Fusion 360 - Master Model | Top Down Design

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I'm currently working on a master model video  which I'm expecting to release in the next few   weeks. Before the actual video, I think it would be  a good idea to go through a simple master model   exercise in order to get ourselves acquainted with  the mechanics of the workflow. If you would like   to know more about the philosophy and benefits  of the master model or top-down design approach,   I will provide a link to a previous video. In this  video, we will focus on understanding and managing   both the browser and the timeline. This is the main  challenge in employing the master model workflow.   In that respect, I will be speeding  through most of the sketch creation   and feature creation processes. We will  be creating a simple box with two halves. The basic premise of the  master model approach is this:   You start with the basic overall shape of the  assembly, split the main body into two and convert   these two bodies into components. We can  then add in details at the component level. In most cases, when we start a model in Fusion,  it is always a good practice to start off with   a new component. In the case of a master model  workflow, we will actually create a master model   at the top level. The master model in this case  will be the overall shape of the assembled box.   So unhide the top level primary  planes and start sketching. The first rule of the master  model approach is this:   Any feature that is shared across the components  of the assembly should be done at the top level.   The overall shape and the main fillets are  definitely shared features and so is the shell   thickness, since we expect the two halves of  the box to share the same overall thickness. With the shared features done,  it is time to split the box.   The split line in this case would also  be considered a shared feature since the   two halves of the box would mate perfectly  along that split line. Create a split line and use the split body command to  split the box into two halves. Let's rename the bodies. Control select both of them and go  to create components from bodies.   At this point, the top level  has become a sub-assembly.   Also notice that the bodies folder no longer  exists at the top level. We have two components   here. If we expand, we can see that the bodies  have been transferred over to each component. Looking at the timeline, we see  a component creation step. At this point, in order to better identify  the components, let's toggle on component   color cycling by going to inspect.  The default colors are not always   the best. You can right click on each  component to cycle through the colors. You can do this for the top level too. The color strip in the browser for each component  corresponds to the color of the component  in the model space. The top level is currently  active. In the timeline, you can see the steps   that were taken leading up to the component  creation. Since these are all actions taken at   the top level, they have been grouped together  with the same colour strip as the top level.   Now it's time to add details that are unique  to each housing. Let's label these housings.   To change housing A, we need to activate it.  Once you activate, the inactive component   turns translucent. Looking at the timeline, the  top level features have been hidden, with the   exception of the component creation step, which is  labeled with the same color strip as the top level. We shall add a text sketch and extrude.   After that is done, you can see that the  sketch and the extrude have been added   as steps in the timeline. These have been  labeled with the same colors as the component. Let's activate the top level and  observe what happens to the timeline.   We can see actions taken at the top level. We can  also see actions taken at the component level.   So activating the top level gives you a universal  view of all features. So let's repeat the labeling   process for housing B. The correct way would  be to activate housing B and create a sketch   and extrude. Suppose that you forget to do that  and start a sketch while the top level is active.   So let's try that and see what happens. Select  the face of housing B and start sketching. When you confirm the sketch, notice that the  sketch has been labeled the same color   as the top level. The sketch now exists  in a sketch folder of the top level. Let's go ahead and perform an extruded cut anyway.  I'm going to drag the arrow down to perform a   cut. Before I do that, pay close attention to  the top level and housing B in the browser. You can see that the actual command  has intelligently activated housing B   to perform this cut. This is a temporary activation. Once we confirm the feature, we are back  to having the top level active again.   You can see that this time, the extrude has  been labeled the same color as the component.   So we have the sketch and the corresponding  extrude residing at a different hierarchy   in the browser. This is not ideal. So you want  to be careful to make sure that you activate   the relevant component every time you need to  add a feature unique to that component. So I'm   going to repeat this in a proper fashion and fast  forward to the next step. All right, so now we have   the sketch and the extrude both in housing B. Next,  let's create a lip on housing A. Activate housing A. Let's hide housing B. Create a sketch on a plane above the open face.  Project the external edges and create an offset. This will form the profile of the lip. Begin the extrude command. We need this  lip to follow the existing open face.   Go to start and choose object. We  will select this face as the starting face. Unhide housing B and activate the top level.   Just to recap, these are the text extrude features  for housing A. These are the text extrude features   for housing B. And these are the lip features for  housing A. The top level timeline strictly follows   the order of the features in which they have  been created. It does not attempt to arrange them   in terms of components. You can always isolate  features for each component by activating them. For the last step, we need to create a  groove on housing B to accommodate the lip.   We will use the lip on housing A to  cut into housing B. Activate housing B. Go to modify, combine. Select housing B as the target and housing A as the tool body. For operation, set  to cut. We want to keep housing A after this.   So check on the keep tools option. Let's confirm. A combine step has been added to  housing B. Let's activate the top level.   You can see that housing A does not contain a  combine step even though it was involved in that   step. Only the target body, which is housing  B in this case, would have a step recorded.   The main benefit of this workflow will be  apparent when it comes to making changes.   We need to identify two types  of changes: master model level   or component level. If you need to make a change  to the overall size of the box for instance,   that would be a change on the master model. So  straight away, you should only focus on the segment   of the timeline that deals with the master  model, locate the sketch and make that change. The change will propagate itself down to the  components. We can even shift the split line and everything down to the lip and groove  feature would regenerate accordingly. If you need to add details unique to  each component, activate the relevant   component and you will see only the  features relevant to that component. This allows you to work on a component  without having a cluttered timeline. So the master model workflow  facilitates changes at the   universal level and also plays a  part in better model management.  So I hope that you have found this useful. Do keep  a look out for the next master model video.
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Channel: Fusion 360 School
Views: 7,935
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Keywords: fusion 360 master model, fusion 360 top down design, fusion 360 convert body to component, fusion 360 component color cycling
Id: 0eoLHCshFLA
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Length: 10min 33sec (633 seconds)
Published: Fri Feb 12 2021
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