Webinar - Mastering Joints

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- welcome this is a mastering joints in fusion 360 my name is Bryce humans all and I'm the Technical Marketing Manager for fusion 360 today we're going to be talking about how to assemble your designs so you first probably started off with designing some parts we're going to show you how to start assembling using joints so to start off here we're going to go ahead and start up by describing two different types of assembly modeling one would be bottom-up assembly modeling and the other would be top-down assembly mowing bottom-up is very uh familiar to traditional cat users where you design every part in a different file and then you assemble them into an assembly file amount this is a traditional way fusion 360 can do this I'll show you a little bit of mixture but what we what we like to do a lot in fusing 360 it's called top-down design what this is is designing parts in context of each other so for instance let's say you have a cell phone and you want to design a case around it instead of having these in two separate files where you have to jump back and forth back and forth to make measurements and then go dimension a sketch and then go make measurements again we could design this all in one file the perks of this is maybe we could say rather we want this case to be five millimeters offset from the outside edge of the phone we could use things like offset entities convert entities projected projected sketch into the active sketch so we can reuse a lot of these top-down philosophy where this really excels is when we make design changes in the future let's say your boss comes along and we design that phone case still and he comes and says well we want the phone to be five millimeters larger and instead of having to update all those for the phone case it's since every if everything's parametrically driven off of that initial design top down design really helps all the drive those two design changes downstream so those are the two main I'm going to show a little bit of both when I'm in fusion 360 I like to do a little bit of a mixture I like to do a combo bottom-up and top-down design not use lots of quite a few CAD tools out there and most of them out there make you go one way or the other you either start bottom up and you're kind of stuck in that bottom up assembly modeling or you're in that top down and you're strictly doing top-down design so let's go ahead and keep going though so another thing that I just want to make sure that everyone understands in fusion 360 is when bodies are turned into components so as you're designing you have the option to turn bodies into components these are two big separate differentiators and fusions watch out for these so if you're ever the main reason two terms into components is either a bill of materials you're trying to get maybe make turn this into manufacturing and you need that bill of materials or to add assembly motion unfortunately bodies cannot move relative to each other if it's two different bodies but if they're two different components they can move relative to each other so there's multiple places the unfortunate thing about fusion we always say that there's ten ways to do the same thing it's very flexible there's two main lanes to make bodies into components so as you're extruding that body or sweeping in as you're making that into a 3d feature there's usually a operation box in the property manager so what does operation box will let you do is do different boolean operations like join cut intersect or create a new body or new component or you have the browser on the left side of your screen I'll go and demonstrate this as well but it will have a body folder in it and you could right-click those bodies or you could right-click the bodies in the graphics area the viewport and say create components for bodies so either way a lot of different users will try to make components early or make components early in the design process so right when you make that perfect Street and you make it a component and then you start designing on that one component I personally like to do keep in mind bodies I don't see a really big downside to keep them as bodies as long as possible because you get a lot more different features you could do to multiple bodies and then I like to create components when I'm ready so when I want to make a bill material or when I want to apply assembly motion the only bad thing is if you get a lot of bodies you'll get a huge list of bodies and gets a little bit confusing I try to redeem my big tip is try to rename bodies as your create bodies if you want to go with that workflow okay so just make sure at this point all my designs are mostly going to be composed not bodies and each component will have a body inside of it and I'll show that in a second so let's start off with some joint creation so there's two the old way in the new way fusion 360 ways does it these are just some differentiators I'm going to cover a couple of them my first start using fusion 360 I'm one of the product managers told me one thing that I wants is one of the product managers that told me that a the difference between mates or constraints as you would recall them in other old traditional cats and joints is when you try to do with mates and constraints if you try to lock down all those degrees of freedom so what we really have are six degrees of freedom component can move and translate along three axes or it can rotate along in three directions so what you're trying to do is usually take three mates or constraints to fully