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.