD symbol I can click on this product detail scroll down it shows an image of it and then you have different options on how you want to download this I want to download it as a step file so I'm gonna hit save now what this does is it brings it in and of course it brought it in at 0 0 0 so it's hidden in the height of my stake right there so I'm gonna pull it out and let's just move it something like this now I usually try and get it sort of close I mean that's just personal preference I could even rotate it to have it going in the correct direction like so you don't have to I like to now here's the catch when you insert the mcmaster-carr component notice you don't get that free move so if I don't capture the position in fact I'll I'll go ahead and do this I'll show you what would happen I'm not going to capture the position I'm gonna say okay and yeah there it is but as soon as I go to do something it's gonna say some components have moved do you want to capture the current position or do you want to continue if I say continue it's gonna put it back inside the the stake right here at zero zero zero so in some cases you're gonna want to capture the position and then do your move your your joint so I'm gonna rotate around a little bit zoom up and I'm gonna just hover over this circular edge right here so it's going to grab the center of that edge and then I'll do the same thing over here I'm going to hover over that edge and click and you'll see it slide into position it remembers our last motion type was a revolute so if you wanted to you could leave it a revolute or in this case I'm gonna just say it's a rigid joint okay it's really up to you what you want to do there so I'll go ahead and say okay and we now have a screw right there so I'm going to do the exact same thing without as much talk so I'll say inspect actually no I lied I'm gonna copy because I want to show the copy functionality so I'm going to click on that screw right mouse click and say copy okay now I want to put another screw in this assembly so I'm gonna right mouse-click at my top level and say paste okay now you'll notice I have paste and I have paste new paste new is if you want to create a copy of something but you can change the original and it won't change the copy or the clone of it okay if I say paste and I changed one of them the other one would change also so I'm gonna just say paste because I want them to be the same now I want to position these okay I'm gonna just drag it over here kind of where it's in the open air I'll say okay and then I'm gonna create a joint now why would I use a joint versus using maybe like a move command like a point-to-point move command well the reason for this is because I want the smartness of the assembly to happen so if I were to move this guy here you'll notice that those screws and the heat sink all move together because they have rigid joints with this particular part here the center housing okay if I had just copied and pasted and moved this screw over ninety six millimeters whatever it's supposed to move and then I came in and moved this guy that screw would have stayed in the exact location where it was and it wouldn't have moved so that's why we're creating the joint command okay the next thing I want to do is hook the stepper motor we have this little tin can stepper motor that needs to go into place right here and I'm gonna purposely make a mistake and then I'll show you how to resolve that okay so I'm going to use the joint command and I'm going to select that edge there and I'm going to select this circle edge over here and you'll see that the the piece of metal moves again it's in the wrong location so I'm gonna flip so now it's correct and then I'll rotate it 90 degrees real quick in this case 270 depends on which circle you pick now watch what happens when I say okay it just moved the top cover of my stepper motor but you'll notice that the stepper motor is all like this component with a whole bunch of individual sub components underneath it okay but I told it to move just that particular part so how do we fix this well the easiest way is to come in here and because this is all one thing I'm going to come under the assemble menu and say rigid group what are the components I'm just gonna click on that top-level tin can stepper motor and you'll see include child components so it's going to include everything underneath it all the children underneath it I'll say ok and now if I do that exact same joint so I'll make sure I grab that circular edge and that circular edge now here's the thing that's going to freak you out it looks like it's doing the exact same thing well remember we're only dealing with two components at a time component one is the one we want to move component two is where we want to move it to I want to flip that around I want to rotate that but watch what happens when I say I'll zoom out watch what happens when I say ok the rigid group has to move to where the other part is they have to stay a group together so sometimes you know when you go to move a component it looks like it's not moving the rest go ahead and hit okay and see if the rest move if they don't you can always go back and make it