define that part in the assembly well the difference here is fusion what we do is we lock down all those degrees of freedom at once and then we unlock them with different types of joints I'm going to show that here in a second but that's the main differentiator as well as there's some other things like joints are in the timeline and I'll go ahead and mention that later in the process as well so let's go ahead and jump in and one more slide the last thing I'm going to do is while you're doing joint creation just remember to put this there so what you're saying is put this that is your first component there is your second component so what we're saying is assemble this component to this component and we're going to talk about joint origins here in a second so let's jump into fusion so what we have are just sort of components which is kind of maybe something was designed and top-down I just wanted to show a mixture of all the different commands we had and top-down and bottom-up assembly mounts but as you can see right now everything's kind of floating in free space so what I could do is drag things around move them around you see that nothing really knows where it is relative to each other now I'm going to go ahead and hit revert and I'm going to explain what revert does later but revert will bring it back to the original position where it was last saved in the timeline so there's some point in here and I can tell you the last one was this snapshot or it stored the location of all these components I'm going to bring that back up a little bit later that's a very important topic let's go ahead and start designing so when I first started settling you always want to fix or ground something in the assembly because right now everything's floating in space so what I like to do is maybe pick a component that doesn't move like a base component so in that case it's probably this plate here so what I could do is right-click it in the graphics area and say ground or I could find it in the browser over here and say ground and once it's ground you'll see a little pin comes up here and it actually places a feature in the timeline for the ground as well so if I see right now if I click and drag I can't move that component around it sticks in space or but if I move that back in time you'll see that it's floating in space it's now able to know so I'm going to go ahead and talk a little bit later about that why joints are in the timeline but let's continue to assemble some things well so first off we have this pin now floating State and so let's put it back so what I want to do is fix this end with this plate we just had so let's start by invoking our joint command so we can go ahead and save joint and we could go ahead and select a component and you see that on this cylindrical face here I actually get three manipulators watch out for this I'm going to explain those that later but those are different joint origins we can create with cylinders it put places three of them so one at the one at the top one at the bottom and one always in the middle so I'll take that one in the middle and then I'm going to go ahead and use that same selection over on this but you'll see that when I hover on this inside cylindrical face what happens is I also get three of them but when I try to go to that bottom one or the middle one it selects this face instead so what I could do is hold your command key or control key for windows command for Manik and now it will keep that selected when I was hovering over that face so now I can go and select that bottom point if I need to but I'm just like that middle port and we created our first joint so now those are locked into place with each other we had one question should your shitty ground items relative to the model space origin great question so back in the day when I used to do in traditional CAD tools we always wanted our assemblies kinda at the 0 0 0 start point here I don't see a huge advantage to doing that if you want to do you could come in here it select the origin and kind of align them I have had the origin hidden and luckily it actually looks like they were aligned in this case but in this key I don't see a huge advantage of having it lock to the origin some people just like to do it because of standards and keep the company try to keep doing the same thing um so let's keep assembly so what I want to do is I want to pop this case over here onto this piece but before I do it you'll see that these are actually just three pieces floating together so what we could do is create a joint and these rigid joint what those do I just use one on that pin over there is it launched all six degrees of freedom down but instead of doing that what I have three components here so what I would have to do is one to one and then accept it do another joint for the other one so since they're all going to be rigid anyways what we can do is something called a rigid group so this is very similar to just making multiple joints as rigid but a lot faster so I could come in here and select these three components and okay and you'll see I get a rigid group and a time down here and now these are all fixed and fixed together they're rigidly connected to each other so if you have multiple components that are all just you just want them all law down together like maybe a bunch of fasteners and they're already the right location because you design them like that you could go and use a rigid grid so now I'm going to throw this component onto this space here and you're going to see me do this a lot as I'm I like to click and drag things to see if they still they move