Joints in Fusion 360: A Comprehensive Tutorial! FF117

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[Music] let's talk about joints inside a fusion 360 now if you come from a more traditional modeling background such as inventor or Solid Works chances are you're more familiar with something called constraints or mates and as you know it constraints are mates it typically takes three constraints or mates in order to fully place and define apart inside of an assembly with fusion we use something called joints and oftentimes we can remove all the degrees of freedom with a single joint here you can see some different types of joints that we can create so we have rigid revolute slider cylindrical pin slot planer and ball and you can see that for the different joint types we restrict or allow certain degrees of freedom so if we look at the rigid the rigid doesn't allow any motion at all rigid is like it's being bolted or welded together revolute allows one rotation rotation would be around X Y or Z slider allows one translation translation would be in X Y or Z cylindrical allows one translation and one rotation a pin slot allows one translation in one rotation planar is two translation and Roman rotation and the ball allows for three rotation degrees of freedom so depending on your different needs you can use these different joint types to be able to position the parts accurately let's switch over to fusion and look at example of doing this here we are inside of a fusion design and you can see in this design I have several components that are placed one important thing about joints is that joints will only work on components that will not work with bodies the other important thing about joints is that you want at least one of your components in your assembly to be grounded that is it won't be able to move around you can see if I grab this piece right here I can drag it anywhere I want to I'm gonna undo that and to make it so it won't drag around any more I'm gonna right click on that piece and I'm gonna choose to ground it now if I try to move it it won't move anymore so we're going to assemble all the rest of the parts to that base piece that we did from the assemble menu I'm gonna choose joint and the first thing you'll notice is that the base has turned translucent indicating that I can selected whatever we select first is going to move to our second selection and what I want to do is I want to bring this yellow piece down to the red piece and some of those things together you can see as I hover my mouse over different phases I get different points of interest that I can select on midpoints of lines endpoints of lines centroids and masses centers of holes the center points of arcs different things that we can select on and in this case what I want to grab is the centroid a mass at the bottom of this yellow point so I just want to highlight my mouse over that until that white square appears and I'm going to click now that part's gonna turn translucent and everything else appears fully visible now I want to select the corresponding point on the red base object so if I hover my mouse over here you can see all those points appear but one thing that happens is I move my mouse to that Center Point and disappears so the trick to this to get you to lock into the points on this face is on Windows you will hold the ctrl down and on Mac you hold the command button down so I'm gonna hold command and now you can see I can move my mouse over that point and select it and when I do those two pieces assemble together and you can see by the motion that we added a rigid joint now you can cycle through the different types and see what will happen that would be a revolute we could change the axis of rotation if we wanted to see what that would do so you can see we can go through and change some different things about them here's a slider it will slide back and forth a cylindrical just a cylindrical will rotate and slide at the same time you'd have a pin slot so you can see what that would animate like a planer and then the final one is a ball now the one that makes the most sense for us here is going to be the rigid I just wanted to go through the animation so you could see the different types that fusion tries to guess as you as you assemblies together so I now have these two pieces the way that I want them and I'm gonna go ahead and choose okay if I grab on this yellow piece now you see that I can no longer move it it's bonded to the red piece and if we look over in our browser we're gonna see another folder here called joints and here you see our joints folder appears you can also see the symbol for a rigid joint up here if we don't want to see that symbol anymore we can turn off the light bulb or we can turn off the top-level light bulb for the joints folder completely I don't recommend turning off the top-level light bulb because what you'll probably want to find more joints along the way as you're going through what I want to do now is I want to assemble these two bushings to this clevis part so from the assemble menu or we can use J on the keyboard I'm gonna start a joint and I'm gonna click on that edge right there and when I click on that back edge right there and now those are gonna be assembled this is a good example of you can choose which one you want to use a rigid joint will work just fine a revolute joint would work fine in all actuality we're probably not going to be spinning that bushing so in this case a rigid is what I'm gonna stick with because I just want to place that at the center but I don't necessarily want to see that bearing be able to spin around and I'll