Fusion 360 Live - Inspecting the Inspect Menu

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hello everyone and welcome to another fusion 360 live my name is Brad talus from Autodesk on the keyboard I have my buddy Angelo answering questions and today's topic I'm gonna be talking about inspecting the inspect menu you've actually seen me use this a couple times in some of my previous live streams and so I thought I'd of a little bit deeper and really show the benefits of what the inspect menu can do so let's jump right in looks like people are logging in and saying hi to Angelo I appreciate that ok so as you can see I'm in fusion and we have this inspect menu and if I click on it you'll notice the very first one is the measure command and the I key is the shortcut for inspect now one thing I wanted to point out is you'll notice that the icon is right here I see a lot of times people will actually click on inspect and then click on measure you don't have to do that you can just click right on the little ruler icon across the top ok so when you do that you'll get this little measure dialog box that appears and I'm gonna go through pretty much every single command in the inspector menu and kind of in-depth you'll notice it says selection filter and by default it's set to face edge or vertex the next one is body and the next one is component so I'll show some examples of that ok so by default it's gonna be set to face edge or vertex you'll also notice we have this precision so let me go ahead I'm just gonna click on an edge and you can see that you know I just picked this vertical edge right here it's kind of labeled with a 1 ok and it says selection one and there's the length one point one eight one okay now if I came here let me do that again I'll hit the ruler if I came in here and did like four decimal places and I click on that edge you'll notice it still only shows three in this I don't know if this is a bug or something if it's gonna get fixed or whatever I have mentioned it to other people but there's a workaround if you go into your preferences and under unit and value display you'll notice right here it says general precision is set to three decimal places so I could come in here and say let's make that four I'll say okay I hope this works so here you can see that's set to four and then when I click on that edge you'll see it's actually listing four decimal places so if you're doing some high precision parts and even though you have this set to four and it's only returning two or three go to your preferences and change that unit and again just quick quick review that was preferences and then this unit and value display right here this actually gives you a lot of options for example do you want to hide the trailing zeros what's the minimum precision when hiding the trailing zeros etc so you can kind of see angular maybe I want those to always be three decimal places for example okay I'm gonna set this back to three in this case just to go through here okay so that's what the precision is for and a lot of people see these numbers and they're like what do these mean it's really the number of decimal places it's not gonna return everything around everything up to 0.12 it's just basically saying that's two decimal places that's three decimal places that's four decimal places then this is kind of cool secondary units so right now if I expand this open you'll see I'm curling an inch I could do secondary units and say millimeters and when I click on edge you'll see it's gonna return it in inch and it's gonna return it in millimeters for me so I don't have to switch back and forth or do conversions or anything like that so that's kind of a neat little option right there is that secondary units the other thing I use all the time is this restarts election and you'll see me as we go through what what this means but if I click that you'll notice that my measurement went away okay and remember that this says edge I'm sorry face edge or vertex so I could click on a face and you'll notice that it highlights the whole face and it tells me what the area is and it tells me what the loop length is if you were to you know put string all the way around this and then lay that string out flat and measure it it would be a hundred and thirty three inches long okay so I'm going to reset so I click the face for that I'll go ahead and click an edge we've seen that one work I'll go ahead and click on a curved surface and you'll notice it's returning the radius and it's returning the diameter in the area and the loop length so very quickly I could come in here and see what size holes these are so I can see those are 0.63 in diameter or I could figure out what a radius is you know now notice this one didn't return a radius or whatever so that might not be a true radius let me try something like this yeah same thing so and I know why this is doing that you'll see this later those aren't true radiuses anymore because of something I did to the model okay but if I do like this guy here let me do another one me there's not very many on the outside let me do like this guy here sure enough you'll see the radius and the diameter now I'll get to why these on the inside weren't returning radiuses you'll you'll get the answer to that here in a moment now also you'll notice when I'm hovering over the radius or the diameter it says click to copy the clipboard ok so I could click on that guy and then let's say I'm coming in to do another let me close out my measure oops I'm coming in to do another Philips so I say fill it and it's asking for the size I can paste so you'll see it says point zero three nine and I know that that is the exact same size as this fill it over here okay so kind of a cool thing with the inspect menu is that you can click to copy into the clipboard okay so now let's kind of take it to the next level we clicked on a face we clicked on an edge we clicked on a radius we clicked on you know a hole to get the diameter etc now let's do for example I want to know the you know if I were to measure this edge it says it's one point one eight one but it doesn't go all the way up to the top right well I want to know the distance between this plane and this plane and you can do that I can just click on that face and I can click on that face and it's going to measure the distance for us and you can see the result right here and it's also putting it kind of in the center of the whole face so you can kind of see that black line with the arrows that say one point two two and it's labeled ease number one and number two and it's given me the information of you know the area and the loop length so now I know the exact height between those two planes okay especially if you have parts that have like Phillips or chamfers or something like that on there let's do the same thing I want to know the distance from that face to that face there and you can see it returns the distance okay okay now what about like angled faces so for example I'm going to click on this face and this face and you know notice I'm not having to click on it you know angle or line or distance or things like that it's actually returning the results for me automatically because of what I've clicked okay so let's continue on you'll notice it says show snap points now as I hover