like I expect them to and when I do that these two buttons come up here snapshot and revert I'm going to go ahead and tell you if snapshot is bringing them back to where I started before I start dragging them and I'll explain why we use snapshots in a little bit so now I want to place this component onto this just like this help to complete the tub so we'll again use our joint command and different things and you see if I hover over different entities I get different joint origins that's all these little dots that I can use so if let's say I want to go into that Center if I hold my command key while over this face you'll see it keeps it selected so I could hover around and doesn't select that our faces or if I just hover over this edge it's going to get this the center of that cylindrical edge so I'll just go ahead and select that and I'll go and come over here and select this guy as well responding much and luckily it came into the right direction if it doesn't sometimes what happens is it comes in flipped we go ahead and flip that if we needed to also sometimes what I like to do is I don't like to model everything because maybe we don't we have like a rubber gap in there that's kind of some wave shape that we don't want to spend time modeling but we still want to maybe have maybe like a 10,000 for that rubber gasket to fit but so we could come in here and say maybe one like 10 millimeters and it's going the wrong directions so I'll just say maybe one thing negative 10 millimeters and you see how it places that offset right there and very similarly we can do an angle but it's hard to see in this one all it's going to do is rotate this around relative so let's say I want to put 20 degrees you'll see that shift 20 degrees let's go ahead and knock goes back down to zero and we'll go ahead and hit OK so another rigid joint we're going to get into some fancier joints here in a second so now what I'm going to do is start assembling the rest of the speed so I'm going to put this component onto the plate over here as well so this one we're going to allow some assembly motion so previously this may probably were taking me two to three mates or constraints to make now we could come in here and create a joint so I'm going to say I want my joint to go from this cylindrical edge to this cylindrical edge over here you see it fully locks it and it gives you that animation but let's say we have a different motion type so weak economy R and say maybe we want a cylindrical and you'll see it's going up and down obviously that's probably not the intended we could try maybe a ball that's definitely not the independent motion so what we really want is a revolute so you'll get used to them after watching the animations so once I say revolute it goes in the right direction it always goes normal to this at the edge selected so the edges print a plane but if it goes along the wrong direction you can select the different axis you need it to so for some reason if I needed it to rotate that way I could choose the y-axis I'll go ahead and leave it at the Z though or you could use sketch lines or sketch or axes to end select a custom one I'll leave it at Z and hit OK some users when I first started teaching this we're like I hate that animation to be honest it bugged me at first but I kind of liked it especially when you start using some of these other hiring types of joints because it's it really shows you where you're locking your degrees of freedom down and what motion you're allowed to move so I did like it but just in case you don't like it if you come up to your name if the Preferences box under design you can turn off the animate the joint preview I personally like to leave it but if it bugs you a lot feel free to turn it off so let's keep on going though so now we'll go ahead and move this and you see as just as I expected it rotates just as I needed to but every time I move it I'd have to revert it back the reason is when I do that what it's doing let's say I move it here on it's going to capture it look look I change its location from the last place the last one a joint set so what I actually happens is let's say I want to joint this pin into this hole when I hit the little joint button and you see I have a revert and snap shot up here it's going to prompt me two things either going to say capture your position which essentially is a snapshot or continue which is going to revert it back to where it was so what I'm going to I don't really like this position I'm going to show some examples of using that snapshot to benefit your design but here I don't really care so I'm just going to say continue it's going to revert back so again I will go ahead and Center this along these two faces but this is tricky sometimes let's say I want to grab this joint origin right here and I want this shaft to be aligned right through the middle of this hanging for this hanging piece right here but if you see I don't have anything to select over here and all my joint origins are on this place this is often called a whip main or you would have to come in and create extra planes to make constraints two planes right down the middle here while I'm going to select my second view in origin right click and select between two faces it's a little bit hidden I know but once you selected between two faces it's going to prompt you to do two faces so I could come here save between this space in this face and once it does that what it really does is it puts like a plane right it calculates a plane right through the middle so now I could hover over different things and you see how the joint origin