into a rigid group okay so I now have the stepper motor where it needs to be and I didn't include every single little tiny screw in here if you want to please feel free to you know go to mcmaster-carr and create maybe measure what the diameter of this hole is and find a screw that would fit inside that hole and add those in I'm just doing kind of more of the major ones and showing you how to do some tips and tricks with those okay so we got the stepper motor where they need where it needs to be now what I want to do is position this circuit board okay so the same thing I'll save us some time because I'm gonna go long again this is a whole bunch of sub components so you can see I've got my 3d packages I've got the solder mask I've got the copper traces and stuff like that copper pads etc I want to group all of this together before I move it okay and that is the star board okay so I'm gonna come in here and say rigid group starboard not aft but starboard I'll say okay cheap humor I'm here all day okay now if I do the joint I'll again pick a top edge like that and a top edge like this now again it looks kind of weird because it's only moving one thing in this case it almost looks like it's moving the mask so I'm gonna flip that around and rotate that down the 90 degrees but as soon as I say okay you'll see the whole board because it's a rigid group and all moved together pretty cool okay now I want to assemble this I'm gonna use a screw for this so again I'll come in here and say insert mcmaster-carr I'll move this up a little bit make it a little I like to make the window a little bit bigger so you guys can see screws and bolts now I'm going to do something a little bit different this time so I know I want to pick a screw or bolt but I'm gonna use the filters over here on the left so I want to pick a particular size so I'm going to come in here and say I want a 356 in this case and you'll notice that it starts to filter things out I also want to make sure that it's a Philips Drive style so I'll click on Philips and now it's only showing certain screws in that size that have Philips head so it's kind of a cool way to filter things out so I want to do a quarter inch long which is this guy right here product detail I'll say save again it brought it in at 0-0 so I'm just going to quickly I can even use these planes to kind of you know do X&Y or I'm sorry X and Z in this case and this time I'm not gonna rotate it just to show you you don't have to so I got to go ahead and let me bring it over to this side sorry I'll go ahead and say okay I'll capture the position so it doesn't jump back to the center and I will do a joint right here that edge and let's just start maybe at the top left and I'll click on that edge and you're gonna see it's gonna move the screw but it brought it in the again flip directions so I'm just gonna hit flip you can see how you can rotate the direction and you'll notice that you know the edge they clicked on is the edge that it's sitting on that board we can see that it's actually going into the screw hole it's the correct size and everything like that it's pretty cool I'll go ahead and say ok and I now have a screw now I could do that three more times but that would take some time I'd have to go into my master car click a bunch of times whatever well this is a rectangular pattern so let's go ahead and say pattern rectangular pattern I want to make sure I'm patterning a component so I'll go ahead and say that screw there okay then I can specify the directions so I'm gonna say that direction and this is what Jason was showing last week on his live stream I was like earlier this week on his live stream selecting both directions so I can now start to drag this direction and you'll see the preview let me move this guy out of the way you can see that there's three screws I'm also going to start to drag this direction and we can see that there's three going that way well I want only two going this way okay and I'm concerned about the spacing and I know from my drawing that the hole spacing was 2.8 so I'm gonna type in 2.8 and you'll see that it jumps over there okay or I could have measured the distance between the two holes if I didn't have my drawing I also know I want two screws going down this direction and that distance was according to the drawing point nine five I'll say okay and now I have four screws now this is what I was talking about earlier watch what happens if I move that component see how those three screws don't move with it that's just because they were basically moved they weren't you know they weren't created the joints or anything like that so I could do joints for all of those but I'm gonna say rigid group I know that all four of these need to stay in the same location and because this one was created with a rigid joint the rest of them will move with it so if I were to move it now we can see that they all move okay now again this is personal preference I get asked every so often does it matter if I create four joints all the way around you can absolutely do that or could I do one and do a rigid joint again it's totally up to you or even a revolute joint it's up to you I I kind of think it's faster