Fusion Friday #3: Joints Explained!

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hi folks welcome to a fusion Friday joints there's a lot of misunderstanding I think some of it relates to just a lack of good examples let's walk through some joint basics I'm in a new part first thing I'm going to do is save it joints example that way autosave kicks in right click new component bar and activate it on this bar I'm going to sketch a rectangle and with a circle in it and a slot I'll dimension these half-inch Q to press pool and we'll extrude that out half inch so we've got a base new component rod activate it now I'm going to sketch these out of place so that we focus on standard joints and not as built joints stay tuned for another fusion Friday we'll get into some more advanced stuff so c4 circle I always check to make sure I'm on the component I want to be on I'll click this plane and we'll just sketch a half-inch rod up here we'll make a 7 inches let's join these two together first I actually want to make a duplicate of this rot so what do you do you copy and then somewhat confusingly you go back up I think to here and hit paste now I can move this around you I think where I was struggled was you can't make a copy and paste it if you're active in the component one of the little things I will admit I think gets folks including me stumped sometimes I want one of these bars to mount into here so what do we do assemble joint one of my suggestions will be pick the type of joint you want before you start selecting things I'm actually going to go with the rigid joint here think of rigid joint like a weld in other words they're not meant to twist turn or separate in any which way so I'm okay with a rigid if you let the mouse hover it's going to select it's going to tell you some information so select location on component to move and I'm trying to stop comparing fusion 360 to other CAD software like SolidWorks but this is one of the big differences when you're building joints you're not just picking two things you're adding sort of that third layer in here which is powerful and can save you steps so location on component to move I'm going to hover over the butt end of this thing and pick this so I get that Center coin and then on the second piece here the same thing I'm going to pick it such that I get the coin right here it does this little shake thing awesome remember when you're doing a joint the first thing you select gets moved to the second object while we're on that note let's make sure we ground our bar that way it's stable and so when we go to move this piece into our slot here our bar doesn't move around so modify your sigh assemble joint ignore that I hate that thing and this I'm going to do pin slot so again hover over location on component to move I'll pick this Center face and then if I let it hover on second component now this kind of threw me I also wasn't sure what to do but I'm going to go ahead I want to make sure I pick that Center thing see how if I move the mouse around just a hair it gets all twitchy on me hold down the once you see what you like hold down the ctrl key and it now limits the selection and you can move the mouse around without changing to new stuff very handy I'm going to click that Center thing right here and okay sort of good except it's in the wrong direction so if I change the slide to let's here to the y-axis boom click okay now we've got a pin slot why doesn't it obey the physical model limits go to assemble enable all contact now it does I wish there was a better way to do that because my question would be how was I supposed to know to go to enable enable contact like that I think when you get more complex models it will be really taxing to have it calculate all of those so be wary that that's not always the best way to do it again in the future fusion threat Friday we'll come back to some things like contact sets in motion links now let's add some guys on the end of these rods new component will call the truck activate it are for rectangle this plane and we'll build some little carrier trucks that have an offset circle on them I will go negative 0.75 like so go back activate our main thing let's duplicate it control-c control-v no controls or copy here and now paste it perfect that worked okay when you see how it has truck : one truck : 2 that means those two are parametrically related so if I modify this one negative point 875 they both change just FYI assemble joint I want to do a not a revolute revolute just revolves we're doing a revolution over a shaft and that's cylindrical kind of confusing you just kind of learn it click cylindrical hover with the mouse hover select location on component to move I want that Center guy right there and select location on second component scroll around here and I'm actually going to pick the center here and what's great is the animation shows you exactly what you want so now you can see I can slide that guy around and move it like so I'll do that again right click with an up swipe repeats that joint on this guy here perfect now one of the things I haven't figured out a better way to do that again I used to do easily another software I used to use was let's say we want these two blocks to always be Co planar and in parallel if that makes sense so I think the best explanation i've seen is you can do a modify a line and let's see if this works yeah so that aligns them and click OK I don't know if this next I want to keep them in line as well see if that works modify a line here here yeah that wasn't working for me which is frustrating and in fact the align there went away so I either need to learn more or fusion 360 News figure out a way to do that because that's actually I think an important way to create you know assemblies once you do get that what you can do is do it a rigid group so watch this assemble rigid group if I pick this and this and click OK no good take a look I didn't want the child components now I don't know see assemble rigid group try that again capture the position we'll leave them there don't do this guy and this guy click okay there we go these will then move together in whatever orientation you got them in again I want there to be a more parametric way but I will admit that telling it it's just rigid rather than forcing the software to be continuously computing does have its merits on the flip side there's some more to learn more to come let me know what else you guys want to see on joints I've got some topics I want to cover actually I wanted to do one more let's say you want to Center this coin between these two joints this totally threw me it's actually really easy assemble create a joint origin and if you click on that joint origin continue you'll notice we have a type option change it to between two faces so click this face click that face and then you'll notice a new thing pops up and it wants to know will where up between those two faces if I click right here and click OK you can see right now I've got one of the things right in the center perfect now it's pretty simple if we go to assemble joint and again we want to click this coin first to move it to the other thing now this is a little bit trickier because I've got a I want to select the center so if I look at it from the side I can pick the joint this way and I'll change it to rigid pick that one boom now I've got that joint held between those two take care folks see you next Friday
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Channel: NYC CNC
Views: 117,360
Rating: undefined out of 5
Keywords: Joints, Joint (Anatomical Structure), Computer-aided Technologies, Computer Aided Design (Software Genre), Manufacturing (Industry), fusion 360, Milling (Product Category), Do It Yourself (Hobby), Tutorial (Media Genre), nyc cnc, Autodesk Inventor (Software), Technology (Industry)
Id: C03H_YZHuAI
Channel Id: undefined
Length: 10min 22sec (622 seconds)
Published: Thu Dec 17 2015
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