Move, Align & Capture Positions in Autodesk Fusion

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Hi, everyone. Elizabeth Bishop here, Autodesk Fusion Instructor. And in today's video, we are going to be looking at the move and align tools in Autodesk Fusion. So let's get started in order to have a look at the move and align tools we're going to be working with this simple gearbox. So we've got a housing, an input and output shaft, some bearings and some gears. So let's jump back to how we use our move and align tools in order to help us design this component. We'll start with these components here. So we've got our housing and our input and output shafts which have been designed in place. So the first thing that we can look at is moving around in the browser. So at the moment all of these components are free to move around if I click and drag them around the screen, if I turn on my origin, you'll be able to see what's happening here. So we've got the origin of the file, the simple gearbox, and then each of these components has its own origin. So you can see as I move the component round, its origin moves in relation to the global origin. We can revert the position of these components using rivet position up here and now we'll go back to where we designed them in place. Sometimes when we're moving things around in our window, for example, when we moved these axles and we want to say make a change to one of these components, for example, if we were going to add a sketch to the end of this axle, this box pops up. Do you want to capture or rivet the components positions? So we've got two options. We can revert the position and the component will go back to where it was before. I'll just undo that so you can see the other option. So a second option, if we go to create that sketch again and we capture position, you'll see that the components remain in the position that we've got and that adds in a capture position before whatever action we're trying to do in our timeline, we'll just undo those actions to go back to where we were. Now I'm working with moving a line. You might find it easy to start by grounding or pinning or fixing one of the components to start with, and there are a couple of ways you can do this. So let's take the housing, for example. So one option is we can right click on this component and click ground. Now this means this component can no longer move around and we have a pin in our timeline at the bottom here, which indicates that this is grounded. I'm now going to ungrounded that component by right clicking an un-ground And as you will see, we now have the pin and the unpin in our timeline. So I would use a ground when I wanted to quickly fix something in space, but you need to be careful of not using this multiple times throughout your projects as you could clog up the timeline with multiple pins and un-pins. So another way of creating the same effect is to create an as built joint with the origin. So I'm going to create an as-built joint or keyboard option shift J and I'm going to select that casing component there. And in my broswer tree here, I'm going to select the origin. I'm going to create a rigid joint type and you can preview this here by clicking the preview and click, okay. So now our casing is jointed to the origin of all model adhesion as built joint. If I wanted more control over what I was doing with the model, I wanted to go back in and perhaps change the joint settings at a later date. We can also create as built joints for our shafts with the casing here, in the same way to create an as built joint with the component and the casing, click okay. And one final as-built joint here with the input shaft and the casing and click okay. Now, all of these components are jointed to each other. If I temporarily suppress that first joint to be created, you'll see that the shaft are jointed in place to the casing. But everything moves in relation to that global origin in the file part I'll and suppress that and send it back to the position we started with. One of the nice ways to use either move or align is if you've inserted external components, for example, standard components like a radial ball bearing into your design. So I've inserted these two components here and as you can see, they have centered around the origin of the model. I can move these around in a few different ways so I could click and drag them and try to position them in the correct position, which as you can see, is quite difficult. Going to revert that position back to the origin and show you a couple of different ways you could position these. So the first one is we can use the align tool. So if you go modify an align, we can then select a face or center point on that bearing that we've done. This is to align a component. So I'm going to select this face edge here and I want to select center point. So I'm going to hold down control, which allows me to move my mouse and select that centerpoint and then going to find the equivalent points I want to move that object to to align it to. I'm going to go to this face here again, holding down control and select the center of that circle for that point now. And you can see that that bearing moves into position. We can flip this around and we can also add an angle if we wanted to. Let me click. Okay. We can see that the the bearing has aligned on the shaft where we want it to be. Now align this very temporary measure. Now you can use this to check the positioning of things. If we wanted to remember the position of this, we can select, capture position and you'll see that this appears in the timeline here. This means that this will remember that the component sits in that position. So if I were to move it, I can revert position when we go back to where we've placed it. Another way to move the component is to use the move and copy tool. So I'll do this with the smaller bearing, some going to select move and the various different options of the move copy. So we're going to move a component. I'll show you a few different things that this does so we can do a free move. So selecting the component and I can just move that around, much like moving it in the browser. We can do a translational move to moving in X, Y and Z, and the same with Rotate, or we can do a point to point move. And this is similar to the align tool. So I've selected my component. I'm going to select the origin point that I want to use. So