to group them together and have less joints okay okay so what I'm gonna do now is I want to start positioning the gears and I want to simulate how these gears are gonna move well I don't want the center housing to move so I'm going to ground the center housing temporarily so I'm gonna say ground and you'll notice that it's pinned you can actually ground multiple objects there's it doesn't have to be just one so keep that in mind when you're designing things if you know it might make sense to ground a couple different things to simplify instead of having to create rigid groups or extra joints or whatever so what we're going to do now is we're going to position these gears and one of these gears is a drive gear you can kind of see that here and the other one is the lens gear okay so I'm going to position the drive gear first so let's go joint I'll click that edge there I'll click on like that edge there you'll see it move into position and for whatever reason everything was flipped so I'm gonna hit flip real quick okay so I want it to look like that you can see that sitting right on that plastic boss but it's not moving so I'm gonna go to motion and sure enough it's a rigid joint I'm gonna say revolute and now I get a preview of what that's going to look like as its revolving around that axis and that looks good I'll say okay and if I were to grab on that gear you can see that we can rotate it now if I hadn't grounded my Center housing it would have just moved with the center housing it wouldn't have let me rotate it so that's why we ground it if I unground it and I try to rotate this gear see it won't let me rotate it so that's why we did that temporary grounding of the center housing okay same thing let's do a revolute joint from there - maybe this edge right here again making sure I'm not grabbing an end point or whatever it's sometimes it's hard to find that end point right there it is so I wanna make sure I'm grabbing that edge it's going to position that gear I'll flip it around now I'm not gonna spend a lot of time on talking about gear ratios and a lot kind of stuff and you'll notice that the teeth don't really engage all that well again this is my fault it's because I just you know took some basic measurements and I'm like guessing that this gear is slightly smaller than it needs to be but it'll still show you what needs to happen and in a future session I'm gonna talk about fixing things like this like maybe we can actually move the center of this gear up a little bit to make it engage better but that means we're going to change the center housing so again let's down the road but what you noticed is when I first position it those those teeth are kind of like overlapping okay so I'm just gonna rotate them so they're not overlapping something like this maybe around 96 degrees or something okay I could also you know type in a number I could just say like for example - 96 and it'll snap to that particular number okay now if I rotate this gear you'll notice nothing really happens with this other gear not very realistic okay I could come in here and do what's called contact sets but in this case I'm not going to we're going to do something called a motion link okay now what this allows you to do is to link two joints together so I'm gonna start with this one down here okay and we can see that's called a revolute 12 then I'm gonna click on this one here and that's called revolute 13 now I'm gonna hit animate but it's kind of hard to show so when I hit animate it's gonna preview but it's it's jumping too fast that's if I got so I'm gonna just say okay so all I did was say link those two together now watch what happens when I drag this gear we see a couple problems first of all the other gear is rotating the wrong direction okay so let's go ahead and expand open the joints here's that motion link the very last thing in the list I'm going to edit that feature and you'll notice there's an option in here called reverse I'll say okay now when I drag to the right the gear is rotating the correct direction but watch what happens I start going further and farther and farther you'll notice that the teeth are starting to clash with each other now why is that well it's because this gear is actually larger than this other gear it's a different gear ratio okay so what we can do is we can come in here and say for every 360 degrees that the big gear rotates I want the smaller gear to rotate 376 degrees and I'll tell you how I came up with this number here in just a second so let's go ahead and rotate now and I can keep rotating and keep rotating keep rotating you'll notice that the teeth aren't clashing anymore and that's because we've specified that ratio of for every 360 this should be going 376 okay now how did I come up with that number I just rotated around and around and around until I saw when it was starting to clash and I backed off a little bit okay again not glamorous way of figuring that out I probably could have figured it out with gear ratio math and stuff like that but I'm not good at math so I just I just did it visually so again I said I'm not gonna go in too much into depth about like gear ratios and stuff like that I could