Learn Autodesk Inventor in under an hour, 3D CAD modelling full tutorial IMPORTANT - SEE DESCRIPTION

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welcome to give I got dibs and on today's episode we have gone old-school kind in Jason old-school Coolio old-school with this ridiculous yes go car which looks absolutely disgusting me bad but I don't care I don't care brake the brake discs really hover around an axle with no means of support no no they don't but in the world of inventor they do because they can't because we're just gangsters like that but we're going to do an invented test drive right it's the beginners ABS that's what I do but I'm going to take you through part design and what we're going to be doing is we're going to be modeling from scratch from absolute scratch this bad boy here so if we're going to take inventor from nothing and get to this and if I can if I can get it on to a file sharing site I'm going to upload this entire dataset so you can follow and do the exact same thing because that's kind of the point of the test drive I suppose so we're gonna be doing this and it's not going to take too long in fact you can get to this from scratch in about well once you know exactly what punishment probably about a minute it's it's that easy to do so we're gonna be modeling that up we're going to put it into this assembly and we're going to bolt it into place and we're going to be putting a bit of adaptivity in there so we're going to be doing like we're going to be doing a mixture we're going to write spice it up a mixture of some basics but also thrown in some little advanced teasers in there as well to show you some of the things that you can do within men alright so we're going to start from scratch so we're going to go into an IP T and this is all done on event 2016 by the way this dataset was originally done invent ten okay now we're talking to you that not to die was in ten oh no invented ten that's like from 2002 the fact there might even be a date spam money a date stamp it's or a date stamp I would be nice if it was 2000 and 2001 that's not copyright might be actually it might be me but invent a 10 was for 2005-2006 well this is old school yeah that's how old school is I mean look at the tire look at the tire that is a next-level Pro legit tire they don't make tires like that anymore right anyway so we're going to start a new part file right and in this new part we're going to start modeling like I said from scratch so feel free to follow as I'm going I'm going to be doing this slow I'm going to be talking a lot I'm going to be explaining a lot so whatever I do can be done a million times quicker if I wasn't cussing but I'm gassing so people can follow what I'm doing and can understand what I'm doing and why I'm doing things that's all point of a test drive in a tutorial alright so we're going to start by creating a new sketch so we're going to start a new 2d sketch and then invent a 2016 gives you these little orange squares right is your work planes so these are normally the easiest starting points for new sketches so XY Y Z and X ed now whichever plane you start on it doesn't really matter it it can but normally doesn't but mostly best practice is sort of kind of you would normally sketch on the XY plane that's like if you think AutoCAD right if you think AutoCAD XY and z axes then XY is kind of like the ground you normally is anyway Zed's pointing up usually zed points towards the sky so x and y is usually the ground so as XY so we're going to start on the XY plane event and then orientate the sketch and it shows it looking straight looking straight down on the sketch now I've configured a couple of application options which might look a little bit different from yours what I tend to do and is I'll set the annotation skill normally to 1.5 to make it a little bit bigger I'll normally select the select other prompt to one I'll normally go into sketch and I'll turn off grid lines but I'll leave on minor grid lines and axes again normally that's what I do doesn't matter it doesn't matter I'd always turn off point linemen because it gets on my nerves and I believe the rest of them on and that's pretty much it that's pretty much it to get going you don't have to do any of that but just in my opinion make things a little bit easier on the eye in display but display quality set the smoother just so it makes things a little bit smooth and slick and cheesy on screen and then hardware I've got it set a quality as well but if you've got a bit of a potato of a computer you can set that the conservative or performance just to make things a bit easier right let's get going so the first thing we're going to do we're already in a sketch so we're going to start by drawing a serve right in the circle let's just go back and reference the part that we're going to be drawn so we're going to want my only model in this so we need to figure out how to get this shape down so I'm going to start by sketching out the outline of the main body of this courier pod so we're going to go back into part one and then we're going to draw a circle now you can keep on going up with the ribbon bar if you want to or it depends it depends right it depends if you want to get used to working as fast as you can and start using more of the the more recent modern utilities either put into inventor you can right click and then he can use these the called markup menus so you can use these like Centrepointe circle that is exactly the same as that there it's just in a different place so you can use that if you want to be an absolute and utter pro you can hold the right mouse button down remember that Center Point Circle is up at the top left and then just hold the right mouse button down and then draw a line and then let go the right mouse button like up and now if you if you can do that if you can remember what you know where line is where circulars and where rectangle is you can be an absolute legend you could just be that guy that sits in the office just doing this yes yes I don't have you spoke but to know if you saw what I did there but I'm I'm flicking my wrists like this and I'm activating commands whereas you mere mortals would have to go to the river so you can do that if you want alright so we're going to start by drawing a circle and then we're going to snap to the center point best practice right this this really is important this is not to be forgotten best practice if you're drawing apart that symmetrical so good square rectangular circular always draw it symmetrically around this center point so if you drawn a circle make sure the center of the circle snaps to that yellow dot in