again with my mouse because it's a going to disappear but there's a joint origin right in the middle of those two faces but I can hover on different things and you'll see that that joint origin propagates right to that point so in this case I'll go ahead and select this circular edge and fall off it pops it right in there exactly where I want I'll go ahead and leave it rigid okay but now I fully put that joint in there with one one type of joint didn't have to create extra planes or anything like that fairly easy just remember right-clicking when you make that second component I'm going to show you another example of that as well a little bit later but let's go ahead and finally finish this up by the way other hotkeys you'll see me use them all the time and it's kind of bugging me using these menus up here but I'm always using J and shift J so if I hit my Genki you'll see that it costs me right into the joint command so I'll finish that off I'm going to go ahead and hold my command key so I could select that middle one again this is that instance where I can't get to that middle joint origin without selecting a different face so as I'm hovering over that cylindrical face hold command or ctrl jump off into that middle point and again I will pop it onto this middle one as well and don't worry if you only see one component go over there what it's doing it's only previewing one component to one component because that's a component I selected for the joint origin some users are like whoa my assembly is still over there and I made this all rigid what's going on but once I fully make this what I want so I want two revolute hit ok you'll see that it jumps all over there it follows the rules so now you can see I can move this around and this just as I wanted to but as I've been working this entire time my design team has been working on a different design for the wheel for the rubber piece that goes over this so this is where the bottom mount assembly modeling comes in usually sometimes a designer will design one component in each file I like to design as much as I can into one file but over here I could go to my data panel I can browse for that file maybe my colleague was making it and I can right-click and say insert into new into current design and what that's going to do is just throw that design into my design right here fairly simple second is rep going up to the club right now and finding that file and what you can do is you can move this around if you want to it throws you right into the mood command by default there's really I use it kind of just to move it to get out of my way so I could pop it back to what I want to select but there's really no advantage to moving it right now so I'm go ahead and hit okay do you notice that it puts a link on my part in the assembly tree if I needed to this is really cool I can open the file and what it's just going to do is open this file so I can make some changes to that file I can break the link let's say I don't trust my other colleagues I'm going to break that leak right now because this is a good state of it and I know they're going to make a design change and break everything or you could choose a verjus version I think this is one of the most powerful things so Fusion what it does is it creates versions for every save and other tools it's your when you open up an assembly it's loading the latest version of all your files you don't get to choose maybe like I want to go to version one out of seven you have to make separate different files like that unless you have a complicated PDM system here I could say ah I don't like that I can maybe choose version two like a different it's going to show me all my different versions down here fortunately I only have one version on this guy but that's very powerful because me maybe Joe Schmo comes along and changes something about this wheel that's horrible instead of having to redesign and make changes to fix it back to the state which just roll back and chooses the version one or it's perfectly fine let's go ahead and and finally the other thing is if let's say I open this up make a design change rather than automatically load with loading wheel version two it will keep me wheel version 1 but it will prompt me to make a change this is just some tips on the show share with you so let's go ahead and finally joint this back up so we'll select that get that middle point and we'll cover over this place and get that point ok and we want that to be richer ok and now you can see we quickly assembled our caster wheel here and applied the correct motion let's go ahead and jump in just summarize a little bit what we did so just remember that put this vid so put the first component to the second component that's where you want to do to be honest it really doesn't matter for which of the order that you select them it's going to abide the correct rules it's just that preview that it that really matters it will preview in the long direction if you select the other way so joint origins I've been talking about them I'm mentioning them these are those little points I've been talking about so let me go into jumbo or by diffusion look at a different file sorry I did have all these queued up but fortunately few diffusion I had to restart Fusion is beginning of this there we go okay so this is again just another component and I just want to show you different things that joint origin what Hal joint our origins occur so when I come in here and say I want to create Julie you'll see as I hover over certain phases there's a ton of different point that come up what it does is it usually puts