actually turn on the sketches for these and they actually have the axes of the teeth I could make those tangent with each other but because this let me jump back to here but because these are lined up perfectly with these circles I'm not going to worry about that okay so let's do the exact same thing I'm going to create a copy let me turn off those joints I'm gonna create a copy of my lens gear so I'm gonna right-click and say copy right-click my top level say paste it's gonna position it out here in space somewhere and I'll just leave it right there for now I'll go ahead and say okay and let's create a revolute joint from there to there flip the alignment say okay now if I were to rotate this ear you'll notice that other one doesn't rotate because we haven't created that motion link so let's go ahead and do that so I'll come in here and create another motion link that guy and that guy and I know 376 so I'm going to type that in let's try to rotate and sure enough I didn't have to reverse that line it actually rotates in the correct direction so now you can see that this stepper motor is going to turn this gear and it's gonna revolve these little there's little pieces in here that make the lasers kind of Sparkle and stuff like that that's how this thing works okay so let's actually connect the stepper motor to this drive gear and that is this little drive shaft right here so I'm going to create another joint let's zoom up and I want to catch to the center of that rectangle and you'll notice if I hover over this face it actually lets me catch to the corners of the rectangle and the center of this axis here so I'm going to click on that because this is the one I want to move where do I want to move it to I want to move it to this little gear in here and it's gonna be kind of hard to see I'm gonna jump in here and let's turn off the center housing temporarily and I'm gonna do the same thing here I want to catch to the center of this surface so you'll notice when I hover over it it's doing the rectangle but then there's that little center mark so when I click on that it's going to line up that drive shaft and I don't know if you saw the the animation of the that part rotating but it's lined up and it's rotating there okay however I want to back it off ever so slightly in this direction so I'm going to drag it so you can kind of see what's going to happen if I pull it this way it's gonna come off of that post but the reason I want to back it off a little bit is because you know I want to make sure that it's engaged with the shaft here so let's just back it off maybe I think in the directions I just say like point zero five in this case you can kind of see it move I'll say okay and if I were to rotate the gear you'll notice right in here what's happening when I rotate the gear so you can see that sure enough that drive shaft is rotating also so now we have a mechanical link between the stepper motor the drive shaft the gears and those are Road around the center housing here for the lasers to shine through so hopefully that kind of makes sense how we've been and we're kind of assembling this as like a sub assembly which is kinda you know we did this out here in space now that we're happy with it I'm gonna unground it okay make sure I'm on track here so what we want to do now is position it with some of these other parts so I'm gonna turn the back housing and the front housing back on and I'm gonna create a joint and I want to position this sub assembly onto this back part and you'll notice it's at an angle so what I'm gonna do is it kind of slips into place so I'm gonna hover over this edge right here and you'll notice my joint origin and then when I get to that end point it kind of lays out flat and I do not want that I actually want to catch my joint origin to the end of this line so I'm gonna hover over this line and I want to control my selections I'm gonna hold down my control key on a PC and you'll notice it kind of snaps to that end location right there so I'm gonna click and my joint origin it's kind of hard to see is right at the top edge right there and then I'm going to do this same thing over here I'm gonna hover over this edge hold down my control key and you'll notice that it's kind of grabbing the exact same point so when I click there you'll see something interesting happen okay it lined those points up but because my last motion type was revolute it wants to revolve around which obviously we don't want so I'm gonna change that to be rigid okay but notice all my parts are out here in space as soon as I say okay boom it moves all of those parts where they need to be and I can rotate this guy forward and back back I can rotate the gears all that kind of stuff and everything moves with it okay let me uh let me rewrite that back one of the tips that I do is I try and build my joints kind of in order like how this thing is gonna get assembled so instead of doing a joint over here and then one over here and then one down here I kind of build my joints I'm kind of on top of each other and to me it makes more sense instead of being so random so hopefully that makes sense and and will help you okay let's do let's continue on here we're