3DQT - FUSION 360 TIPS FOR NEW USERS | Alex Senechal

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welcome to this fusion 360 3d quick tips tutorial video i'm going to go over a few quick tips in fusion 360 that are going to make your life a lot better so the first one is let's turn off incremental move and snap to grid so you can see that when i move uh this is going to be snapping to the nearest increment which in this case is one millimeter and when i do this chamfer it also is going to do the same effect and i don't want that you know i'm a concept artist not a not a mechanical engineer so just go down to this menu at the bottom of the screen turn off incremental move and snap to grid all right the next awesome tip i'm going to give for fusion 360 is using the push and pull tool so you can see if you right click right here press pull but it also has the q key so q key on your keyboard is going to press pull now press pull can do a lot of different functions so like if i select this face i can move it back and forth if i want to adjust this bevel i can simply use the press and pull tool you know hit q select the face and i can press and pull and another quick tip if you're coming from poly modeling you can bevel and fill it in ways you can't do in poly modeling such as over other edges and subtract a lot of material quite easily that would normally be difficult or need a boolean so another cool feature uh and there's another thing that you can also do with the press pull tool which is delete and i don't know if a lot of people know that but you can do stuff like move it up here so first of all i can add to it but then i can delete from it so if i just use that press pull tool and i drag it out here the geometry looks messed up but it's fine just hit out enter and it'll delete it so with the press pull tool we can manipulate sizes of things manipulate fillets and also delete there's a lot of other things you can probably do with it but these are the main things you can even scale things at the same time in different directions so if we select here you can scale outward like this evenly uh yeah so it's one of the most useful tools in fusion 360 and i suggest using it quite a bit all right so let's say you're using fusion 360 and you made a mistake you maybe misaligned something a degree or two and now it's not perfectly set into your viewport you know on the perfect xyz axis so how do we fix that or let's say we have a collection of objects you know that's an even bigger problem how do we how do we fix this problem so i'm just going to make two objects here and i'm going to show you two ways so the first one is we're going to need to draw a box and we can just click the origin or the axis on the origin that we want to align it to hit new body and we're going to align these objects i'm going to show you how to do it together with both of them the same time and one at a time so this is the align tool and so basically if we go to modify align or control a in my case i can select object bodies and i can click from so this is the object we want we want to have the face be white and we want to select here and then we're going to pick two and so you can see now that after i hit okay that they are now perfectly aligned uh on this axis and now everything is straightened out but the other object isn't so i'm going to show you how to do that so first of all we're going to create a component so right click this object and then create create component from bodies now i'm using the right click menu so right click create component from bodies hit ok and now we have new component we're going to name this align stuff and i'm going to take this and i'm going to move it into that component so i'm going to right click this object move to group and then hit my target group now i'm going to go over here to the component and in this case we're going to have to open this component here and we want to go to bodies and we're going to place that right there and now if we click this we have our first component so we can align this whole component so we'll just pick one face doesn't matter and we'll click object and we'll set it from object or sorry from bodies to component then we'll click the two face and now you see both of them moved at the same time so now you've learned quickly in this tutorial how to use the align tool and to work with the basics of components [Music] this next quick tip for fusion 360 is that you can move and manipulate faces similar to how you would in a 3d program but in some ways actually quite a bit better so i'm going to set up a mesh really quick to demonstrate that and the robustness of fusion 360's tools so we can go here press m for the move tool and it's the move and copy tool we can also right click uh to get to this menu right click and uh there's the move tool here move and copy i never use this menu i always press m and so i can click and pick where i want the pivot to come from so i'm gonna pick at the bottom here and you can change that pivot if you like by the way by hitting set pivot and then when the check mark displays any of the pivot where it wants you hit done and that pivot is now live so you can see i can rotate this face and i can rotate it through other faces and when i hit done it'll make everything nice and cut even though i didn't do like a boolean operation remove the other parts so there's a lot of different things that you can do with this tool in general to allow you to get some really interesting forms and yeah so there's a lot of other stuff i'll go over in different videos like what i just did but in general using the move tool will allow you to do a lot of crazy stuff and you can even use it when there's fillets on an object and you can see how fusion 360 nicely and easily solves that we can even move this one here just like these and you can see that i can get a new interesting result so i can start playing with form in ways that i never would have been able to uh if i was using you know moe or something at least as as quickly and as as live you know as uh real time as possible so this is one of the things that makes me really like fusion 360 in general it's just the amount the ways that you can play with things like for example i can you know rotate this plane up here so yep another cool tool uh hopefully it's helpful all right so one of the first things that i suggest doing when you turn on fusion 360 and you start getting uh start getting into it is i suggest turning off the timeline or rather the parametric modeling and switch to direct modeling and the reason for this is you know i don't think most of the time you're going to want to use these when you're doing concept art you know concept art is usually a bit dirty and in general for me i find that using parametric modeling the performance is a lot slower once your model gets complex enough and in general you know there's still a lot of edible editable you know elements in fusion 360. i can still change fillets after the fact without this uh this parametric modeling on so i always turn it off so i suggest doing the same go up to your user account hit preferences up here in the right hand corner and then just go to design and turn on under here you see cat design history go to do not capture design history so from parametric modeling to direct modeling and in general you often make a new scene by the way so for that to go away or restart fusion but yeah in general i find this is much faster and better for concept artists all right one more quick thing that i want to talk about is the ability to scale a circular object from its origin so uh this is something that if you're new to fusion 360 and the scale tool you'll notice is pretty difficult so if i hit the scale tool it's out on the outside here and i can't select a point in the middle of this cylinder to you know scale uniformly from so we have to kind of work the system and we're going to create a box you know you can do it from the create menu or from your s menu and you click this face and draw that circle that that box out from that center point and then we put a box here make sure you do new body when you create it and now if we go to the scale tool so select this and then go to the scale tool which i have bound to a hotkey i can pick a point now on this box and you can see the box isn't selected and now i can just scale uniformly so if i have a few bodies as well around the circular object i can scale them in the same way you know if i have those also selected so if you're starting out with fusion 360 now you know about the scale tool uh the basic of it the fact that exists and also how to use it on something like that which is probably something that's gonna arise for somebody quite off the bat uh before i end this video though i wanna show you one quick thing when it comes to scaling just a cylinder on its own you can easily use the push pull tool to do this so if you're not doing anything crazy there's no reason to manually scale it just use the push pull tool it's the it's the fastest so yep i hope you enjoyed this video feel free to drop a comment telling me what you'd like to see videos of whether it's fusion360 modeling anything and i'll see you guys in the next quick tips video [Music] you
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Channel: Alex Senechal
Views: 3,275
Rating: 4.9681277 out of 5
Keywords: cg, unreal, unity, 3ds max, keyshot, fusion360, rendering, future, tech, industrialdesign, garuda, alex senechal, ACMS, gun, grenade, gameart, gaming, videogames, blueprints, maya tutorial, houdini, poly modeling, Fusion 360, Cad, edges, faces, polygons, geo, mesh, poly, extrude, technology, product, mechanical, materials, shader, cycles, blender, zbrush, sculpting, substance, moi, chamfer, bevel, redshift, rendergang, creative, tanks, fusion tutorial, design tutorial, modeling tutorial, rendering tutorial, unreal tutorial
Id: kH7J--qsFUQ
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Length: 10min 24sec (624 seconds)
Published: Thu Oct 01 2020
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