over things you can see it's almost like we're doing a like a joint command or in a line command so I could actually measure but you know between that point there and that point there and it's showing me that distance okay let's see what else can I show with the measure I'm gonna turn off these show snap points but basically what it does is it allows you to catch to specific locations you know center points of an edge for example so you can kind of see when I hover over there you'll see that little tick mark right where my arrow is pointing so it's catching to the center there you can see the little plus symbols on the radiuses etc I usually don't show the snap points but okay so let's do the one of my favourite things and I don't have a great example of this but I'm just gonna show I want to know the distance maybe from this point here to this point down here for example and watch what this gives me it's actually pretty cool so I'm gonna go I'm gonna click that point there and then I'm gonna click that point there and it gives me the distance like if I were to stretch a piece of string between those two points but that's not what I want I want to know like horizontally how far that is so that is this option right here this X Y Z Delta so I'm gonna go ahead and click on X Y Z Delta and watch what it returns so now it's ending kind of rotate so you can kind of see what's going on here if we're looking straight down from the top it's going straight across and that distance is five point one four three whereas if I went you know the string between the two points obviously that's going to be a longer distance and then it also shows the distance in the vertical direction and then it also shows the distance basically from from this point here to that point there and you can see it returns those deltas for me so Delta X Delta Y and the okay so I use that one a lot now this only shows up when you're going between two points so if I were to say measure between that face there and that face there you'll notice it doesn't do the Delta okay so what I would do maybe instead is I'll say that point there and that point there then it gives me that Delta that I'm looking for okay so X Y Z Delta only exists between points so another thing that I think is pretty interesting is I'm gonna go ahead and earlier I selected the center of the hole but instead I'm just gonna click on that hole right there and then I'm gonna click on that hole right there and you know you'll notice I actually get two numbers that appear and actually three numbers over here so it's showing me what the distance is Center to Center is 1.96 nine but then it also returns the maximum and the minimum distance between those so it's basically measuring from inside that edge to inside that edge there it's measuring center point to Center Point and it's measuring the full extent the outside of the circle to the outside of the circle so I think that's kind of a handy little trick if you want to make sure you know it's gonna fit perfectly in your design okay I don't have a good example with the selection filter select body let me see let me see let me try this guy I'm gonna switch to a different design here real quick I'll inspect and let's just go select body so I might say that body there and that body there and it tells me the distance and it's gonna be buried so it's kind of hard to see in here but it's telling me the distance between those two bodies now I personally would probably still leave it on face edge/vertex and maybe capture the the bottom edge of this part and the top face of that other part but that's how I would go about doing that okay give me just a second here okay so the next thing I want to do is again I'm kind of walking through the menus so that was the measure command again I for the shortcut key and you don't have to go into the menu to click it just remember that you can click on the ruler right here across the top to get into that menu okay the next one is interference I think this one is actually really really cool now unfortunately I'm gonna show you how bad I designed this model there are some interferences but again the reason for that was because I kind of modeled everything individually and then assemble them together where I typically design in context where I use one part to help me design another part to help me design the third part etc so you'll notice it comes up with a selection so I'm gonna let's just measure the whole thing I'm just gonna draw a box around everything and then it says include coincident faces I'm going to leave that unchecked for now we can see that it's analyzing 31 objects and then you have to click this little compute icon so I'm going to go ahead and click on that and it sometimes takes a minute or two to analyze but it's actually checking for clashing or interferences and it returns this dialog so I'm going to kind of move it off to the side and that way we can kind of see our 3d model now it's showing all of the interferences and if i zoom up you can actually see it's kind of highlighted some particular areas now some of these make sense and then some of them are kind of embarrassing so for example let's go over to this side and I can see that this plastic insert is actually clashing with the body so I can also click on these individually so for example if I click on number two it's gonna show me all of the clashes that are happening between the back housing and the center housing if I click on this guy here it'll kind of highlight and this one kind of makes sense these are those teeth that are kind of engaged which eat with each other so I'm not really concerned about that one but this one here is highlighting some issues so I can actually see if I were to try and assemble this together it literally would not work and I can just go through basically step by step so again I like I said some of these aren't that important this is you know an imported model so it might have had the clashing as the person who designed it caused of the clashing so I'm just gonna kind of you know keep stepping through and sure enough like that's still inside this this plug or whatever all these individual little pins are clashing so a lot of these issues really aren't a big deal in this case I'm more concerned about here's another prime example the the mount and the glass gasket etc so I'm showing some clashing going on there okay so let's let's pick this one here I think this one's actually pretty cool and I'm gonna digress slightly we've shown this in a previous livestream but I know a lot of people are interested in it I need to fix that so I'm going to turn off the back housing and I'm gonna click these are those little wings that it was talking about that's that Center housing well I can do the edit in place so I'm gonna go ahead and click on edit in place and that's going to allow me to associatively edit this model without having to open it individually or anything like that and you can see I'm in this little Center housing right here so I'll just come in here and maybe I want to I'll just come in here and say press pull and let's just move that face in a little bit like something like so and I'll just do the top one I'll leave the bottom one the way it was so we can kind of see the difference but I just edited that in