the middle if you lose the dot right for example if you delete the dot away so you might drew something put a window around everything and deleted it yeah you need to get that dog back because it's now not there you can't snap to it anymore like it looks like you can't but trust me it's it's it's not snapped there it'll move away so what you can do if you lose the dot is select project geometry expand the origin folder and then select the center point and then right click and ok and it projects that all that all the dot is is the center point of the pie it's where all the axes and all the planes cross over so it's the absolute central point in the 3d model so you're everything you want ideally everything to be symmetrical around that center point and the reason for that I've done it I've done a separate video on this quite earlier on it was last year I did a video on this but if everything is symmetrical around that center point then you can use these planes as like mirror lines and it makes place in the pond with somebody's later on a lot easier so back to drawn a circle we're going to snap to that yellow dot we're going to move out and then we're going to we're going to put a dimension in straight away so there's a couple of ways you can do this if you're not too sure of the sizes of the part that you're doing you can't just sort conceptual but it might be about twenty-five so I'll draw a circle there and then this one might be around 40 and then once you've through the circles and you've you can come back later on and just whenever you're finished sketching stuff just right click and then click select ok or press escape to clear up the command you can then come back to a later on select dimension and then say right well I want to know I drew it approximately 25 but now I'm going to make it exactly 25 because the difference between inventor and all the cards sort of changing to be like this now it wasn't back in the early days but invented the dimensions control the size of the object so the core parameters the parameters control the objects so you can draw something approximate come back a bit later on put a dimension on a little constraint ups the buzzword here constrains it to the right size okay right so that would be a drawing it approximately but we're gonna draw it precisely straight from the goal and and we're going to be a bit more clever we're going to snap to the center point and we're going to name this dimension I'm going to call them dimensions they're not technically specifically speaking they're not dimensions or actually parameters but I'm going to call them dimensions for just for simplicity but we're going to put in a name right so we're going to name this parameter so later on what can find it and we know what it is and we know what it means so we're going to say this is going to be in a diet when you're given your dimension names when you type in into this little dialog box and you give it a name don't put spaces and that don't put any tough characters and all it just it'll just completely cock-block you on that so we're going to say this is called inner dire and then you're putting equal sign in and then you put the size and so we're going to say in a diet equals 44 email right-click and okay and it doesn't look any different it doesn't look any different to what it would have been if we just typed straightforward Ian but that dimension is now called in a diameter how do we know well there's another way to find out right click inside the graphic space go to dimension display and if you put on name or expression it'll show you that this dimension is 40 mil and it's called in a diet if you change dimension display to just name it'll just say well that dimension is in a dire if you want to look at a complete list of all the dimensions inside your part file go to this FX button at the top here and then it'll show you them all so model parameters you've got one called inner diet and it's 40 ml and if you want to you can change it straight from here just put in a different number and all ah in a dire right so because what will happen is later on you'll you'll get massive list of dimensions or parameters and if you don't name them will just be called d0 d1 d2 d3 d4 so on and so forth of the D 500 and something-or-other and you'll not know which D number equals which sketch dimension so if you name them it just helps you identify them if you want to make a change of them later on right so we're going to make that 40 not okay and I'm going to change the dimension display back to expression right so that's the inner diameter the next one we're going to do is the outer diameter so we're going to draw another circle and then we're going to snap to the center point and for this one we're not going to put an expression in straight away because what I want to do can't be done at this point so we're going to just drop the circle down we're going to right click and okay and we're going to go a dimension place a dimension on this circle left click to place it and then we're going to reference this one because I want this the size of this circle to be controlled by the size of this circle huh what we talked about right we'll watch if I want this I want the diameter of this circle to always be 20 mil larger than the diameter of this circle so what I can do is select that one so I'm building an expression here I'm building in a formula so I can say this one is the inner another plus 20 mil and that will mean d2 equals in a diet plus 20 mil or or I can put the cursor at the start then I can name this one I could say well actually this is out the dire out a Dyer equals in a diet plus 20 milk and then there you go so I've now I've got little FX that FX means that this circle or this dimension is being controlled by a formula and this dimension is called our diet and it is in a diameter plus 20 mil so it's resulting value will be 60 mil so okay go by a dimension display and then we can see the value 60 and 40 all right so we're going to finish that sketch and we're going to zoom out a little bit and were then going to perform our first 3d command right the first one we're going to do is the the most basic of 3d commands it's the one that's the first one in the ribbon bar and it's one you're probably most commonly use more than anything else and it's extrude extrude extrude so I'm going to extrude and then what it wants you to do is pick a profile so you've got to select a section so in this case we've actually got three you might think - is this not - no there's technically three different profiles here that we can extrude we've got the inner one we've got the outer profile and