at the top of the hour but we're pretty close to being done here we only got a couple more parts so I want to assemble the let's do the glass stuff next so I'm going to almost do it like a sub assembly like we did before I want to position this mask and again I want the front edge so I'm going to go ahead and click on that front edge and then I'm going to click on the back edge of the glass and you'll see it's just gonna rigidly stick that on there basically okay then I might come in here and say I want to create a joint from the front edge of the glass to the inside front edge of this gasket so it's kind of hard to see but there's that inside front edge I'm going to go like so when I say okay that mask should move into place and now we basically have this sub assembly of this rubber gasket the mask and the glass okay then I can come in and say let's join the front edge of the gasket to the front edge of this interior face right here something's going to click there and you'll see the gasket jump into place let me zoom out you can see all the glasses over there but as soon as I say okay everything moves together and we now have the front of our housing with the glass and the masks and everything like that then I want to position this guy and now it's kind of hard to see but there's these little standoffs inside and on this what part is it it's called the mount there is these counterbored holes right here and they go all the way around those actually slip on to those posts so I'm going to go ahead and say joint I'll zoom up here's another tip please don't try picking edges like this far away and stuff like that it's really kind of hard I recommend taking the time to zoom up and that way I can make sure I'm clicking on the correct edge it could either be this one here or this one here it really doesn't matter they're both on the same plane so I'm gonna grab that top one there you can kind of see the top has that old notch so I want to make sure I grab the top one there and we'll see that that kind of slide into place and I'll say okay and there we go and then finally let's join those together so I'm going to create a joint just like we did before I'm going to hover over this top edge making sure I grab that point there and this slides on top of this part so I want to make sure I'm grabbing the correct edge this is not the correct edge I want to grab this edge right here I'll click on that point we'll see the front housing kind of jump into place but as soon as I say okay everything assembles together we still have this guy which I'll fix here in a second you'll notice it moves with it so it must be a child of us and assembly but you can see how all those parts move together okay so let's take a look at this guy here so I'm going to click on it and it says back housing huh okay so I'm going to expand open back housing and sure enough this was actually saved with the back housing it saved individually so that's why you can see it's underneath here so I'm going to do the exact same thing I'm going to say rigid group I'll click on that guy right there make them all move together and I'll do a joint and I want to catch to the front this is a little rubber gasket right here so I'm going to catch to that little rubber gasket and zoom out a little bit and let's take a look right there and you'll see that the gaskets gonna move into place and as soon as I say okay all the rest of that will move into place and it all moves together okay almost done here there is a knob that needs to go through here and like I've said many times I love mcmaster-carr so I'm going to do this and to save time you can actually search for knobs or whatever but you can also if you know the particular number like if you went to mcmaster-carr as a webpage and searched for it you can actually come in here and say you know the actual product number so I'm going to search for this 2 4 5 etc etc and you'll notice it's a four-armed polypropylene plastic knob okay and yeah comfort-grip knob 1032 threaded stud so I'll click on that we can see what that's gonna look like and I'll hit save and how much time did I just save instead of having to model this or whatever I'll go ahead and rotate it like so let's just move it a little bit out of the way I'll capture the position will create a revolute joint so here's another tip I hit joint I can go to motion and acts we tell it it's gonna be a revolute joint okay and then when I come in here and click on this guy here this is the one I want to move and I want to move it to here you'll see it's gonna go over and then in the preview it will no sorry it was rotating you can see it rotate so I told it I wanted it to be a revolute joint and so it actually created it as a revolute joint instead of remembering my last one I kind of forced it to be a revolute joint we can kind of see the the threads coming through right there and then lastly there needs to be a nut so I'll do again I mcmaster-carr component or I could use the manufacturer parts I showed this in one of my other live streams there's lots of parts out here from different manufacturers so you could do that also okay so here I'm just gonna click on nut I want to do a hex nut