place I'll say ok and now I can run that clash again so or the interference I should say so it's now updating my timeline you know confirming that all the downstream processes will work so you can kind of see how it's computing in that a couple of the axes didn't compute but that's ok and then let's turn the back housing back on and I'll inspect it one more time instead of doing the whole thing I'm just gonna pick the two parts that I'm concerned about so you'll notice instead of 31 selected it only says 2 selected and I'll clash and we can visually see now that I've solved the problem with that top wing and it hasn't solved the problem for that bottom wing so I'd have to fix that but that's the cool thing with this interference check is you know you assemble your parts together you can run an interference and then if you need to you could come in and use that edit in place to make those minor changes pretty pretty cool command ok so I use interference quite a bit the last thing with interference was this include coincident bases so I'm gonna select all three of those bodies I'll say include coincident faces and let's do a compute and you'll notice this time I get two results but it's also kind of highlighting the faces that are touching each other so let me kind of zoom up here so you see this vertical face is green this vertical face is green and the horizontal face is green so you can kind of see as I'm rotating around it's basically highlighting faces that are touching each other and that's and that makes sense because if you remember us working on this assembly we basically subtracted the geometry from the center section to make them fit together so they are coincident with each other so that's what the coincident face option does okay continuing on the next one is curvature comb analysis and this is used especially in surfacing and let me just kind of show an example of this so I'm gonna click on this guy and it says edges you'll notice it doesn't say faces it says edges I'm just gonna click on this top edge and you'll see it creates kind of what looks like a comb in fact I'm gonna go ahead and select multiple edges like so and what this is showing me is basically how smooth this curve is is there any wrinkles in it and stuff like that now you'll notice it says comb density and comb scale and this is pretty tiny so I'm gonna crank the scale up a little bit and you can see how we're now giving my projector a mohawk right so you can kind of see what that looks like and the good news is this is a really nice smooth curve so I'm very happy that you know if this were to get manufactured you you wouldn't see any wrinkles or any oddities or anything like that you can change the density of the comb you can make it pretty tight if you need to but let me show this on another model so I'm going to go over here and this is a drill I created in another CAD system in a previous life before autodesk so you'll notice there's no timeline no nothing like that it looks pretty cool I think but I'm going to come in here and let's do a curvature comb analysis and I'll start picking I'm curious about these edges right here so I'm going to click on that edge that looks pretty good then I'm going to click on that edge and something kind of weird happens okay so I'm going to just keep clicking along and it looks fairly small so I'm going to crank up the scale here and now you'll notice I'm getting some weird results I'm getting some combs that are going vertically I'm getting some combs that are going horizontally and then I'm getting these weird jagged edges and stuff like that what this means to me is that the endpoint of this edge isn't really 100% tangent or curvature I'm continuous with this other edge so it's not as smooth as it could be and you would potentially maybe even see this edge in the manufacturing process if if this surface isn't you know coming in smooth to this surface and you can almost even kind of see it how it looks kind of bumped right here I can even just see it in the model itself so it didn't really create the fill it as good as it could have or should have in that other CAD system so the comb analysis is actually really cool to analyze surfaces you know four edges basically to see how how nice they look now this one you can kind of see it's going down inside I'll expand and open up and see like one's going vertical one's going in the negative direction but those actually look pretty good you can see how nice and smooth that one is there and you can see pretty evenly spaced on this one in here okay so that's the curvature comb analysis okay now if for those of you that were observant notice the inspect menu has a new command in here that wasn't visible earlier I went from interference to curvature comb but in here there's one called validate and the reason for that is you'll notice that I'm not capturing design history so it doesn't know how good the surfaces are I can click on this and it'll check the quality of selected surfaces and it attempts to heal those surfaces and even like for example when you're trying to stitch them together into quilts etc so watch what this does I'm gonna say validate I'm just gonna click on this body right here this half of the drill and you can notice it says checking level as standard I can do basic or standard and then there's the option to repair and when I turn on repair it's gonna look for gaps it's gonna look for small edges small faces and remove them automatically it's gonna try and refit those bad surfaces and you can specify the tolerance in here I'm just gonna leave everything default and say okay and it's gonna analyze that particular body now depending on the complexity of it it could take a little bit of time so let's take a look how long this is going to take so it says working down here and then it will return a little dialog saying what it did and this is you know it's got some complex surfaces there's lots of little tiny Phillips on this rubber grip area and stuff like that and it's actually a shelled out model I should I should show you what the thing looks like from the inside so let me glance at the chat while we're waiting for that so Angelo made a really cool point he goes I use the interference to check when I'm making soft jaws and yeah very good point there to see is it you know clashing with the stock or with the vise or anything like that okay so here you can see that it's found the number of intersecting or overlapping surfaces was two and then it's going to try and resolve that and fix that and there we go okay I didn't have to do anything kind of fusion did it for me and let's just figure out which part this is so that's part of the case I'll go ahead and isolate this guy so you can kind of see I mean there's a lot of a lot of stuff going on on the inside also so you can kind of see all those little ribs and features etc so so that was the validate command okay um and the fact that it tries to heal the geometry I think is extremely useful in fact you're gonna learn a couple new commands hopefully you'll learn some new commands that that actually fix things for you and that was one of them is that validate the other one we're gonna get to is this check sketch that's kind of a cool one too okay so we've gone through we did validate we did curvature