go ahead and choose okay this time I'm gonna push it J on my keyboard to start the joint command I mean I'm gonna click on this circle and that edge that circle right there now that time the bushing went the wrong direction that the two edges are aligned but I'm getting the opposite result that I want and the dialogue box there's a button here called flip I'm gonna flip it and now that assembles that it flips its orientation is now oriented the right way and I can go ahead and choose okay so the distance between this face in this face we look in the lower right hand corner is one point eight one two five whereas if I click on that face and that face we have one point seven five so the distance between the clubs faces is wider than the distance between my mating faces bolting faces there so I'm gonna use something you can do inside of the joint the command and that's fine the midpoint between two faces so again from the assemble menu and choose joint and before I do anything I'm gonna right click and I'm gonna choose between two faces I want to select in the first face then click on the second face and now wants to know where my cylindrical reference is going to be so I'm gonna go ahead and click on that right there so you can see that joint origin is now located there and I want to do the same thing down here between these two phases so again I'm gonna right click and choose between two phases and say at this face and the other face and now I'm gonna select that same cylindrical reference and now you can see that that clevis was brought down and a rigid joint was added I have a couple of choices I could use for a motion type here I could do a revolute which would allow that to spin around and probably in all actuality we would also potentially use a cylindrical which would allow it to rotate around the axis but slide back and forth and because these two ears are gonna capture the part and not let it slide side to side so if that was an important motion you can do that in our case we're gonna choose the revolute joint and so that this club is pin can rotate around the other thing they notice is that only the clevis pin is previewing the two bushings are still sitting up here and they're not they haven't been moved into place that's okay to save some horsepower on the computer when it calculates this it only calculates the objects that you click on when we choose okay those bushings will snap into place where they were in the previous joint that we created we have just a couple more parts to assemble here again from the assemble menu I'm going to select a joint and I'm gonna go ahead and click on this edge and I'm also going to come and click on this edge right there this time I chose to do revolute which would be an okay option I could also use rigid to go ahead and click OK and now we have the final piece to assemble and that's going to be our nut so from the assemble menu choose joint again I'm gonna hover over the edge where I want it to assemble to and I'm gonna go and select the corresponding edge of this washer now you can see it it tries to do bounce between grabbing the threads in the washer so again if I hover over this face and hold the command button down I've now locked my selection to that and I can come and click on the edge and now my Y my nut moves to where that bushing was located and go ahead and hit OK and now you can see that our assembly is all jointed up one of the things that you'll also notice is you can flex your assembling kind of see what's happening and when I do that as soon as I make a move these two new buttons up here up here called capture position or revert if I clicking on revert it places the assembly back into the location it was before I started to flex it if I move it and I tell it to capture you can see in our timeline down here now we have a capture position this can be used for some advanced assembly methods often time you don't want to have a bunch of capture positions in your timeline over time it'll slow your model down so if you didn't need to move your model to a particular position for a feature modeling operation I would encourage you to use revert instead of capture I'm just gonna right-click on this and say that I would like to delete this as we create different joints you can see the joint types have been added and the last jointly great it was a revolute joint again I'm gonna revert this I'm gonna right click on this revolute and I'm gonna say that I want to do something called an editor joint limit I want to set a minimum and a maximum joint and so what I'm gonna say is I want the minimum to be minus 45 and I want the maximum to be positive 45 and now I can go ahead and click OK and now you can see I can drag it but it stops when it gets those two joint limits that I added it won't rotate past that there's another way we could do this called a contact set and when we use contacts that takes some horsepower to calculate that and so often time it's easier to use a joint limit and just set the range of motion you want this component to have rather than it using a contact set that determine when two solid bodies are going to interfere so this is adding joints between components now let's take a look at something called an as-built joint to demonstrate this I'm gonna download a file from the co master car catalog and then add a joint between the downloaded importer geometry so from the insert menu I'm going to choose to insert a mcmaster-carr component and I want to go and do a search for it I'm going to search for vehicle spiracle ball joints and I'm gonna choose this ball joint rod in now I'm gonna scroll through