again, selecting this face and just clicking the center point at my target point is going to be the face here. And it's that top circle there and you can see the line appearing to indicate where you're moving it to. So clicking that we can see our bearing has gone into position on the casing there. With that move, we don't have any thing in our timeline here to indicate we have made a move, and this is because we've moved the origin of that bearing in relation to the global origin. So we're moving the origin in relation to the global origin. And you could then add a joint if you wanted to. We're now going to use the move copy tool to create a copy of these bearings. There's two different ways we can do this. So I'm going to select the first one. I'm going to select the move copy. Before I do anything, I'm going to create a copy. I'm going to click translate, make sure create copy is selected and I'm going to drag this bearing out. And as you can see, it creates a second copy of the bearing and we can move that into position. Just make sure you've lined up correctly. May need to type in the number if this isn't correct and you can click okay and you'll see in our timeline. Now we have a copy symbol here and in our browser tree, we have an extra version of that bearing. It's worth noting that a copied component will have the same properties as the original component. So if any changes are made to the first, these will be reflected and updated in the second. Another way we could do this is select a bearing and use control C and control V. We're going to capture the position of the current bearing before doing this, and you can see we create an extra copy here, automatically opens up the move copy tool and we can drag that into place again using the free move, translate move, rotate, point to point or point to position so we can move that into place. When you're happy, click okay. You notice we've got a copy there. So now we've got two bearings, two different sized bearings. So four in total, our two shafts and our casing. So that we've got left to do now is to add in the gears. I’m going to use the gear utility tool to do this. So using the gear tool, I'm adding in a 22 tooth spur gear, I can see again that this is added the gear in at the origin. I want to position this on the shaft so I can do is use the modify and align tool. I'm going to select the center of that circle. Select the point there, select the shaft and select the center of the and click okay. We can see that our spur gear is now on the shaft. Again, we've used the align tool, so this is just a temporary gear position. I then might want to move that into the center. I'll do the second gear first and we'll see where we got to to get our second gear again. This is out it in at the origin. So I'm going to use the align tool, selecting the center of that circle, selecting the point on the shaft and clicking. Okay. So we can see these gears are not meshing correctly where we want them to so we can use the move tool to move these gears So I'm going to select the component, going to do a translation, moved into the center of the gearbox and click okay. And we can see here we've got a distance Z distance of 15 millimeters. I'm going to move the other gear and again move that into alignment with that gear. So now that we have our gears in place, we want to check the meshing of them I’m going to create a section analysis to be able to help me do this, just going into the gears to be able to see so you can see the gears are not meshing correctly to do another move, select that gear and this time a rotate. You have to select an axis about which you want to rotate and then you can move this round again, mainly to type in the number that you want to rotate it by and check for interference and click okay. I can now see that we have our gears in the position we want them to be. So we've used move and align to do this. Now we can capture the position and this will appear in the timeline, but it doesn't mean that as a fixed we can still move these around and all of the components can still move, we can revert those back. What we could now do is use that as-built joint to position those gears in the correct place. So if I create an as-built joint with the gear and the shaft, I can then select what type of joint I want to do. So, Rigid, Revolute, etcetera. In this case, you'd want the gear to be able to rotate on the shaft so we can do that. Select our SNAP points, and you can see we have that gear motion. Another use of the move tool is if we want to explode our components within the design space. So we could of course animate and explode them, but this could be used if you wanted to make an edit of a component and it was difficult to see within space. So we can do move, we can select the body or the component. So if we move the component, you'll see that there is no marker in the timeline here. Just undo that. And the difference within this is if we move the body. So if I select the body and move that out of the gearbox here, you'll see we have a move here in there. So let's say we've made those edits to our part and we want to revert the position of this back to where we had it so we can delete this move that we've got in our timeline and our component will move back to where we had it positioned before. We can then use that as-built joint to finalize the position of that component on the shaft, selecting the center of the circle as a snap point for the revolute motion. There. So hopefully this has given you some ideas about how to use the move and align tool within Autodesk Fusion. If you like this video, please do give it a thumbs up and if you have any questions, please post them in the comments section below or post in the Autodesk Community. So thank you for listening and I'll see you in the next video.
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Channel: Autodesk Fusion
Views: 23,093
Rating: undefined out of 5
Keywords: fusion 360, autodesk, design, engineering, mechanical design, mechanical engineering, industrial design, product design, CAD, CAD software, Computer Aided Design, Modeling, CAM, computer aided manufacturing, machining, manufacturing, make, cnc machining, cnc programming, integrated CAD/CAM, integrated CAD, integrated CAM
Id: OJrcOWymWss
Channel Id: undefined
Length: 14min 11sec (851 seconds)
Published: Sat Feb 17 2024
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