Fusion 360 β€” 3 Reasons Joints Are Better β€” #LarsLive 73

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you're doing welcome to livestream number 73 it is 2:00 p.m. Eastern it is October 10 2017 thank you so much for taking the time to join today's just have to check my mic is on - John today's livestream today's topic is three reasons why joints are better better than what you're asking well if you have never used any other can software don't worry about it but if you're like me coming from an arcade software so like in vendor or you're coming from SolidWorks or one of the other major parametric pieces of software there is a couple things you need to know about joints inside of fusion that might even like maybe blow your mind you let me know here we go we got Thome in here really appreciated so we're gonna get into talking about joints and do me a favor just if I do a good job explaining this give me a thumbs up if I don't be honest give me a thumbs down because I think this is an important topic I get quite a bit of emails from people who are confused about joints so I'm not gonna build this up to like a big drama kind of thing I'm gonna give you the three things on top and then we're gonna dive into them number one joins eliminates degrees of freedom better two joints that should have like drum roll or something like that joins I'm not the last thing you have to do and what I mean by that is that if you've ever used constraints are made in either in vendor or in SolidWorks you know that they come in the end you definitely would never consider doing those quite early on in the process and the third is the joints are linear or flat meaning that you can actually do some neat things with them that you cannot do with the other tools so let's jump into it let's let's get into Fusion and play a little bit round with joints so the first one is that if you are used if you have used in bender of you use SolidWorks in the past this should look somewhat familiar to how you join or mate components together so in the other pieces of software you're kind of like removing degrees of freedom so let me just explain that first of all how this works and price sometimes join the live stream in here what's the one who kind of explained this the best way to me so with in vendor or with SolidWorks you're kind of removing the degrees of freedom of how you're putting things together with these constraints or with these mates so you kind of like removing one degree of freedom at the time where with fusion with the joints you are doing one joint and then you've been moving the degrees of freedom so if you're looking at this model here and we're taking this block that I have right here and we wanted to made a constrain to this kind of like L channel right here what you will do with standard with standard cats like inventor SolidWorks is that you would make this face - maybe this face and you will kind of like create a linear planar constraint between those two a make between those two then when you have done that you will go over and you will do maybe a a mate between this surface and this surface and then you will kind of like see how now you kinda like have a sliding action doing this L channel here and then maybe finally with the third may you will do this face to this face right so that's how you would do it normally if you're coming from another software like in vendor or SolidWorks now I want to show you how you do it inside of fusion and then I'm gonna start a bit more in detail about it check this out I'm gonna go in here so what I want to do is we're gonna finally end up with this block laying in this engine planner to this face here I'm gonna do a joint I'm gonna go over to our component here and you see how I get the little coin that shows up here that is actually a coordinate system let's talk about that in just one second I'm gonna snap to this corner and click once that's component one selected I'm gonna go over and I'm gonna find the same corner over here and I'm gonna select that and just with those two clicks I have placed that component where I really original wanted where with the other software you would have used three mates to be able to place this now so here's the trick that Bryce taught me so with the other ones you're kind of like doing one face at the time to eliminate or to kind of like take away the degrees of freedom with fusion you start out by applying all the constraints and now you can loosen it up so after I now replace this I can go over here and I can hit the drop down and now I could decide that I want to do it as a slider for example now it will start to slide right so I'm loosening that degree of freedom and I can then control a wrong what axis right so now I suddenly have that sliding motion that I want I could also go in and I can do a revolute around one of these so originally let me just cancel out of it irregularly instead of going in and say make this face to this face then make this face to this face and then made this face to this face that's your normal inventor SolidWorks you can't like taking one degree of freedom away the way you do it in Fusion is when you click here when you hover over you get this coin and that's it has its own coordinate system and literally you snap it to one intersection you snap it to another intersection and boom you got the same results as you will do with all the other one with all the three other mates that you see inside of in vendor or for example SolidWorks now you get some added ones right in here right so I just placed those two corners I can go in here and I can now stop offsetting right you'll see how I can grab the handles so I can type in over here whatever whatever you kind of like once so that's kind of like an offset so I think that this is probably if you're coming from the other software the biggest thing that you want to wrap your head around is that with with Fusion you do one joint and that will do it rigid and then you can start letting go of your different constraints of giving up of the different constraints so if you're really been struggling a lot with with this whole concept that is the first piece that you need to that you need to get with and the reason the smart the reason that it is rigid it's because 90% of all mates joints or constraints that you're putting in on your models are really what you are getting for is a rigid joint that can't move around so that's why it's picking that that first now I want to come back to the coin that you see so when you hit the joint you get that Halfmoon coin whatever it is so this has kinda like has its own coordinate system in it that's what it's placing on the model and you will see that when you hover over a face you kind of like get some dots on that face that it will snap to so you can either