one at the center of an arc it puts one as you can see over here there's one Center above this arc as well if it one puts one on each vertex so we're all like the arcs and lines combined it puts one at the midpoint as well of that arc or line or that edge and sometimes what happens is let's for example come over to this edge right here if you see the joint origin if I hover over this face the origin is facing parallel to that point coplanar with that face that I was hoping over so sometimes I want the joint origin face that look that way other times where if I hover over this edge first and then go to that point you will see that it it made it I guess perpendicular to that edge so depending on what you have selected it's going to rotate that joint oranges don't worry most of the time when you go in to make those joints wiggle and make something real quick when I go let's say I went back I and this guy let's just pick that email on that face you'll see what it's going to do is try to make those two joint origins the same direction don't worry you can usually always fix it with changing the angle or something like that but you see how let me show you that again so if I hover over this guy it's going to rotate this 90 degrees because this joint origin is facing along that edge and it's going to make that edge face it's going to match that joint Arjun with the new joint orange and I selected so just depending on what you have hover it changes the direction of that joint origin other things you could do with the joint origin is we can create them manually let's say I for some weird reason I want a joint origin at this location right here so what we could do is create sketch I can grab a point place it right here I could dimension at that point if I needed to let's say from that edge there looks like that 30 this which to here also make that 30 and once I hits that sketch I could come in here and say joint origin under the assemble menu and what this was going to enable me to do is select a point and I could come in here and control the angle the offset I can make the joint for some reason way offset off that point if like 20 millimeters if I needed to or I can also change the way that or joint origin spaced by saying reorient it and choosing the Z and X Y axis so I could say z axis I want that way you see how the joint origin is now at that point but facing the other direction usually you don't have to do things like this this is a little bit more complicated scenarios that might arise but just in case now you have it in the tool set to make your own joint origins and real oq but I'm going to go ahead and cancel I'll be honest I probably create my own joint origins 1 out of 50 times creating joining things the joint usually get maybe 90% there and then I have to get tricky maybe 5% of the time we too this webinar going to be available online yes it will be if you go to youtube and then just search fusion 360 we have a web in our channel we have a playlist called webinars if there's some good ones if you're trying to learn simulation or just quick tips or something like that so let's keep going though so I just explained the joint origin and a couple different things here we'll use that different feedback that you can get so if you could see we could get different points depending on what we hover over and what we're what our geometry is and then the feedback the sideways on the edge and it's flat on the face for that joint margin and then cylindrical feedback as well we get three one at each event and then one in the middle just remember if you want to get to the one in the middle and you can't really see it out of you hold your command or control key to lock the highlight so you can come over here and select it and here's are some just brief explanation of the different joint types so we have rigid what these literally do lock down all six degrees of freedom so this component here is not able to translate or rotate relative to this component we have our revolute joint this is able just lock releases one joint one degree of freedom I mean the rotational degree of freedom around a certain axis and we can pick which access the cylindrical joint what this does is releases one rebel or one rotation and one translation so it's able to rotate around one axis and it's usually able to translate around that same axis so this in this case it would be able to slide it over and then pop down this cylindrical joining the slider what it does is just releases one degree of freedom a translation so it's able to slide back and forth the pin slot what this is is basically releasing rotation and translation in a one degree very similar to the slider but instead the translation motion is perpendicular to the rotation the planar this allows two translations so it's able to slide along a plank and finally the ball the ball allows all three degrees of rotational degree of freedom for each so it's able to rotate around the ball very cool so I'll go and show a couple more examples so you saw all those I just showed you right there we go another very cool all right so all of the between two faces I like to make sure that everyone knows that between two faces I think it's one thing that a lot of people don't see but it's a very useful extremely so let's say I want to allow the rotation right down the middle of these two faces so again I'm going to use my joint key another real quick tip that I always like throwing there is use your s key your F key changes depending on which environment here in which workspace and this is fully customizable so for instance I have my joints