then you've got the entire circle so that would be this outer boundary here which would be the entire circle so we've got one two and then the overall one would be the third one so it's asking you to pick which one do you want to extrude so I'm going to pick the outer diameter or the outer profile and then it sort of finds that fill think of if you're if you're an AutoCAD user think of like a hatch fill so it looks for a water or an airtight area and it goes out there's a sketch region which is closed I can extrude that into a solid so that's what it does you can hold the left mouse button down on this arrow and just sort of conceptually move it around and say what do I want it up and maybe that big is upper - bigging so I'll drag it down it'll show you the size here so in some commands in Inventor you can either use these little mini toolbars which pop up next to your cursor or you can use the dialog box old-school people like me prefer you a dialog box because that's what we was messing grew up using but that's what we learn to using but if you want to if you want to get used to using these you can minimize the dialog box by click on that arrow and you can even carry on using these but I'm going to stick the dialog boxes because personally I don't like these I don't like these I don't like the little icons because you don't immediately know what they are and sometimes in some commands there's more information in the dialog box than there is here so I'm sticking using dialog boxes so I tend to ignore these so for the extrusion what we're going to do is we're going to give this height a for email so that's what the extrusion size is going to be and you can also name the parameter or the dimension within the extrusion so we can say height equals 40 mil now the extrusion is going up from the sketch you can go down from the sketch or you can go mid plane so I'll go 20 mil either way so in order to keep things symmetrical again I recommend if it is going to be symmetrical that you use the symmetric direction so equal 20 mil and 20 mil either side of the sketch just makes things a little bit easier and then click OK whoo-hoo got our first solid a lot worse on it right what's now happened is on the left-hand side like this here is your browser so this is where it keeps track of everything you've done so we've now got our extrusion which is that thing we've just created using the profile and then if you expand exclusion you've got a sketch underneath it and that is the sketch which we've just drew with the two circles it is consumed by the extrusion at any point if you want you can double click the sketch and you can make a change to this so if you make these circles bigger so for example if I was to double click that dimension and make it 50 that out the one because that's always 20 no larger turns into 70 if you finish the sketch it will then adaptively update any 3d features associated with the sketch so it's got kind of brent played it in the early days that was like mind blowing when you know you went from or cutteth to 3 do you like wow wow that is amazing but you kind of take it for granted now it's sort of its expected behavior is probably what I would say it is nowadays right so what we're now going to do is add it additional features I need to create these legs that are sticking out from the side how old oh bloody hell do you do these how this sudden hell do you even start with them right well it's not too bad it's not too bad what we're going to do next is create a new sketch and we're going to sketch on the XY plane now because I did an extrusion both ways are XY plane the ground plane is running exactly through the middle of the solid so we can sketch on that alternatively alternative if you want to be an absolute Pro you can just press escape because I'd already start a sketch or press escape create a work plane so select plane here these work planes or construction planes you see that XY plane the square that's a plane what I'm doing by clicking this is creating a new plane just like these XY planes but I'm telling and then a wet put it so I'm going to say create a new plane and I'm going to intersect I'm going to make this plane intersecting between the mid plane saw sent line between that face and then that face and then that puts a new plane parametrically placed between that face and that face there now you might be thinking well that's just totally counterproductive why would you create that plane there where you just you've literally just shown me that you've already got the XY plane there worried you that why would you do that well the reason I would do those because this plane is parametric between that face and that face so if I was for whatever reason to move this solid up for example if I was to bump the entire thing up by 50 mil the XY plane would stay there the XY plane never moves however that work plane would move with that move command so anything that I create from now on associated this plane would move with it so this plane is attached and assigned to the model whereas the planes here are as they're fixed there are constant they don't move with the rest of the model so kind of getting a bit ahead of myself there I guess but it's I don't know maybe you do follow that I don't know I apologize I don't know whether you will following your thumb it's not important it's not important right so create that word plane what we're then going to do is create sketch on this word plane so we're creating our sketch we're not using the standard planes but when you do create sketch you need a flat face to put the sketch on invent and needs a flat surface for you to sketch on you can't sketch on circular faces so you can't sketch on here for example you can't sketch on the inner face I could sketch on that I could sketch on the bottom face and I can sketch on here so I'm going to create a sketch on that flat surface now when I'm drawing lines our sketch is running through the middle of the 3d model so click that front cube and that looks straight down now because of that whenever I draw some lines the rest of the model is interfering with my view if I draw lines through the solid I can't see them because we're sketching through the middle not a problem not a problem I'm going to delete these lines away what you can do is right click and then you can select slice graphics or press f7 for short and what that will do is it will use the sketch plane to cut away material so it's all it removes everything above the sketch just temporarily just temporarily and then you can see what you doing better and then when you finish the sketch it just cancels it out it doesn't remember