snap to the midpoint of this or you can snap to like the end point you can snap to the corners of the block so it's kind of like broken down like this now sometimes when you're trying to pick something you will see that it kind of like flips direction when you're trying to do that here's a trick if you hover over the face and you hold down control or the command key on your Mac control of Windows it will now stay to that face that you did it all when it will not snap to any of the other faces so let me go down on this face here right now I don't hold anything down it can kind of like flip whatever it wants if I hold down control on my Windows machine you will now see you kind of like lock that down okay so that's the trick when it comes to to really mating with in a fusion 360 is that when you hit that joint find the corner that you would like to lock it down or the point that you would loud like to lock it down to so for example this crawling here and I'm going to click on that I get a new kind of coin lining up on the second component and those two will now match up whenever I select down here and place that where I want it now I also wanted to show you that with a round sit on the type so when I go in and I hit a joint here and I hover over a round you will see that I actually get three places by default that is top it snaps to the middle and it snaps to the bottom here so you get those three options right on the bat to snapping this into so if I go down to select the bottom and click once and now I can go over to the round hole and again if I hover over the the face here if I hold down control then it will actually snap into the same one the top middle or bottom right so if I've accepted snap it to the middle here you will see it's gonna come over and it automatically it's gonna give you a rigid because it takes those six degrees of freedom and tied all down two to one versus the the other software where you can't I got to do it one of the time and now I can let go so if I know that this is going to be a cylindrical I can go down here in the drop-down and select that and I now have our that that movement that you that you would expect so that is the the first thing that you hopefully if you're coming from one of the other software's really that was for me but was like wow that was what I needed to know how this works so instead of degree that you have to remove each degree of freedom one at the time with fusion the first one does it all for you and then you let go of them now another thing that you need to know is that these crimes that you see showing up when you are when you are in here the coin that hovers around if you don't have the coin that you would like to get let's say that I kinda like wanted this one a little bit over here in the drop-down you can create your own joint origin so if I click on this I can actually create my own origin in here and now you will see that I can I can place it to this edge and then I can place that some certain distance so if I know I wanted that and instead I have away from that face I have just created my own organ that I can now when I go into the joint I can now snap to that so that should really get I would think a lot of people's question out of the bad about joints we wants it again one more time if you need to if you need to see it but that should make cleared off of people I hope you let me know thumbs up thumbs down if you don't then we'll just try again but this does make you be able to add joints a lot faster than in the old-fashioned way where it's kind of like first this way and then you got to do it to another face and then the third face to put put it in like that that was reason number one joints eliminate freedom writer the go number two joints are not the last thing that you have to do so this is interesting you can start adding joints a lot earlier too your design that you maybe if you ever come from another software that you ever thought of and I give you a little bit of a background about that so in vendor and I'm saying in vendor and SolidWorks just because that's a to products I know and I used a lot so in the vendor and SolidWorks um you gotta go back to like the late 90s when those software's was kind of developed early 2000s and when they started out they started out with a pop file that was all you were worrying about you recording from 2d to 3d right and all you were kind of learning about in the beginning was how can we create a cool 3d model well then of course there was somebody who said well I need to be able to assemble them into one thing so that was when you created a assembly file so that's if you're using some of those two systems or two different things you have a pot file over here and then you create an assembly file over here and then you bring the apart file in to the assembly file that is called bottom-up modeling and that's kind of like how it all started out and then when you got it inside of your assembly file then you had to kind of like tie things down that was where mates came up right now later on that did start doing chopped down assemblying inside of in vendor and inside of SolidWorks that kind of breaks the rule a little bit but still the same thing when it comes to the mates where you put them on in the end because if you don't well they were not really designed not to and if you don't then many things things blows up let me show you something cool something you maybe have never seen before I'm gonna start a brand new file here and I'm just gonna create two components so let me write clay because that's where that's where joins works as well components right so I'm create a new component and let's start a sketch here and I'm just gonna hit the S key and draw something up here this is not really important at all and are they we're gonna fully define it I'm just gonna create a block like this so that is model number one and then I'm gonna go in and create another component you component and that's gonna be in model number two and we're gonna do the same thing we're just gonna go ahead and create a two rectangle or two blocks it doesn't get much simpler let's make that a little smaller it's not gonna get much simpler than this so we got two components right now we normally run inside of an assembly we normally want to ground one of them you hit ground so one of them is kind of like stock so now if we go up to the main assembly up here now this one can move around this one is is stock you can Excel to use joints for that but that's another that's another that's another livestream here's something that some of you guys might just hold on to the table for a second so what I'm gonna do now I got two components in here what I'm gonna do now is I am going to add a joint to this face here right through this face right on this edge here and