here but sometimes I don't know if it's there so I just users hit s and then just start typing joint and it will come up with everything that has joint in it so you see we have a hover over joint it highlights this one up here so I can invoke that and that s key changes which workspace so for some reason I jump into my render workspace probably I do jump into that one but when I am is key I get different commands and you can customize that as well so let's go back into the model though and I'm going to go ahead and say I want to make a joint I'm gonna select that middle point because that's where I want to align right down the middle and then I'm going to go ahead and remember it right click when you're going to select your second component let's say between two faces so I'm going to go and select those two faces and I will select it where I want them to locate and it's depending on what I hover over it's going to propagate that joint orange in the middle maybe I want this component on the left side over here so I'll just go ahead and select that point and it propagates it right into the middle and I can still apply offsets but this between two faces avoids me to have having to apply to offset because it puts it right in the middle and I don't want it to be rigid I wanted to be able to rotate so let's say a revolute and you see that between two faces works for all the different joint types so we have the revolute joint here and I'm also going to come over here and do it on this one and this one's going to be a lot slightly trickier so notice that these faces are angled and I'm going to have to do it twice because I don't really have anything down the center of these things that I can select or that I'm telling you that I can select because I want to do it a little bit trickier so I'm going to say a joint again and I'm going to go ahead and insist this time instead of selecting something which I've been doing I'm going to right click on my first component and say between two faces here I could go ahead and select these two angled faces that I want a nine one and then as I hover around you'll see that it wakes up the different points on these faces so I'm going to go ahead and select this middle one it gets that point right in the middle let's come over here and I'm gonna do that same exact thing over here but I want to do the between two pages options so just again right click between two faces select my two angles or faces and then my point that I want them to go into right there and I'm going to have this be a slider down the middle and wrong axis let's go down to you you get that guy hit okay unfortunately it's dude is it going oh I got the wrong way sorry about that so if you ever need to edit on there's a couple different ways to edit a joint we have a joint folder over here sometimes that gets crazy long it's super hard to look at we do have the joint down here there was the last joint I created in the timeline or if you have your joints visible so if you have the light bulb on you can grab it in space select it right click and say edit joint that's by my favorite way to do it probably the X it was I have to flip there we go I'm not sure what exactly having that but a theory oh it's now able to slide along that just as I intended it to and it may put it right down the middle just as we needed to perfect so let's go ahead and continue on so let's jump back and talk about two different types of joints so we're up into this point I've been using the joint command what we also has is the ads built joint advil joints are totally new I've never seen anything like these they're pretty awesome in my opinion when I first blew my mind what they gave a use force but joints what they do is they change both location and to find a relationship so a joint you can say move this component here and we want to make it revolute joint around this joint origin so this is a great use for bottom-up assembly modeling or your components are kind of spread out when you insert a component just randomly gets thrown in there and you want to put them together put this there with a relationship essentially advil joints are only four they only define a relationship so it's not moving from location at all it's pretty cool I didn't really understand this at first but what they're really good for is top-down design and assembly importing and the reason for this is top-down design like let that iPhone example I was using earlier with the case I'm going to design this really complicated case around my iPhone why do I need to move it away and then put the joint back together it already knows where it needs to be because I'm designing contacts we just needed maybe say this slides along this axis the other great scenario is let's say I got a semblance all--it's it's all assembled correctly but unfortunately when we go for stepped file to a f3d or a fusion file we don't have the relate of the assembly relations don't map correctly so what we can do is use advil joints because the components are already in the right location they just don't have any relationships yet so for instance let's go and jump back I was intelligent I would have opened this before there we go in which is actually just a file I imported as a step the only differences I added some appearances to make the colors different so you guys can see the different components when you import an assembly or a step file what it does is it doesn't turn on the timeline down here you may notice there is no timeline cool things you could do with that is maybe you just want to make changes maybe I'm a manufacturer I don't