that you ever did it it's just a temporary view thing it's like a slice like a section view temporary it's up to you whether you use it or not I find it quite useful anyway right so that what were then going to do is draw the outer profile of the leg so we're going to draw a line or right-click create line or be a gangster dragged up yeah and then you're going to hover the cursor over the edge here now if you've got the application options set the same as me so we've got sketch auto project edges during curve creation it makes absolutely no sense but that tikki box means that when you draw a line and you hover over an existing edge it's going to automatically project that edge up and allow you to snap to it because that edge that was snapping to there is actually that one there but it's not on this sketch so what it was what's what it's going to do is project that edge up it's gonna burn it is a better way of putting it's going to burn that edge onto this sketch and allow us to snap to it and it's adaptive as well so if that edge was to move so if that face was to come over to here the projected edge would move in anything that snapped onto that edge wouldn't move with it so it's all adaptive it's all associative and it just makes things a lot easier if you do it that way we're going to draw a line we're going to snap to the edge we're going to draw this approximately so we're going to click here we're going to draw a line down look out here and here's another tip as well if you hold the left mouse button down on the endpoint of a line so you draw in the first segment hold the left mouse button down here and then pull away in like an arc like this it'll draw an arc tangent to that last line so you see that little symbol just there that means that this this arc is tangent to that line segment we're going to let go about here so you get a little tracking vector come down let go just as the tracking vector appears and then pull away keeping the tangent symbol there so again don't do this don't snap here because you will not get a tangent constraint there pull away and then finish about here snapping to that black line right click and okay so that's giving us is a lovely sketch which is all constrained up almost constrained we've got a tangent here we've got a tangent here and then we've snapped to this yellow line here and here and that yellow line is don't forget it is that edge there it's that edge burned onto our sketch so if this face was to move that yellow line would move anything that snapped on the yellow line would move as well so there's the associativity building it just it prevents your entire model from collapse and later on if you make any big changes to it right the next thing we need to do is we need to make sure this point here is in line with this center point so we need that to be exactly in the middle yeah now you could you could if you wanted to create a these are sketch constraints appear so these these sketch constraints allow you to create conditions in your sketches that are fixed so you can say right this one here is a horizontal so I can say make that dot horizontally aligned to that dot and then let's do that and then when you grab this dot it's now fixed or constrained horizontally to that dot so what could have do now undo it though what I'm going to do instead is I'm going to create a line and then I'm going to click this button here which makes this a construction line and I'm going to snap to this dot and then pull it along here right click and okay and instead what I'm going to do is just hold the left mouse button down on this dot and then just drag it so it snaps to that line so now our center point here the center point of this arc is now constrained the construction line why did I do that little wider to do that well the reason I did that is because these two lines here that one there and then that one there I want these to be symmetrical and the only way I can do that really is to have a center line so then going to use the symmetrical constraint which is this one here so we're going to create a symmetric constraint between that line that line that line there right click and okay and then that make sure that these two lines are always symmetrical so now that's done we can now put some dimensions on so we'll click the dimension button again click this arc and then we're going to make this you could say I don't know I'm kind of over naming them the whole point of name with them in the start was to show you that you could do it but you can't see you know Brad equals six mil if you want to I can just type in six mil six millimeters and then we're going to create an angular dimension or angular dimension but only got one demand where's the angular don't know you don't need to do know you know after no different dimension buttons all you do is you pick the dimension button this that there is just one and then depending on what you click depends on the type of dimension that it gives you so I'm going to click that line there that line there and then it gives us an angular dimension and then we'll just drop that down and we can say this is going to be 20 degrees right click and okay so the only dimension that it needs now in order for this to stop moving around is the distance of the center point of this arc away from the Senate point of the part so at the leg length but I'm going to leave this I'm going to leave the length of the leg free to move and the reason for that will become apparent a bit later on so we're going to finish that sketch and we're going to do a second extrusion and you might be thinking Apple why can't you just why didn't you draw that why didn't you draw this in this sketch here and just have that leg poking off the end of there because if I've done that I would have had to extrude this leg up the same distance as this you will ended up with a leg like 40 mil high in a button did one of the one of the golden rules when you do in inventor models is to keep your sketches as simple as possible look or think about what it is you're designing and think about think about this has been different features and different manufacturable bits so this body here needs its own sketch this body here needs its own sketch try and think about it that way have a sketch per feature if you can't don't put too much in your sketches if you do start sketching something and it starts becoming an absolute cluster ball of a sketch you've got loads of different squares and rectangles and all the lines and dimensions all over the place try and think can I break this down can I have a different sketch for this bit here and for this bit here and I'll just make