I'm gonna go and I'm gonna apply a joint down here and right now it remembers that it was cylindrical we used before I'm just gonna make it rigid okay ah nothing too crazy about this we had these two parts are now joined together anybody who ever used inventor SolidWorks all good with this but check this out what will happen now if I go in here and I create a fill it on this edge you tell me well it appears like nothing is happening let me just repeat that fill it and select the other component too now this part here is still it's still joint how can that be that I just blew up those two edges with those two on it and this is still sitting in place well if you have ever used any of the software you're asking yourself but this is one of the great things this is one of the advantages with Fusion being a newer software and not from there in the late 90s early 2000s the reason is as you would have guessed that the joint is happening before the phyllis in the timeline now if you have never used any other CAD software this doesn't really you know this is that's you know you're saying yourself well that's what I'm expected to do it happens before the fill that sort of courses should be joined that's the way it should be but if you've ever used any other CAD software you know that joints don't work like that like that's not how they fit together see inside a fusion doesn't you know apart file lives inside an assembly file and assembly file loose inside of a pot file there is no there's no part file over here that's got a wrapped into an assembly file it's the same it's the same environment and that means that the joints the way the code is written the joints literally follows the timeline what means that you can stop adding joints to components right off the bat you don't have to worry about adding the details later on in your models you can only if you know the two parts has to fit together as a slider for example you don't have to like think about like a channel you know piece of aluminum um channel that's kind of thicker than another sliding thing you don't have to model each component up down to the detail then at the joint you can literally do it from the get-go and then start adding all your cuts and fillers and all the other stuff later on and the mob is not going to blow up because the joint is not it's not sensitive like it is in the other software that's number two so think about that next time you start modeling that you can actually add that in there that's kind of cool the third one is that joints are flat and what I mean by that I kind of kind of talked about that a little bit I talked about that a little bit earlier that in this case here what we saw that how you can they are following this the history tree let me show you something that I hope some of you guys will get will get something out of in a way to to model um I need Civil War so let's open up another design here and I'm actually not going to create the component first I am going to just go in here and sketch a rectangle up if the S key and I am going to do a rectangle I'm gonna make it fall by fall and I'm gonna chew this out if I extrude this out right now then what I have now is I have a body bodies are great you know they're very powerful and you can definitely use these you know especially if you're like working in kind of like figuring things out they're great but of course components are the ones that's going to show that first of all joints works with components but it's also what's gonna show up like on your bill of materials for your drawings and things like that but I'm not gonna use this box to kind of control my whole assembly with so just to make it a little bit easier so you don't have to fight this body all the time I'm just gonna go in and if you right-click on the body you can actually change the opacity so I'm just gonna make it somewhat so we can still see it to see through because that's gonna kind of drive all my components so now I'm gonna go up and right-click and I'm gonna say I'm going to create a new component so now I have a new component here our body but now we have a new component to face eyes turned on I'm gonna open up a sketch on that body and I'm just gonna do an offset right of this edge here and I'm just gonna offset something in here let's do it - a half an inch and I'm just gonna create a couple of lines on this box okay something like this here okay now I'm gonna go and hit Q to extrude things out here and if I go in here to press pull and I pull this one out 300 thousands now you will see over my extrude menu over here it is doing it as a new body right now I'm just gonna hit okay to that just to show you the difference muskets goes away just get back let's go into sketch back on here now if I do the same thing again extrude out and do the same thing point 300 now be aware of that from in here you can actually create components so I'm gonna create a new component from in here and I want to show you that because I want to show you that you can create new components within so right now we have like this component is and these are now becoming shop components to this component that lives inside this component now you can always right-click on a body and you can also turn that into a components and I'll just turn the first body we created into a component so be aware of how we can we can do that now I'm gonna continue doing this two more times so I'm gonna hit Q and do the press poll I'm gonna make it 300 and again I'm gonna make a new component hit okay do that again repeat press pull 300,000 and say I'm gonna create a new component I like that so now I kind of have I have this body that is guiding everything let me turn that off for a second and then I have like these four components right here now what I'm getting to is right now these components can float around like I drew them up but their components so they move ropes they move around right now again if you're coming from either inventor SolidWorks like I do this is when you will start kinda like trying to maybe join things make things together so showing you before how we can do the joints and how easy it is with the clients showing up but there is actually also an option in here as built joint and it is really it does what you think it would do in the matter that I don't have to move the pots around I can just go in here click on s build joint and I'm gonna select one component select one other component and you will see how it defaults into just create a rigid joint between these two components now I could go in and change the something else but Richard is actually what I kind of want here so I'm just gonna hit OK so that I can continue that process I can make these this one here this one here I can make that Richard Wright click repeat build this joint are you