so let's do and I just need to remember what size hex nut let me make this a little bit bigger okay now here's the thing I'm gonna filter down I want to pick a particular size so I'm gonna say 1032 okay and you'll see it shows which ones are 1032 but then if I scroll down I want to do a narrow profile okay because it's fitting into a smaller hole and I'm just gonna go ahead and pick this 1032 right there product detail it allows me to download it I'll bring it out so you can kind of see what that looks like capture the position I told you a lot of a lot of repetitiveness here with you know creating joints and stuff but I wanted to show how we assemble all of these components together and then I'm going to show you something pretty interesting here in just a second so I'm gonna zoom up and you can see that it's actually recessed in this little plastic part right here I'm just gonna grab that circular edge and it's gonna bring the nut in there and it's gonna rotate around but you'll notice it's kind of off a little bit well I can just grab that and rotate it until I get it to something that it looks good let me just say like seven degrees in this case I'll say okay and we now have that whole assembly now you'll notice this part is gray so we'll say appearance here's all of our appearances I think in one of my earlier live streams I talked about you know creating favorites and we created this blue plastic as a favorite so I'm gonna drag and drop that on there and sure enough there we go okay so we are going a little bit over again I apologize you'll notice as I'm rotating around you'll see all of these joint icons kind of flashing around and stuff and I'm pretty much done creating all the joints so I want to turn those off and there's actually a couple different ways you can do this if I go to my display settings down here at the bottom object visibility I can turn off joints and you'll see that they turn off right there okay I can turn them back on again just using that toggle or I can just hit the eyeball next to the joints folder right here so if I hit the eyeball right there it turns them off pretty much you know similar thing okay okay remember earlier I was talking about that section view we're gonna come back to it so check this out I'm going to turn on my analysis and here we are looking inside the parts okay now I wanted to talk about the section view here a little bit so I'm gonna right click on a section and say edit now what this allows us to do is I could change where it's located in the stuff but one of the things I wanted to talk about were these last two options right here so you'll notice one says show hatching if I turn that off it turns off the hatching and some people think this might be a little bit easier to see so I can turn those on or off but then this section color it says from components so you'll notice we've got some green some orange some blue some pink etc I could say custom and I can pick a custom color so for example if I click on this I could say I want this to be you know some kind of a cyan hatch or whatever okay I I kind of like to do the bright yellow personally and I'm gonna turn off hatching yeah say okay turn off hatching we've kind of see what that looks like and it's really kind of bright and vibrant okay now if i zoom up you'll notice an issue right here okay our circuit board is clashing with the back housing so what do we do okay we've designed all of these parts we've assembled all together and now there's something wrong and this is where I think the real magic of fusion is so we're gonna go back and make a change like I showed earlier and watch the update happen so actually I wanted let me edit that I'm gonna change that back to the custom I'll say okay I'm gonna leave this hatching the way it is okay now I know that that circuit board is attached to these little studs right here and those studs are a certain length if I were to shorten those studs the circuit board should update with that so that is let me click on that that's the center housing so let's go ahead and open that up again so I'll say open it brings up my Center housing okay I'll click on that stud and again it didn't highlight the actual extrude highlighted a combined but I now know where in my timeline I could kind of start working backwards and so here's an extrude those are the for the fins okay there's an extrude there's the extrude for the studs so kind of a cool little trick like I said just click on something it'll highlight you know in the timeline and if it's not the exact feature like if it was a fillip feature let me I don't know if we sleep it'll do this if I click on that fill it it'll highlight that Phillip feature right because that one wasn't mirroring like that but because this was mirrored it shows the combined and then I just went back here and let's edit that feature okay so you can see some of the stuffs disappear because we've gone all the way back in time to this extrude and let's just go back oh I lied let me we go back here real quick I skipped a step how far should we move this so let me let me show that I apologize I'm gonna hit measure and I'm gonna pick two points so you'll notice as I'm moving