things a bit easy to manage in the future so so that's the reason why I didn't combine it right so we're going to do another extrusion so we're going to click extrude we're going to click the leg and it's default into 40 mil because that was the last one we did but we're going to change that at 12 we're going to go symmetric and yeah that looks about right that looks about right you'll notice how it's now almost welded to the side of this part because our line of our sketch stops there so it's using this boundary here for the profile of the leg and then we're going to click OK and then there we go look at Logan Mint turn this work playing off this work planes now done we don't eat this anymore but it's just going to kind of hover there and linger there like a bad smells we're just going to left-click it so it's selected if you want to select a work plane you can't pick it in the middle of it you've got to select the edges of it and right-click on it and then just turn the visibility off by ticking that one tick in that box there right right what next what next well the next thing we're going to do is we're going to create pattern so we need five more legs notice how this this in total six legs based around the the outer diameter of this part so we need to create five more than are you going to draw it five more times now of course you're not course you know we're going to draw we're going to a circular pattern we're going to start pattern command so this is like array in AutoCAD create pattern we're going to select the leg and then we're going to pick this red arrow here and then select the interface that uses the inside centerline of the part as the centerline for the pattern and then we'll want six legs in total that's including the original and instead of just saying six we're going to say we're going to name this one we're going to have no one number of legs equals six so we're going to name this parameter and then we're going to click OK and there you go now the reason I've named that parameter is going to become part later on but for now just roll in the month rule okay next thing we're gonna do is create some Philips now normally normally best practice is you do fill it's at the very end of the model or as late as you can at the end of the model the reason I'm doing this now is because we're going to have some hole we're going to drill some holes in the model and I don't want the Phillips to to affect the holes I don't fill it any hole edges and internal faces of holes so we're going to start doing Phillips we're going to set the Philip button and now the Philip command again I've done a video on this separate video on this how to work with Philips but you can pick edges you can say I want to fill at that edge the edge the edge but what I'm going to do here is I'm just going to do a blanket fill it everything so I'm going to select all Philips and all realms which is what concave and convex edges and put a fit on literally everything and the radius I'm going to say make it one mil so we have a 1 we'll fill it on absolutely every edge in the model and the reason I'm Dell guys just to reiterate the reason why I'm doing that at this point is if I did have a hole here if I dug the hole through that leg it would have fitted at the edge of the hole and I wouldn't want that so we're just going to click OK and then look at that mine look back it's Logan absolutely delicious isn't it crispy crispy someone le there right what I would do at this point is save it alright save it and call this the courier and ready to crack on to the next bit right there next a we're going to do is we're going to use the whole command so yeah the so that's kind of why I'm doing this the test drives taking you through different features of start with sketch in within a bit of constraints a bit of dimensioning we've done an extrude we've done a pattern and we're now moving on holes were you kind of utilizing most of the major inventive 3d model creation tools that inventors got not all of them obviously it would take all day and probably impossible to do something which incorporates every button but most of the major ones so look at your hole and there's a number of different ways you can create hole you can have predefined points you can line it centrally to a an edge you can pick edges and say I want some it's so far away from some straight edges we're going to use the concentric placement and we're going to say we want our hole to be tapped on this leg here on this face and we want it to be aligned to the center point of this edge here and that's called a concentric placement so we're telling that what face we want a hole to be on and we're going to we're going to align it to the centre point of an existing circular edge so it's concentric to that edge there or concentric to that face as well ok actually we're going to do is we're going to say I want a tapped hole you so we're going to select this one here and then that loads of inventors database it's got a big database behind it a big spreadsheet full of industry standard threads various different standards defaults to ANSI but we're going to drop this down we're going to select the ISO profile and it downloads of the ISO threads and it says what I will basically what size you want and as you can probably tell them just fill in time here until it populates this time up on there you go and then we're going to say we want to size six because I'm making this up I'm thinking that's probably big enough yet that's probably big enough so on size six we want a full thread depth which means it's going to be tapped all way through the hole a right hand thread direction and the hole itself goes through the entire part so it's drilling through all the solid that it can do from that face downwards then click OK and there you go there's you hold them it's really quick in it in a really quick that what you're looking at though that is not an actual tapped hole that is just it's supposed to be but it looks like a thread but it's just a picture of a thread if you want an actual real thread go onto the kun it's probably better none I'll show you go on at the cool orangish website I've done it I've done a video for this as well look on my channel and look for the cool orange thread modeler I've done a video on already what it does is it takes threads and it will convert them into actual real threads but it's not so you don't need it you actually don't need that to happen a picture is absolutely fine right so that's the first Holden are you going to do six more holes and or five more holes of course you're not unless you are clinically insane you just wouldn't so