the list and find one that I like I'm gonna choose this one - twelve click on that and go to the product detail page and scroll down and I'm gonna find the right-hand version of this and click on it now it wants to know what file format I want to download this in I've downloaded it in a step and so it's come up my default choice I typically use step you can try other formats to see what works for you but step is my preferred and I'm gonna go ahead and hit save and this ball joint rod end will open up inside a fusion gives me the opportunity to move it if I want to and I don't so I'm just gonna go ahead and choose ok to accept its default location now you can see here's my component here if I expand this out and look I have two bodies and I can't create a joint between bodies so what I want to do is right-click on body 1 and say I'd like to create a component from body I'm gonna slow it up a click on that I'm gonna call this housing then I'm gonna go to the second one I'm gonna right-click and then choose create components from bodies then I'm gonna slow double click on it and call this ball so now I have two components that I've created as I mentioned before we always want to have at least one of our components in assembly file rounded so I'm going to right click on housing and select ground now that component can no longer move if I try to click on it and drag and won't go anywhere so from the assemble menu I want to do an as-built joint and then I'm going to select the two components that are gonna participate in that as build joint so it's gonna be the housing and the ball and wants to know what the position is to make this a little bit easier I'm going to turn off the housing for a second and just click on the outside part of this ball it's gonna figure out the center of it I chose to do a slider and what I wanted to do instead is do a ball joint so there I'm giving the right motion and I can always turn on my housing back on and animate the joint to see that it's what I wanted to actually do and we'll go ahead and choose ok now and I click on this you can see that the ball moves around inside of there and that's exactly the motion that we're going with I'm gonna go ahead and revert that so there you can see that we can import things and quickly create in as-built joint let's take a look at a third example of adding joints here is a curt vise that I downloaded from their website it came in as a step file when this file was created in the native cad system it was all constrained and everything was placed in the right location however you can see now if I grab on the components they're all free to move none of them are fixed in spaces they they don't have any relationships defined so what we'd like to do is use something called a combination of as-built joints and rigid groups to do this so as always the first thing we should do is right-click on the vise body or our first component and ground it now if I try to move that that body it's grounded it won't move anywhere if we think about this fixed jaw and this mount right here these are these are never going to move either and we could do a joint to those or else we could just say you're connected to this thing that can't move and we could call something called a bridging group so I'm gonna hold the control button down or the command button down the Mac and I'm going to select the vise body the fix jaw and the fixed jaw mount and then my right click and choose rigid group so those are my three components and I'm gonna go ahead and choose okay now when I try to grab those they'll no longer move anymore they were modeled in place so we don't really need to worry about going in creating the joints between them the same situation is gonna happen between these two components right here so again I'm gonna hold down the control or the command while I select the moving job mount and the moving jaw I'm gonna right click and choose to create a rigid group and click OK now I do want this jaw to be able to slide back and forth so to do that I'm gonna do an as-built a joint so from the assemble menu I'm going to choose as built joint and it wants to know what the components are gonna be so I want to choose that component in that component where I want to add that and what kind of a joint do I want this to be in this case I want to be a slider and it's sliding in the wrong direction so I'm gonna change it to go along the x-axis back and forth and that looks like the motion that I want remember it only previews the active part that you're clicking on I'm gonna choose okay now I can grab this mount and drag this back and forth so now I have a functional vise that required minimal effort for me to actually assemble it and add some intelligence to it I'm gonna revert this back and I hope that this video gives you an insight on getting started with joints inside of fusion 360 for more things fusion 360 and in fact all things CNC and manufacturing entrepreneurship related head over to NYC CNC comm we've got content on all that including fusion 360 video tutorials on everything from patch delayed to cam to joint to post processors and more I hope you learned something hope you enjoyed take care see you next Friday [Music] you
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Channel: NYC CNC
Views: 180,100
Rating: undefined out of 5
Keywords: tormach, fusion 360, how to, cnc, machine shop, nyc cnc, DIY, machining, milling, CAD, cnc machining, cnc milling, joints, as built, rigid group
Id: Bw08O6XsfDI
Channel Id: undefined
Length: 16min 50sec (1010 seconds)
Published: Thu Feb 01 2018
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