going to say this component and this component I want to be Richard so I'm just creating those joint with that built-in giant as you're solving for so you had the standard joint sitting up here same thing here but then this building joint is absolutely awesome if you have if you draw things up like I kind of did with this picture frame where I want it I wanted these component but now it shows up and I have all joined them together just just like that um the last thing you will see in here though is that this thing still moves around uh because I joined those components together but you can't actually see if I move this one over and I turn the origin on there's the origin for the for the original we created you can actually also do build as joints between components right inside of the assembly here so you can you can kind of like move things around like that okay I hope that so so the - there's the joint with the little corn you're moving around now I just showed you the the the s build joint so if you model everything up everything is kinda like together you kind of have have that in there and now I want to show you another cool thing let me turn to that body back on there be kind of like originated the whole thing from now if I go over to our shop assembly over here and hold down shift select all these components down here and do a control C control V for a window command you will see that now it makes it just copying all those components that I had right from 4:00 to now eight so you can do that you probably have maybe already seen that so now I'll just create a copy before now but at this point you will see that now this one you know I didn't take the joints with me these are only the ones that is joined these are still loaded and floating around now I couldn't do the same thing as did before I could go ahead and say go in and say you know repeat the S build joints but there's another command you need to know about that is called rigid group so where the s Bill joint will create a joint between each component where you can control they won't be Richard if you wanted to be bees you know sliding or cylindrical the Rick your group is really just like we added some glue to all these components together and hit okay so you know for things that don't never going to have a a real function as be able to you know slow lying around or interact rigid group is another alternative that really just works as everything is glued together and now I can do what I did before I can either go in and hit a standard joint and I can place a joint coin up on this component and go back over to our model box and bring that one over and now I have eight components but what is neat about these eight joints eight components is that they are all driven by that original sketch that we created first so if I go in here to our original sketch 4x4 if I go in here and I change this one to eight you see that everything is parametrically joint like this I'm hitting up on the half-an-hour I only got one more thing I got on Sherry's gonna take you two seconds so I really hope I hope that this is I hope this is useful because but this gives you an option to do is to create I created a body up here right that the body up here would want rectangular scats but created the windows frames around it and everything is still tight backwards to that original sketch so you know these joints don't have to happen all at the end they they can be in the beginning they can be around and you can still do that now the last thing I want to show you so let me just save this assembly here whatever let's open up our panel here and let me go and make that some assembly active for a second now remember that box we've been working with the last few days let me right click and insert that into the current design so that's gonna come in I'm saving and bringing that in that's a little bit out of proportion that's fine I'm gonna bring this in here and I'm just gonna place it in here now so let me just make things a little smaller in here so we have our original assembly up here then I created a sub assembly and inside that sub assembly we have all these components that makes that connect that picture frame and we also have this linked in box that I just brought in now one thing I'm going to do to this box now we're still linked I'm gonna go down to the bottom we did this when we made this box before and we're gonna right click and we're gonna ground this just so it's ground so it's it's kind of like sitting inside of this now if you've ever used in vendor or SolidWorks check this out if I grab this lid see what happens normally when you bring a shop assembly inside of another sub assembly within an assembly buried down in the tree like we have over here it comes all in Richard right because it can't how can how can this file solve a joint that exists and they're completely all the files normally takes you know you got to kind of like make them make them be able to do this my default fusion can do this and this is one of the advantages of having you know newer development who can kind of like rethink how we are working with software so I hope this was useful right two minutes over the normal and all the time so just to recap if you're brand new if you came in a little late if you if you're coming from an AutoCAD software what's the beginning but we're talking about how joints takes care of freedom right at the go so if you have struggling mating things together inside of inside of fusion because you're coming from a vendor SolidWorks check out the make sure you check out the beginning remember of joints a flat you can literally start using them a lot earlier than you can do later and then in the end I hope that this kind of I gave you a little bit an insight on how you can can I work with this one dimensions come suddenly of the dimensions on the box suddenly are controlling that whole picture frame moving around that was what we're planning on showing today I hope it was useful you let me know whatever you think be honest and if you have nobody of course appreciate you'll subscribe to the channel that's what we're gonna end it I'm gonna end the broadcast as I normally do so if you're watching the recording in YouTube thank you so much and for you guys who are in the last room I'm gonna come in and say hi to everybody thank you so much I hope I see you tomorrow
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Channel: Lars Christensen
Views: 44,200
Rating: undefined out of 5
Keywords: Autodesk, Autodesk Fusion 360, Fusion 360, CAD, 3D, 3D Printing, CAM, CNC, Tip, Beginner, Lars Christensen, #LarsLive, akn_include, Inventor, SolidWorks
Id: -onk4drW9s4
Channel Id: undefined
Length: 33min 48sec (2028 seconds)
Published: Tue Oct 10 2017
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