Simulating Nut and Bolt Movement in Autodesk Fusion 360 with a Cylindrical Joint

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whoo what's up guys Justin here with the fusion essentials comm back with another Autodesk fusion 360 joint tutorial for you so in today's video we're gonna talk about how to create a joint with a motion link in order to animate a nut that turns and moves up and down a bolt inside a fusion 360 so this is continuing our series on the different kinds of joints inside a fusion 360 we I will make sure to link to the playlist and the notes down below if you want to watch the other videos now let's go ahead and just jump into it so to start off what we're gonna do is we're gonna go into the mcmaster-carr component library and we're going to download a bolt and a nut so we don't have to worry about modeling those now because we have access to this whole library and in this case we're gonna go in and we're gonna select a hex head screw or hex head nut and we're gonna do that quarter inch - 20 and we'll go ahead and say this is gonna be a two inch fully threaded so we'll just go to our product detail and download this down below and I will link to a video down below on bringing mcmaster-carr components in but this is really easy it'll just drop this in here and you don't have to model all of this out then we're gonna do the same thing with the nut so for the nut we're just gonna click on a nut we're gonna bring a hex head nut in or a hex nut in and there we go and so the first thing I'm gonna do you don't have to do this but I'm gonna do it just cuz it's easier for me is I'm just gonna rotate this up 90 degrees and move it off to the side like this and I'm gonna go ahead and click on capture position and so now that we have these two components in here what we want to do is we want to create a joint between them so we want to define the movement between or we wanted to find a joint between this object and this object so we want to tie them together to create movement so in order to do that we're gonna go up to this option for joint what we want to do is we want to add a joint so you can also find it by clicking on the assemble button and clicking on joint right here you can see how what this asks you for is it asks you for two components so in this case we want to add this nut as a component and this bolt as a component you can see how when you mouse over these various faces what it's doing is it's giving you a little mark well the marker is going to indicate the basis of the joint so for example we don't want this to be on the top here and then on the face here because what it would do is it would align these little markers together so it would turn this object what we want instead is we want to align two coplanar markers and so that's really easy over here because you could just click on the face it's a little harder on the front side because you can see how when you mouse over this it doesn't really give you the inference in the middle of this object that you want because we basically want to set a point right in the middle of this hole and then align it with this face and so what we can do though is we can mouse over something that has an inference point in the middle so you can see how when I mouse over this flat piece I get an inference point showing me where the center of the circle is well what I can do is I can hold the ctrl key and that'll lock this inference so you can see how now the inference is locked to this face and I can move my mouse over any of these points in order to set them as my marker so in this case I want to click on this center point and you can see how this turns gray indicating that we've selected it as a component well then we just want to do the same thing we're going to click right here on this object as well and you can see how this spins this around 180 degrees if you don't want it to do that you can just change this angle to zero but what we've done is we've basically told this that we wanted to find a joint between that point and that point so if I click play this is gonna move up and down however we don't want a slider joint in here what we want instead is we want a cylindrical joint and the reason for that is because the cylindrical joint you can define both you can define both a value for how far this will slide you can also define a value for this being something that spins so if I click play for example you can see how this moves up and down and it's both spinning and also moving along this axis then we're just gonna click on the button for okay and so what we've done is we've defined a joint between this object and this object and so there's two problems in here the first is right now if I click and drag this around this whole thing is just gonna kind of move with it that's because we haven't told fusion 360 that something needs to not move so in this case to simulate this movement we want to make sure this bolt doesn't move so we can go ahead and we can in order to do that we can right-click on this object inside of your browser and click on the button foreground as soon as we ground something and we're gonna go ahead and click capture position to capture our new position but as soon as you ground something then when you move an object like this you can see how your bolt isn't moving so the only thing that's moving is the other part of your joint and you can see how you can spin this right here as well as move it along this axis however we've got another problem which is I can move this as far as I want to which isn't realistic so what we need to do is we need to take this and we need to give it a limit so in order to give it a limit we're just gonna go into this joint right here there's a little button that says edit joint limits well if you click on that then it's going to allow us to give a joint limit for both the rotation as well as the slide well in this case we want to set limits for the slide so that it only slides from here to here so in order to do that we're gonna click on this button right here to set our minimum and we can just click and drag this little flag right here and we're gonna set our minimum to negative 2 in this case and then our maximum it's gonna be another flag that we can click-and-drag down here and so we're going to set our maximum to something like negative 0.25 and then if we click animate you can see how this shows us that the minimum and maximum for this object are those two points that we set so now if we click OK I can spin this as much as I want but then I can click and drag this and it'll only go this far so and notice that we're getting some kind of crazy spinning in here we're gonna affect that in a second but you can see how now this is an accurate depiction of how far this joint will allow this to go and so one other thing we need to do is we need to define this so that the rotation inside of here is tied to the distance that this goes and so the way that we're gonna do that is we're gonna create what's known as a motion link and so what a motion link is going to do is that's going to tie the rotation to the distance inside of this object so if I was to click on the button for a symbol there's an option for motion link and it's going to ask us if we want to capture a new position I'm gonna go ahead and say sure and it's going to ask us to select the joint well in this case the joint that we're gonna select is this the one that we've already put in here and so right now this is giving us a drop-down that's showing us the option for slide or rotate well what we want to do is we want to tie those two things together so in order to do that we're gonna click on this button right here for link with same joint and so what that's going to do is that's gonna link the movement of your slide to your rotation and so basically what this is going to allow us to do is this is gonna allow us to tell this at what distance this has turned 360 degrees so for example if I wanted this to spend faster I would tell this that I want this to turn 365 degrees or 360 degrees in point two five inches so you can see how when I do that this object is spinning a lot more then for example if I was to tell it that I only wanted to turn 360 degrees in two inches so you can see how if we do that this is gonna spend a lot slower and so I'm actually going to set this back to one-inch I think that worked pretty well but basically what this is done is this has now said okay in this joint when this moves along this face right here this needs to turn a certain number of degrees so if we were to click okay now and so you can see how now if I was to go in here and click on this I can't just drag it from end to end like I could before or what you need to do is you need to turn it and you can see how this moves as we turn it because we've linked the spin of this object to the limits of or to the length of this joint and so you could adjust this so for example if you wanted to go into your motion link you could set this you could change that distance so if I was to click on era if I was to set this distance to 0.5 and then click OK you can see how this is gonna spin a lot more times than it was before so and you can get as in-depth on this as you wanted to I guess you could go in here and calculate the actual distance that this would travel as you spin it though I don't really see the benefit but you definitely could so you can use this to link the movement along this axis right here with the spin of this object and simulate the real-world limits of this object so that's where I mean in this video we're gonna be continuing this series on joints and creating other kinds of things as well in future videos but if you like this video please remember to click that like button down below if you're new around here remember to click that subscribe button for new fusion 360 content every week as always thank you so much for taking the time to watch this I really appreciate it I will catch you in the next video thanks guys
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Channel: The Fusion Essentials
Views: 29,700
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Keywords: fusion 360 tutorials, the fusion essentials, the fusion essentials tutorials, fusion 360 lessons, fusion 360 for beginners, getting started with Fusion 360, getting started autodesk fusion 360, autodesk fusion, autodesk fusion 360, autodesk fusion essentials, autodesk fusion 360 essentials, fusion 360 joint, fusion 360 cylindrical joint, fusion 360 nut and bolt, fusion 360 nut and bolt animation, fusion 360 joint simulation, fusion 360 threaded rod and nut
Id: dt5W-4y8r5I
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Length: 9min 43sec (583 seconds)
Published: Mon Jan 20 2020
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