comb analysis now we're gonna talk about zebra analysis I'm actually gonna bring up some almost made surfaces so these are the exact same bodies or surfaces right here and I'm gonna switch to this surface and patch the inside so I'm going to turn off chaining so watch what happens when I click these edges I'm going to kind of go around and when I click here it's going to create a nice-looking surface it's basically patching all of those edges together and let me stretch this menu out a little bit and you'll notice it says edge one edge to edge 3 X 4 and even though I started here and worked my way around it kind of labels it in order and you'll notice it says connected okay then it also says tangent and then it also says curvature and that's why I have three of them we're actually gonna build all three of these you notice connected means G zero continuity it's basically just creating the surface that's going to touch this other surface if I said tangent it's gonna tweak that surface so it's tangent to the other surface and then curvature is very similar to tangent but it's a G to continuity and it actually kind of mathematically changes how it intersects with this other surface to create a much smoother result and you're gonna see these results how do you know which one should you use so this one we're gonna leave connected okay then I'm gonna do the same thing over here I'll pick these edges like so but instead of G zero I'm gonna come in here and say I want those to be G 1 and and watch what happens let me let me switch back to G zero watch how the shadows and stuff kind of change as I change that to tangent and you're gonna see as I go around you know these kind of shadows sort of changing because it's making sure that it's tangent to these other surfaces okay and you'll see we're gonna visualize this a little bit better using the zebra stripes and then I'll do that one more time patch clicking the boundary edges and switching these to curvature and again kind of watch what happens to the surface as I change these to curvature and I can actually you know do half of them tangent half of them connected or half of them curvature you know you have the ability to change these you also have the ability to change the weight or the influence of how strong that curvature surface should be now I'm gonna switch my display settings to just shaded now you can just in this example you can see the difference right but the lines turned off you can see a pretty harsh line right there where one surface it's touching it but it's probably coming in like I had a weird angle and then touching this other surface whereas these you'll notice look much smoother and nicer okay okay but how are we sure well that's again where this inspecting mania comes in so I'm gonna use this zebra analysis now it's asking for the body so I'm going to go ahead and click on these faces here and you see I turned it into a zebra okay and as I rotate around you'll see a couple things happen now let's talk about these options I'm going to change the opacity I'm gonna drag this down and this is actually pretty cool because you can now kind of see the surface a little bit better but you still see the zebra stripe happening in the background okay so you might want to bring this down a little bit so what is zebra stripes showing me well you'll see these black lines and you'll notice how these are curved but they're connected to the black lines or the stripes over here pretty well but then you'll see like right here they're not okay so that means that this is not a really good tangent smooth surface and you'll see that as we continue on so same thing over here you really don't see the zebra stripes happening I personally recommend changing like from vertical to horizontal and this is a much better example especially going across this way definitely these stripes are not lining up and so this is a very bad surface and we already knew that right okay so let's do this again maybe with this body over here so I'm going to go ahead and select these edges and notice as I move around these stripes are touch each other okay that means that's a tangential surface they're connected you're gonna get a nice smooth uh result and you can see that over here also now I want to analyze this a little bit better so I'm gonna turn on high quality and watch when I turn that off you can see it's sort of jagged right here it's jagged up there when I turn on high quality it kind of smoothes things out which I would recommend doing and then I also would recommend dragging these repeats up and you can see you can create many more stripes okay now here's something interesting as I did that I'm starting to see something kind of weird right here instead of nice smooth curved lines that kind of comes to a sharp angle so I could probably tell that there's something wrong with this surface here that I might want to go back and tweak you know and this was a loft I think is what I use to create this so there might be something going on with one of my loft lines and so I can visually see that that could potentially show up when we manufacture the part but this is good we're seeing all of the lines touching other stripes or all the stripes touching other stripes let's go back to vertical in this case we can kind of confirm that they look good at the top and the bottom also we can see that those lines are touching and then lastly let's do the the curvature one so this was the tangent one this is the one that was G two continuity and we can see that that looks really nice in that direction let's go ahead and do the horizontal and you can kind of see it there again that's that weird thing happens on this one so definitely something weird with that surface but let's go ahead and analyze let's just turn these guys on at the same time just so you can see a little bit of the difference and stuff it's pretty similar yeah I mean they're pretty darn close so okay here's a prime example notice this stripe right here is kind of coming up at an angle and just barely starts to turn whereas that same stripe here is coming up at that exact same angle but it's a smoother transition into that other surface and that is that g2 continuity where this is just the g1 tangent continuity so curvature continuity is going to give you much nicer smoother results it just adds mathematically adds a little bit of smoothness to where those edges join okay the other thing you'll notice is I'm moving around I get like this flashing of the stripes they're kind of updating as I'm rotating you can turn on lock stripes and it basically is almost like it painted it on to the models so it just allows you to visualize and then you can unlock if you need to so depending on where you're at you'll get a different result so you can see that again play around with the opacity in fact I usually have my zebra stripes turned on as I'm messing with surfaces and stuff okay so I'm going to go ahead and say okay and when I do that you'll notice I get an analysis folder and if I expand that open there's the zebra stripe and I get this question a lot it's like oh I did a section view or I did a zebra stripe then I can't turn it off well all you have to do is turn off the analysis over here in fact I could have multiple analyses where I'll do just one