really care how this does up with designed I don't want to figure out how everything was parametrically built they update wanted to mention everything updates here I could come in here and you'll see when I don't have the timeline on I have a couple new commands edit face and when I go to the move command which if you right-click and go down to the left you could select certain faces it gives you the option to select faces so I could select this face right here oh my god that's those stupid over design that they need to actually like tent out so I can actually just click and drag this let me say uh actually that's what we're supposed to be I could actually put real numbers in there so I'm not just eyeballing things or maybe let's say they didn't add a crazy surface in here so what we can do is come in here and edit face and what it's going to do is essentially turn that face and to almost like a t-splines body so I could come in here and say I want maybe two and two so it's broken up in more patches and then I could come in here and say let's like these actually let go these guys these guys these can and drag it up and then we drive a good Sam and give that wavy thing so when they're putting the foot on this for this bike pump sorry good for meeting the way pointed okay now we have that wavy surface in there but um four advil joints the unfortunate part that's actually very fortunate is we need to turn on to visit the timeline to turn on the timeline right click on the top level view and say capture design history what that will do is it will turn on the timeline down here and you'll see a couple different things that's saying internal a new component and then a new base feature that's a whole nother day's topic but now the timeline on and everything I do from now on will get a feature in the timeline for instance we want to make some start assembling this so let's start making some joints so now that the timelines on we have the option to do as build joints so let's go ahead and select as build joints but before I do I almost forgot I have to grab the component and I always like to ground a component - that doesn't move so for instance this component doesn't move I would like to get the base component so right-click that say ground you see it gets that little pin and as its grounded and let's keep going so we'll go ahead and use our abs built joining so there this again this one did not change location so I know that this component and this component already in the right place I just need to make sure that they know what to do so I'm going to select that component say I want two revolute and I'll grab this edge and of course it's going around so weird access let's go ahead and slightly okay and you're now will see that this is able to rotate around that axis just as expected so I'll go ahead and put that back so let's keep doing so another this one is shift J for the hot key shift J is when I use a lot I'm a huge hot key guy there we go okay place it right there and let's grab one more shift G just guy that's been my one and then we'll say I want this guy to this guy want those have you rigidly connected as you can see there I could also use a rigid group but just two components a big deal the last one I'm just going to select the slider so again you just select the two components and then where each direction you really want to slide along so I'm going to slider on two axis or along the middle hit ok and in about two seconds I fully assembled this thing and you can see that it has the correct motion so some cool stuff here I just want to break away and show you some other cool assembly tricks we have here as you can see I could slide this way around weird pop it off what its intended use may be that's probably not intended so let's go ahead and revert that and we can either select a joint if you can hold down sometimes it's hard to select those joints because the geometries in the way if you actually hold you my mouse button down for like one and a half seconds it pulls up our select other where we can go and select different things one of the things is the joint occurrence so I can select the joint occurrence right-click and say edit joint London's what that's going to do is let me put limits from the zero point where it's going to stop so I'm going to say my maximum minimum I could also just make it stop in one direction I always invert these somehow so let's see if I get it right on my first one yes I did so I like to test out these numbers by because it's going to preview it it's going to pull it off this what these points here don't worry once I get ahead okay I'll pop it back to the correct location but let's say if I typed in weight you're because of value you'll know that this obviously can't go through that cylinder so that's way too big so let's show up down to some blank 50 that looks good perfect hit OK and then it pops it back there and then it's going to stop me when I hit that negative 15 which is in this direction or the 50 which is in this direction but that's kind of hard cutting the value in that one really cool thing I do like about this stuff is you'll notice when I revert watch these angles down here for instance maybe some reason I needed to know those angles when this is fully collapsed I could click and pull this and you'll actually see there's an angle value that's dynamically changing as I move this so that's happening on every joint that's able to live so you see the slider has a distance value down there the revolute has an angle angular value we're like cylindrical and things like that would have an angle and a