we're going to do another pattern so we're going to create a circular pattern of the hole and then we're going to create the rotation axis to be here and then we're going to say we wants it no or not no not no no now the reason I named the fit when I did the partner of the legs and named the parameter there was a reason for that and the reason for that is I want to link the pattern of the holes to the pattern of the legs so for the placement for this pattern I'm going to select this arrow here and I'm going to ask it to list the parameters that are currently in the model so there's height there's inner diameter and there's number of legs and what that means is however many legs the rather will always be the same number of holes I know I know it's so clever it's so clever it's just mind-blowing so if I was to go back into the circular partner the legs and I was to change the number of legs to say seven then we'll get seven holes so it's it's saving your work basically it's happened it's eliminating the need for double data entry and I'm going to remember to change something else if you make a single change so you can it's building intelligence into it as well making your models in even if we're not making your models touch it okay next thing we're going to do is we're going to create this cut from the underside of the leg so the cut is going to be a sort of curved cut you can see there it's got like a curved face so how are we going to do that again it's pretty easy so we're going to go back to our courier and we're going to create a sketch we're going to create a new sketch which is going to result in a revolved cut huh well right we're going to grate a new sketch and we could I suppose we could sketch on good sketch on the XZ plane suppose we could hmm yeah we could sketching the except instead what I'm going to do what I'm gonna do is going to create a work plane though and we're going to create a work plane intersecting that face there and then that face there and that creates a work plane which is it's exactly the same as the except it's in the same place but but it's not well it is it's in the same place but this work plane is linked to the leg in that the whole point of that is if the leg moves it will rotate the leg around somewhere else and this work plane on the sketch will move at the same so it's again just its future proofing your model right so we're going to do it this way alright then we going to create a sketch on that already other word plane selected you might not have someone undo that we're going to create a sketch and then we're going to select that plane there you go right hit f7 and that's slow look at that that looks like a know what I'm doing that creates like a cross-section through the model on the sketch makes it easier to see what you're doing in this this time we really do need to slice graphics because we're actually going to draw a profile inside the leg which we wouldn't be able to see if we didn't slice so it's f7 to do that right so we're going to create a print we're gonna do a project Joe Murray this time we're going we're going to project things separately so select project Joe Murray I want to project through that edge and then that edge there and then right clicking okay and the reason I'm doing that is just when we're going to draw a rectangle and sometimes quite difficult to get the going to snap and automatically projectors I just do so it just makes things a bit easier it's sometimes nice to to separately project things through on demand rather than let it do it itself if you project things through yourself you're consciously aware of what you do and rather than rather than have like you know the attraction control on your card is so it helps you drive well the auto project helps you model this i'm waffling I'm awful I know what I mean I know what I mean you're consciously aware of what you doing anyway we're going to create a rectangle so you're going to select the rectangle button this is a two-point rectangle or or you could right click and go a two-point rectangle or just be a gangster and right click and drag and we're going to draw a rectangle from about here right don't snap on the green dot right that green dot is the middle of that line right and that will constrain your rectangle at the middle of the line we don't want that so we're going to select it about here and then we're going to drag away and we're going to do the second point of the rectangle about here but make sure you snap onto the yellow line so you should see you should see a yellow square and then a yellow square as you sketch in the rectangle oh okay we're going to put some dimensions on this rectangle so we're going to say this edge here is going to be maybe twelve and then this one here is going to be but maybe not maybe not four maybe five I'll do 12 by 5 right and then your rectangle should go purple if your rectangle isn't purple it means it's not hooked on to the points here it's not snapped to the yellow lines if it's not snapped to the yellow lines just grab the end of the rectangle and drag it onto the lines then it should go purple if not start again and follow what I did click finish sketch right and then that takes you back out and then that's it get it that's why I did the slice graph which because our rectangles actually inside the leg you can't see it's already been very difficult to sketch that without the slice on it right right click on that work plane and turn it off and then activate revolve right what revolve does separate command yet except required is like extrude but it's a bit different rocker alters it takes a profile and it spins the profile around the centerline right but you get for some reason and I've never understood why I've never understood why the axis of the work plane it gets like the pattern you can't pick the center face so it won't find the scent line of a circular face you've got to pick an axis and in our case we're going to pick the z-axis because that just happens to go through the middle where it seen it just happens to go through it doesn't happen to go through we've modelled best practice right you're being krispy kreme legit bro here you're doing things the best practice and our z-axis is the cent line of our part because we model things symmetrically around the center point so the axis is going to be the z-axis take that and then you're going to get this sort of Saturn ring thing going on here that will create material right when you do a revolve and you see a green preview that'll create material so I'll create a ring around the part we don't want to create meat to you we want to cut material so we're going to