really quick I'll just do a curvature map say okay and you'll see I have the zebra stripe and a curvature map and I can turn them on or off individually or I can turn them all on or off hitting that little eyeball okay okay I think that's it for the zebra analysis so let's go to the next one which I kind of hinted to right there I'm gonna go back to this drill because it has a lot of complex surfaces so we just did zebra I'm gonna come back to draft in just a second let's do curvature map so I'm gonna say curvature map analysis and I'll go ahead and click on that surface right there again taking a second for it to analyze it but what this is gonna do is basically show whether the curves are kind of going in a positive direction or in a negative direction is there any wrinkles folds or anything like that in your surface and you'll see this once it creates it again fairly complex it's not only doing the outside it's also doing the inside so hopefully it comes back soon in fact while it's doing doing that I'll check to see if there's any questions ok yeah so Angela was saying to see the the validate option you turn the design history off and unfortunately this is taking way longer than I wanted it to not sure why and I hope I'm not gonna kill it but just to save time I'm going to bring up a new session just hopefully we can come back to that of course it works perfectly when I practice it but when you're doing it live things go south so give me just a second while I bring up a new session here and I'll talk about the draft and let's see if we can go back to the curvature analysis in just a moment okay see this yeah it's still thinking okay so I'm going to open up let's we're gonna do the draft analysis so I'll open up that part one again once this comes back maybe okay it's really crunching so I will open up let's do the part one I think is what I want to do okay and like I said I'll come back to the curvature map here in just a little bit draft analysis this is where Angelo is probably gonna geek out because this is really really useful in fact some of the stuff for the next few things I'm going to be showing is all gonna be on this part but draft analysis is actually very very useful because it allows you to check to see if there's any angle in your part and if if I sent this to Angelo to machine he would want to know are these pockets truly straight up and down or are there is there some kind of draft to these and if there is that's probably gonna change his manufacturing methodologies so I'm in my draft analysis it's asking for the body so I'm just gonna go ahead and click on the body and then it's asking for a direction I'm gonna expand this open just a little bit it's asking for a direction I could click on a face but am i 100% sure that a face is straight up and down maybe maybe not so I'm going to click on this axis now you'll notice I can't click on the axis but if I click and hold it's gonna probe through and I can select that Y direction and as soon as I do that it colors my parts for my part I should say now you're probably asking what what is all this right it's kind of confusing so here I can specify what my Draft angle is so I'm gonna change this to be zero degrees of draft okay and then you can kind of see some colors have changed and then I'm going to change this to be one degree of draft now what this is doing is you'll you'll see that some of these faces are gray they have zero degrees of draft but some of these are kind of like orange and green and stuff they're colored in fact this one looks dark like dark blue so this is showing me which faces have draft so just looking at it normally it didn't look like any of it had draft but by analyzing it I can now confirm that those faces have draft these faces have graphed that face has draft etc in fact all of these pockets in here have draft except for a couple over here it looks like interesting okay I'm gonna go ahead and crank this up to two degrees of draft and now you can see these kind of turn like a darker red and these were highlighted so it's basically showing me which faces you know some of them might have one degree a draft some of them might have two degrees of draft in fact I could increase this in the negative direction and now you see that those where before they they weren't really highlighted but as soon as I go to two these actually have a negative draft so this would be very difficult to machine and it's kind of hard to see but they actually angle down so the top you know opening is smaller than the bottom opening okay so again this is showing what is what angles were at you know zero degrees one degree 2 degree etc okay you can also specify a tolerance zone and that just kind of helps you specify how you know how close it is is it 1.1 or 1.5 or 2 or whatever you can specify that tolerance zone again you can change the opacity I typically don't under aft analysis because I kind of want to see that you know really clearly what's going on okay so draft analysis very very powerful I'm going to turn on high quality it just takes takes a little bit longer to calculate but it'll give you some nice results so let me crank this back up to zero and we can visually see what that looks like okay so that was draft analysis the next one which will come back to his curvature accessibility analysis this is fairly new and this is really pretty cool so I'm gonna say accessibility now what does this mean well again if I were to send this to Angelo and he was gonna start to manufacture this he'd want to know can he actually manufacture it and is there any undercuts is there any issues with this model so for example you'll notice it's asking for the body I'll click on that guy it's asking for the direction so once again I'm going to pick that y-axis which I can do right here or I could expand open the origin and pick it from there also same thing but notice the results that we get ok everything is green except for we see some red going on in here so let's kind of zoom up on that and sure enough there's like an undercut like a shelf that goes all the way in here so he couldn't use just a regular you know half inch end mill to machine this he'd have to have a custom tool like a tea slot or something like that I'm not sure Angela would be the one to answer that he'd have to have a custom tool made to machine particular area and now he knows that he would have to do that the thing I like is you can almost see like this little shadow this little red it's actually showing you almost like a projection of these faces coming down so that's the area that he would not be able to machine and then if we zoom over here we can see some weird red and green going on and again this is because the faces are tapered or drafted at an angle down okay so if he were to bring an end mill straight down he wouldn't be able to get back into this area over here and that's what that is showing so pretty powerful tool especially if you're doing like plastic injection molded parts you're manufacturing that type of stuff this accessibility analysis is pretty cool now you can change the direction and this part doesn't make much sense you know you can have it go symmetric or vertical or direction one direction too and again that's more for like your plastic injection molding type stuff