around it's trying to catch two edges and surfaces and stuff like that so I'm gonna get fairly close and click right there now this has a chamfered corner so I'm going to click fairly close and grab this other point and you'll notice it says 0.23 7 now be aware of this I'm going to rotate and you'll notice the measurement because I clicked two points those two points could be anywhere in space so be aware of that I use this XYZ Delta all the time let me zoom up so you could kind of see what's gonna happen here I'm gonna click on XYZ Delta and you'll see a bunch of numbers up here so what it's doing is it's actually giving me the distance between those two points in 3d but then it's also telling me in 2d you know in the x-direction which you can see going left to right right here is point zero five five okay in the z direction which is up-and-down the difference between those two points is really small point zero zero three right so this is the important number right here point zero five okay so I like that X Y Z Delta okay now I can come back in here I'll edit that extrude now I only have to go point zero five but I want to make sure I have enough room so I'm going to do basically point one so I'm gonna go from point I'm sorry from one point six to one point five so you can kind of see how that's gonna update my 3d model just ever so slightly that's one point six there's one point five I should be okay with that I'll say okay all my downstream features update there's a little asterisk which means something has changed so I'm gonna go ahead and save that and I'm gonna say changed lengths of studs to one point five okay I'll come back to my whole assembly you zoom back out a little bit here so you can kind of see what's going on we noticed that little warning symbol I'll say and I get the warning over here one component is out of date so I'll just right-click and say get latest or I can click on that icon up there at the top okay watch what happens when I say get latest takes a second to update but boom the whole circuit board the screws everything moved because that stud length changed and we've created all of these with joints and a lot kind of stuff it all moved together okay now the last thing I want to show I'm going to turn off my section view I use the inspect interference a lot also so I told you section analysis I use all the time I love it this is probably my next favorite one so I'm going to say interference and it's allowing me to select now I could draw a box around the whole thing but I'm gonna just select maybe the is the front the middle and the rear housing you can see it says include coincident faces that's gonna tell me if you know the faces are touching which is okay but when I'm more concerned about is are the faces clashing so I'm going to leave that alone and I'm going to click on compute and it kind of ghosts the objects a little bit and you'll see that it did find a clash between the back housing and the center housing and if I rotate around you can actually see it highlights it in red so those little fins that are connected to those little studs are actually clashing with this back housing so I was able to find another issue that I need to correct before we were to assemble this whole thing together okay because we've gone 20 minutes over I'm not gonna fix that but I wanted to highlight that please feel free to fix that yourself if you've been following along and you have these models if it were me I'd probably just chamfer that edge so it kind of squared it off a little bit what I'm going to cover next time is the wiring I might talk about how to like how I created that circuit board and maybe we'll do some wiring on the inside but this is pretty much it I mean we've in about what six sessions now we've actually created this whole assembly with decals multiple different components we've added the joints so the thing rotates and stuff like that so hopefully you're finding this useful look forward to seeing you on a future livestream again make sure you go out to our fusion 360 live YouTube channel we're constantly adding new live streams out there check the times and dates and sign up for them so I know there's a cam one tomorrow there's another one on Monday Jason's team he's there doing a bunch of stuff on Tuesday and then all the PCB stuff on Wednesday we're just we're doing a whole bunch of them so again thank you for your time and hope to see you on a future livestream you
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Channel: Autodesk Fusion 360
Views: 12,461
Rating: undefined out of 5
Keywords: fusion 360, autodesk, design, engineering, mechanical design, mechanical engineering, industrial design, product design, software, CAD, CAD software, Computer Aided Design, Modeling, Rendering, 3D software, Autodesk fusion 360, cloud based CAD, CAD in the cloud, cloud, Free CAD, Free CAD Software, Autodesk CAD, cloud manufacturing, free CAD program, 3D CAD solution, computer aided design, free software, 3d modeling tutorial, control arm, manufacturing
Id: ybd0ifqssfA
Channel Id: undefined
Length: 81min 9sec (4869 seconds)
Published: Fri Apr 10 2020
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