select this second button here and that wherever our profile spins around that sent line wherever it touches something else it's going to cut and then that's exactly the look we're going for here click OK and then look at that that is just juicy as dog balls it's looking lovely right another thing you can do if you want to be this is not important it's not important but and it's a test drive so it's useful to throw these tips out there on this finished courier you'll see the bottom faces here a shiny right because it's kind of a machined feature so you'd get like a shiny finish on a metal there it's being so sly style or machined out so if you want that effect what you can do is go to the revolve feature in the browser here the browser all along you don't need to be aware of it as such but the browser's been keeping a track of what we do and there's the pattern of the legs there's the foot it there's the hole the circular pattern there's the revolve so right click that revolve and go to properties and then where it's got feature appearance you can drop this down and provide and you've got you haven't completely bollixed up your your install you should have a lot of textures here and you should when you build scroll down and then select something like chrome polished and then that put a chrome polished appearance on other faces of your evolved years all right I think I mean that's that's kind of almost it that's almost it the only other thing I want to do is I'm not too sure how beneficial this is going to be for a beginner but we've got a key wait we've got a key we cut here and that's being done using an eye feature now if you've managed to download these files I've included the eye feature in the downloaded files and the an eye feature is basically an eye features are predefined it's a pre created 3d feature which you can save and reuse in other models so for example that hole that revolve you can save the revolve out for example as an eye feature and if you want to do the same revolve again in the future you can import it as an intelligent feature and reuse it without having to do the sketches again but they're a bit tricky to use or a bit tricky to export they're a bit tricky to place because models are different different faces different sizes that sort of thing so they are quite tricky but this I feature is it's set up to work straight away so what we're going to do is got the manage tab and then we're going to select a insert eye feature right where you got here look in drop this down and then go to wherever you've saved the downloaded files in my case I've saved them in C or a desk workspace eye features and so yeah you're going to browse to the downloaded files as a knife you just fold it and then select the keyway I feature and then click open right this is asking for two reference points so the first reference point is going to be the edge here and then the reference or the profile plane is going to be the top face and you can see what it's going to do kind of if you click refresh it should update it it's going to create all the eye feature is it's just a sketch rectangle which cut through the feature but click finish and then that drops and you can change the sizes you can change the position of it if you want to go in and to start messing around with the eye feature by all means do that book that's just a sort of sneak peek glimpse of what eye features are I might even do an eye feature video I can't even remember while wow I might have done if I haven't let me know what I'm I might do one separately alright that's pretty much it that's the courier done if you want to assign an axe you are material to the courier though you can do because at the moment it's made of nothing yeah it's made of nothing we don't know its weight we don't know anything about it if you want to assign a material to it right there's a number of different ways you can do this you can use this drop down here or you can right-click on the node here or you can right-click on the tab down here and go to I property 'he's got physical and then where it says material you can select or what it's going to be made of so I don't know I don't know what we made of probably stainless steel pops select stainless steel click apply and then you've got an actual mass so that's how much it weighs in real life and you've got its center of gravity coordinates and sort of thing yeah might you might you might find a use for that I don't know how you don't know but it's just oughta be what set material now the actual appearance of it has changed based on the material if you want to override so this might get painted it might get painted red like a painted blue it might have a brushed finish to it select this drop down here and you can override the appearance so you can say I want to be stainless brushed if you zoom in actually this yeah you can only see the brushed affect on it will change that to I don't know Sutton brushed heavy well well right if you ever do select an appearance in the scaling obviously the scaling of that is all wrong select this little circle here and at the top find the texture that you currently use them which is satin brushed which is that on the right click on it go to edit and then in the appearance editor we can go to the relief pattern click the little image icon here left click that and then you can change the sample scale so the moment is set up quite a large scale so we can maybe change that it may be 10 centimeters by 10 centimeters and then you can see let's reduce the size and I want even smaller I want that 25 that's a bit better that's with Barrow and shut that down click OK shut that down yeah it snugly better a little bit more realistic and that's that done there's that done right save it I'm already put this into the assembly we're nearly done whenever done this has gone on for a bit longer than I thought it would but I should have known better cause I do tend to talk a lot that shouldn't be a surprise right so the finished courier right it does look a little bit different cuz we put a different texture on it but we're going to shut this down I've done with that we already use our own courier so we're actually at the same point as the finished courier it's looking amazing it's looking tickety-boo right so we're going to go over to the go car and no I tell you what I tell you I want to show that done I shut that down yes Save Changes file I'm going to open up the if you've got the downloaded files got the Assemblies and then we're going to open up the rear axle assembly so it's just the rear axle of the go-kart so we're going to put the part into here to place a part into an assembly