so I'll just leave it in one direction and then just like the other ones you can change the opacity if you want to to kind of see your actual model and stuff like that so that's the accessibility one okay the minimum radius is the next one so I'm gonna say minimum radius and watch what happens you'll notice there's some numbers in here I'm gonna go ahead and click on that and we can see that a lot of these curved surfaces have turned green what this allows us to do is to specify like I find limited to a specifically sized cutter I can actually say what my maximum tool radius is okay so let's just say I have a one-inch cutter okay and then I could come in here and drag this minimum radius and you'll watch what happens as I start to drag you're gonna see a couple phases starting to change color and it's basically saying that I would need a tool smaller than 0.1 1/2 to machine that area in fact let me just keep going here and you'll start to see other surfaces and radiuses start to turn red I'm going kind of slow because I don't want it to suddenly jump on us and there we go you can kind of see around the point 3 3 5 you can see these are starting to change and so I would need a cutter smaller than that number to be able to pretty much manufacture a lot of these holes and pockets etc now obviously these larger radiuses I can still machine with a larger tool than that ok but as I keep going you'll see that more and more things turn red ok so I could still use a pretty large cutter to do these radiuses here but no longer this radius here and then finally if I keep going it'll turn all red so what is this maximum tool radius this caused me some confusion at first it's basically the size that you're analyzing right here so you'll notice I'm going from 0 to 1 okay if I said my maximum tool radius was point 5 you'll notice that this now goes from 0 to 0.5 ok so it's basically just you know the how accurate or whatever you want to say it's a the legend is I guess now you'll notice that some of these are turning like half red and half green why is that well all of these phases in here are tapered and again that is why when I said measure a radius this really wasn't a true radius anymore because the radius was tapered so it's actually smaller at the bottom and big at the top so it's not a true radius and that is why this measure when I did the measure on this radius it worked fine but when I did them in here it did not and I told you I'd come back to that and that is why and then and this is exactly why you're seeing these kind of banded colors is because it's tapered and you could cut it with a point three three eight but you couldn't cut it with a you know point four or something like that right so that's what it's basically showing so minimum Bend radius is actually a pretty pretty powerful tool oh and then the other thing in here and let me let me I'll show you this on another part because this is kind of a weird part in fact let me do let me bring up a different part here I like this one for the minimum radius in fact like labeled it minimum radius so check this out exact same thing I'll come in here and say minimum radius will click on that guy and I'll just say a one-inch and we'll start to drag and you can really see here you know I'd still be able to cut these radiuses and sup like that but I'd have to have a ball end mil that's smaller than that number right to be able to cut those Phil it's in there so it's a very visual representation of what tool you can use to cut these areas now the other thing you'll notice it says optimal minimum radius is about point one right and so watch what happens as I start to drag down I'm still seeing red but as soon as I get around the point one right there you can see that most of it's green but there's still a little bit of red and if we go down just a little bit smaller now you can see everything is green because we're below that minimum optimal radius so that kind of tells you to machine this part with one tool it would have to be 0.1 diameter then the other thing I like is the sharp edges if I turn that on it actually shows me which edges are sharp and I'd have to have obviously like a flat end mill to do this profile right here and not use a ball end mill and so again it allows me to visually see maybe the order that I'm machining this part if I'm doing a ball end mil for these pockets I'm gonna have to switch to a different tool to do my contour for example so that is the minimum radius okay section analysis probably my favorite let me bring up this guy I don't need to do the recovery file nope could the curvature continuity finally came back I'm not sure why I took so long both jump to that next okay so this is you know something we've worked on previously and I'm going to go to inspect section analysis now it's asking for faces now what a lot of people don't know is that you can actually select a face or you can select the plane so I'm gonna click on this plane and it's going to slice through or section through our model and we can visually see inside our model okay now here's some cool tips you'll notice it says faces okay so I can actually click for example on a face like that and it'll cut through I can also click on a radial face and it will slice through the center of that radial face so let me kind of drag this direction so for example we've got this this motor the stepper motor in here and we got the little driveshaft I can just click on this motor and it's gonna slice exactly through the center of that motor and I'll be honest I didn't know that until fairly recently I was always like pushing and pulling this little arrow until I got it kind of where I wanted it to be but if I want to be exactly through the center of something like this guy here I just click on it and it's gonna slice right through the center of it okay as i zoom in around you can see all the parts are individual different colors etc and as i zoom up here I can actually see their hatched but this one almost has like a double hatch and here's the embarrassing part this part is clashing with this other part right here and that was one of the things that showed up in the the clash detection or the interference detection okay so I would have to fix that in fact I can visually see this maybe this whole assembly of the glass and the gasket needs to be over here a little bit and so I could edit in place and fix that but what I like about the section view is I can visually see it sure enough I have enough clearance in here that this part fits perfectly it's butted up against the back of this part it's a really cool way to analyze and check to see how what everything looks like okay it's the same thing here the hole that this goes through has enough room now you'll notice it's a little kind of hard to see sometime so you have some option in here this section color says from component or custom and if I change it to custom I can pick whichever color I want so I could even do like a light white or something like that like a gray I personally picked like a bright yellow because it kind of really stands out okay you can also turn off so hatching and it just becomes a solid and this is kind of how I usually look at it I usually have hatching turned on at first to look for the clashing that kind of a thing but then I might turn that off and analyze it in this method looking at it from front view or top view or side view etc and just analyzing everything and making sure everything looks correct which it does so so section view extremely useful now check this out I'm going to go ahead and say okay actually let me show the last couple things you saw you can drag the arrow to slice through it you also have these little wheels here and so you can rotate and change the direction of the section very quickly so now we're slicing through vertically through the model almost like an MRI or a cat scan or whatever kind of a thing okay so you can rotate in multiple directions now we don't do like a Z Bend or anything like that type section unfortunately you can do that by actually like physically splitting the bodies using some planes and stuff like that but this section is just one plane however you can have multiple section views so you'll notice under my analysis folder I can click on section to turn that guy on I can turn on section 1 turn on section 3 so you can go back and forth between these you can have multiple sections in there ok I'm gonna go ahead and turn off again the question I get quite often is how do I turn off my section view just hit the little eyeball next to it and it will turn off the next one under section analysis is center of mass so I'll go ahead and click on the center of mass and I'm just gonna click on this stake down here if I gotta click way down here I'll say ok and you'll see this little center of gravity icon up here so that is where this part the stake part would balance perfectly is at that center of gravity Marv and you can actually measure you know where that is and all that kind of stuff you could pick on it and measure it from a distance to another another point or whatever and you'll notice that it puts it into the analysis I can delete it if I don't want it there so that was just for that part let's do it before this part here there's 30 selected I'll say ok and we can now see that center of gravity mark or center of mass mark is basically right there inside this whole assembling that kind of makes sense right it's pretty heavy right here but we've got some mass going on down here and so it makes kind of sense that it would be in that general area okay and just to show you how cool this is I have a bunch of parts turned off like the close this guy up I got some screws turned off I'll turn those guys on some connectors I think the whole board so I'm gonna just turn all of these guys on in fact I think you should just be able to say let me see no okay I'll just I'll just do it this way running out of time so I'll turn all of those parts on and then I think there was that's about it so these are diode yeah so I turned on the circuit board which I originally had turning off earlier so there's that center of gravity let's do that one more time center of mass I'll draw a box around the whole thing so instead of 30 now you see 102 because it's actually all the components on the circuit board etc and it should analyze you can see that they're slightly different I'm gonna rotate and we turn these guys off so you can kind of see what's going on here so there's the the two center of mass you can see that they're off just ever so slightly so by turning on that circuit board and that kind of thing it actually made it a little bit more forward and down so pretty pretty cool I think ok the next one I want to talk about is this guy where time flies man under inspect under center of mass we just did that there's this component color cycling toggle so you'll notice this assembly everything is gray but I'm gonna come in here and say component color cycling toggle and you can see it kind of colors them on these pastel colors but also notice my browser and also notice my timeline so I see some red and then I see kind of some purple some blue and then some more red going on here etc what this is basically showing me is anything that's kind of colored red has to do with this red part so we can kind of see we designed all of this geometry with the holes and the chamfers and we mirror stuff and combine parts together etc that all has to do with that particular component I can also see that it's the frame so let's just go ahead and activate the frame and sure enough there are all of the steps just for the frame so it's a very visual way to see here's all of the steps for this part right here but then as I continue down here we're going to start to see different colors so it looks like I came in and I added some threads to different parts like the pins and the holes etc so it's kind of a neat way to see what is going on in your timeline and what is it related to now I personally like to you know activate the particular component and work with it in a simpler timeline but if you're looking at it from the top level this is kind of a cool way to see what's going on and it is a toggle so I could come in here click on it again and it goes back to gray so that's component color cycling toggle okay then the next one here is check sketch so I'm going to create a sketch and I'm gonna insert in like a DXF file or something like that so like an SVG or a DXF I'm going to bring in a DXF and I think I have one yeah I'll just bring in this DXF here because maybe I want to cut this out on you know out of sheet metal or something like that I'll go ahead and say okay and I brought in this DXF file now you'll notice I have show profile turned on and it's highlighting these areas as those being closed profiles but I want this dog to be a closed profile too but it doesn't seem to be and I've shown a trick in the past where you can kinda like draw a line you know across the profile and notice that shaded so that's cool I know that that area is okay but that can be kind of time-consuming like I would probably cut through here okay so that shaded but so did this over here which is kind of weird and this didn't shade so you can see this could take quite some time for me to figure out what is going on here so under the inspect menu there's this option called check sketch so I'm going to go ahead and click on that now it doesn't look like it's doing anything but you have to be patient and now you'll notice after just a few seconds it actually created these dots that appeared and let me kind of zoom up on this particular area and guess what it's not a closed sketch and that's what was causing the problem if it's open it's not a closed sketch and so you can't extrude that or whatever so I might come in here and use some tools like let's just try the extend tool okay and then maybe the trim tool trim that guy back just a little bit okay now I can't remember where the other part was so I'll just do that check sketch again and yeah so I will guess oo a text from Angelo about the curvature I am gonna come back to that so don't worry so I'm gonna check this sketch it's gonna mean I am not having luck today gosh guys so I'll come back to the sketch so here is the curvature map well we'll come back to the sketch here in just a second so what I did is I said curvature map analysis and I picked on this body and you can see some weird colors now you can see like really nice smooth green up here but then we get this purple some green some purple and it's kind