select place on the assembly ribbon tab so you'll be on assemble select place if you can't see place if you see something else select the black arrow underneath it and then you can select place and then we're going to select the courier that we've saved click open and then just drop it anywhere you want inside the assembly don't select it again or your place to and we don't need to we just need one and then press escape there we go right that's how courier placed into the assembly now that's free to move around so it's just floating around in space we need to put it onto the axle obviously that's got to sit on the axle and this is going to be pressed up against this I'm assuming it's like a brake disc I don't know what it is actually on the wife's not the same great just combos I don't know what it is I don't know I don't know but we're going to place it under the axle how do we do this right we're going to use constraints so one of the fundamental aspects of assembly design is how is understanding how constraints work so we're going to select constraint and we're going to use a mate constraint and what we do is we select you can either select a face or a centerline and then select that and then select the axle and then that places the axle or places the carrier onto the axle mating the two sent lines together then click apply click cancel right so that's now constrained so that's now free to move up and down so if you hold the left mouse button down or the part you should see it sliding up and down the axle and we want to place this now flat up against that disc so what we're going to do is we're just going to zoom around select constraint and we're going to we're going to mate that face against that face and then click apply right and then that's now free to spin so it's pressed up against the disc but it's free to spin right we're going to go next level again here I'm done taking you pro so we're going to write what we're going to do and I was going to make this adaptive right what does that mean what does I mean right well as you can clearly see the leg whole leg whole so even a proper terminology though the leghole doesn't line up with the whole but we want that hole to line up with that hole right so if I was to say right constrain the centerline of the hole with that there take a plane right it's going to it's just going to give us in there it's going to see it can't do that what we need to do right let's just write what you want to do is just rotate it around so the keyway lines up like that so you see the Kiwi Kiwi keyway QE keyway lines up with the slot on the axle right the reason that you do that is because that leg there is the original leg all these are the fiber patterns right that's the original one that we sketched right we want to make this leg adaptive how do we do that right go to your courier right click on extrusion two and then select adaptive what that means is that this feature is free to adapt if another function asks it to write in very very basic terms that wouldn't mean that's what it means it can change based on something else happening in the assembly or in the pod so we're going to save up we're going to back to the assembly and then we're going to right click on the courier and then we're going to make the part itself adaptive right so the feature is adaptive and the part is adaptive what that now allows us to do is create a constraint we're going to select the sent line again and then we're going to select that whole I'm going to click apply and what happens is it it adapts the egg based on the constraint so I've asked inventor to line the holes together but because the leg wasn't long enough it needed to adapt that leg to suit that constraint and because we've enabled adaptivity it's allowed it to do it so so that's it done right what I'm going to do I'm going to end it there I'm going to end it there now the reason I'm going to end it I did say it the star we're going to build this into place but bolting it into place will require having the content center set up and not everybody doing this might not have the content center set up so I'm kind I'm going to leave her there I was going to do a bordered connection so that was the design tab here the bullet connection but again I've already done a video on how to do a border connection and it's the exact same process so again look if you want to find out how to do that check through my history videos and look for the boulder connection video and I'll show you how to do that so that's it guys that's it that's how to create paths from scratch using various different functions and different tips and tricks through in there how to put a part in an assembly how to make adaptive 'ti work and yeah that's looking it's looking pretty good I'm pretty good so that's the invent test I've done oh my god my jaw I'm not even joking my jaw actually hurts from talking so much I don't talk this long without stopping a long time literally I'm sure sympathy is very limited anyway right thank you if you like the video press like if it didn't press dislike but give if you did like it how you do as a favor let's just slap the out with a light button because it does help a lot getting the videos promoted around some of the more Stute amongst you might have noticed something different going on in this video as opposed to my previous ones if it's the first video that you've ever saws deal then there's probably nothing the only probably thing and do to suppose one of sallman come on but if you notice that I'm not using f4 2 over anymore the model is just rotating like this years and that's because I'm using a couple of new little toys and I'm going to do a separate video on those but I've got some new toys I'm gonna show you what those are in a separate video so keep tuned keep tuned stay tuned for those and yeah put a comment down below subscribe if you haven't already using very much and well done anybody that's stuck around at the end I have no idea how long this video is but it's probably like maybe 40 minutes long perhaps I don't know really hope it isn't what it might be oh my god thank you
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Channel: Tech3D
Views: 386,052
Rating: undefined out of 5
Keywords: Autodesk, Inventor, tips, training, guide, 3D, modelling, part, assembly, best practice, Solidworks, AutoCAD, 2011, 2012, 2013, 2014, 2015, 2016, Autodesk Inventor (Software), Help, Tutorial, Training, Learn, Software (Industry), Learning (Quotation Subject)
Id: iCnVZrzz1VI
Channel Id: undefined
Length: 51min 6sec (3066 seconds)
Published: Fri Oct 09 2015
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