of like what does this mean well it's basically showing how smooth the surface is the curvature of the surface and this obviously it's like almost like a cylinder so it doesn't have any wrinkles or anything like that but then we're connecting to a blend here and this is more of like an organic freeform type deal right here and so that's why we're seeing some of those feedback so let me talk about this menu I can change the scale of this I'm going to kind of scale this down so what is showing me now is where is the tightest areas of curvature so I can see like right here and right here right here so this is where you know the tightest areas are and as I scale this up you know you can see we're starting to get like some wrinkles going on in here so I might want to be aware of this surface and make sure that it looks really nice as I'm designing that surface because I as I scale this up you can start to see we're getting kind of like purple and then red and then purple again and then red and then purple again so to me that most look there's a wrinkle or a pinch in there okay again I can also do the opacity so we can you know but it doesn't make much sense in this case I'm gonna turn on high quality watch what happens when you do high quality it'll smooth things out hopefully it doesn't die on me but it'll create a nicer looking result and then I probably shouldn't have done that the type is joshing you also have Max and min I'll show those I probably shouldn't have done the high quality because it's gonna analyze that whole surface again okay there we go so you can kind of see it smooth things out I get a nicer result okay if I change from smooth to bands it kind of gives you you know basically 16 colors instead of 6 million colors or whatever and then you have Gaussian and then you have principle minimum and principle maximum so I'm going to click on principle maximum and again this kind of shows let me change the scale here where it's a very you know visual representation of where's the tightest surfaces right and so it kind of makes sense that this Filat instead of being nice and smooth like this surface is over here it's you know max surface it's getting curved very quickly and as I keep dragging this up I can visually see what that looks like and where the tightness of the curvature is okay let's do principle minimum I don't really get much going on with this so again at zero everything is red but as I scroll this so it's almost like the opposite of the maximum so I can kind of see where potential issues could be on my surface I usually use this one I would say 90% of the time and then I use maximum the other 10% just to kind of see really where the tightness is and I would come back and maybe smooth the surface out if I could right so that is the curvature map analysis let's finish up here real quick [Music] actually let me do insert DX F I'll do the dog the X F and came in upside-down whoops but that's okay because I did on the front plane instead of the top plane okay so I'm gonna do that check sketch again and notice it says a sketch needs to be active so I'm gonna go ahead and edit that sketch and let's just rotate this real quick check sketch it's gonna analyze it and so and just to speed things up I instead of like extending and trimming I'll just draw a line like that finish sketch oops I didn't mean to finish guys sorry edit that sketch again I'm having a great day ok the other one was over here somewhere and actually I just saw it so there's a gap right there so let's just go ahead and fill in that line from there to there and now you'll notice that that shaded in so it was those two gaps that was causing this to not be a closed profile I'll try the check sketch one more time and see if it returns anything else and sure enough it does I see two little dots right there but this guy shaded in so I wonder what that means so I'm going to zoom up and I don't see a gap which is weird but I do see these two little dots and that looks like a solid line so you might say well what's going on here well I would draw a box around that region and it looks like there's a line so I'm going to hit the Delete key on my keyboard and sure enough there was a lie on top of a line which can sometimes cause issues especially if you're doing like plasma cutter or water jet or something like that it might want to go back over that area and you know burn it a little bit longer for example so I would check your sketch to make sure there's no overlapping geometry and now I have this I'm able to extrude it the way I want to and that is the check sketch option okay so let me review here really quick we did the measure we did the interference we did the curvature comb zebra analysis I use a lot for surfacing draft is great for plastic parts and for machining to make sure the part that was sent to you didn't have any draft to it curvature again more for surfacing and then probably my favorite are the accessibility the minimum radius and the section analysis I think these are extremely powerful tools now the last one I want to show somebody asked how do you find out the mass properties of a model you'll notice that's not in here right so if I click on this guy here I can see that it's under this body right here and if I right mouse click there's the properties and if I click on that it's gonna return the properties of this model so the area the density the mass now currently it returns it in ounce mass and there is not a way to change that so you have to convert it I don't know why but I wish I could say like pound mass or whatever so there it is what's the physical material the volume etc but what's really cool is notice it says center of mass it figured it out for you and if I expand open this bounding box this is actually pretty useful it's telling me what the length width and height is in bounding box okay okay make sure everything is going good okay and then I can expand open the moment of inertia at the origin and at the center of mass it tells you exactly where that is for example so hopefully that answers the questions now I have gone a little bit over so good news is we made it through barely I apologize for I don't know why it took so long to do the curvature map and then I had a crash which is pretty rare for me some I must have too much stuff going on on my computer right now bad news is I am actually gonna be gone for the next three weeks I'm finishing up my sabbatical I was supposed to get a six week sabbatical I got basically one weekend and kovat hit so we're trying to finish the sabbatical up so I will not be doing a live stream the next three weeks there are other live streams happening make sure you're watching the YouTube channel for that but in the meantime you use fusion try different things out challenge yourself maybe you go back and watch one of the live streams we've done that you haven't seen before so keep using Fusion and remember with Fusion you can make anything thank you you
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Channel: Autodesk Fusion 360
Views: 5,429
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Id: SFRMR_0CJXU
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Length: 79min 22sec (4762 seconds)
Published: Thu Jul 16 2020
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