distance value but that's good enough maybe I really cared right one hits this bar down here what that angles at but if you look at it that 50 that I put in that was kind of just guessing and it actually does make this bar yet or it's supposed to rest so instead of using these joint limits so it's good turn that joint one off so I can either do the way I did earlier by selecting joint occurrence out there or I could come here and say edit joint limits to reduce check boxes off hit okay now I could do is turn on contact sets I always am afraid to tell me users about this the reason is do not open up like a full car assembly that has fully detailed components every screw every nut every bolt every fastener in that car assembly and turn this on because it calculates the bodies and it's gonna that's going to be extremely slow unless you have just like a really nice machine but what we can do under the assembly tree is we have the enable contact sets so I can either turn contact sets on orkut turn all contact this is a button you want to watch out if you have a really detailed model so let's say we want to enable contact sets it pops something in the browser where I could say new contacts set and what I'm essentially saying is this can put couch telling fusion saying this component and this component this components I selected one make sure that you calculate them in that they're not able to run through each other because any other time you're able to distract opponent through each other cause interferences things like that now we're saying do not do that so I hit OK you'll see that this component will stop once it fully gets down there it's actually stopping at the back of this drawing here so that's perfect but you see that it's actually still sliding through now we're having interference here so what we can do is I could keep adding contacts that's what I'm going to be super lazy and say just enable all contact and now you'll see that it will come down stop right one that's those faces touch so you stops right there and you now we can get those angle values if we needed to and if I needed to Abell contact all you need to do is come in here and say right click disable contact it just turns it off and finally while we're still here with this assembly what I'm going to do is turn on a motion study this is a pretty quick and easy to show what it does is pop this little manager up here so just select the join you can select multiple joints as well and what you can do we have time in this axis essentially it steps but we could just assume that it's time and then the value at on this axis so let's say at 20 seconds I come in here and say I want that to be 15 millimeters so at 20 seconds going to go down to 15 I can come along and say maybe around like 30 I want that to be 50 so like almost all the way collapse down and then let's say back down here I'm going to come back to negative 15 sound like that so you see as I play this now it does that full assembly motion on foot one we could change the speed as well and we could have more joints as well so we can have this thing like doing weird cylindrical movement while sliding up and down let's go ahead and cancel though all right so what we just showed you with some of the difference between joints and asbill joints so just remember use advil joints a lot for top-down design and assembly motion or imported assemblies for motion now we're going to get into some snapshot and revert but before I do I think I've won an example that I did want to show you let's go ahead and open this guy and while that guy's opening what's also opening this guy okay so fact we here on this ones quick so I have like a screw seat clamp that I'm trying to simulate but you see I'm just able to slide and spin this thing essentially and if there's really no relationship with a screw so let's go ahead and revert that and what I can do is I can actually tell it to motion link so I'm really saying I want this joint to move as this joint moves as well great for automation assemblies as well so I'm going to go and select this joint - only in born joint out there in a sense of cylindrical joint has two different motions that we that it allows for degrees of freedom as rotation and translation this satisfies what I want to do I could also I've done a revolute and a slider but that would have been a little bit more complicated where I could get this done with one cylindrical so I all I have to do is say link with same joint they will give me both the rotation and the translation so if you know the page you could go ahead and type that in here okay if it's spinning the wrong way there's a reverse dialog box but now you can see that I have to spin this thing to move it up and down so it simulates that screw motion great four screws on gears things like that great finally let's go ahead and show you some snapshots and revert so this is I'm going to quickly assemble this thing and show you this a snapshot reverting for those last ten minutes we got with each other so let's go ahead and start putting this together I'm gonna put this fairly quick just so you guys can watch what I want to do is first say these two originally connected I'm just going to use an advil joint there this is kind of a combination of both using has built and regular joints so this one I want to be resolute okay when you select a rebel you just gotta pick where it's rotating around okay one more has built joint I must think these are rigid hit okay but now I want this link that I driven and you're going to notice that what I did is I designed it all beeps off of one sketch I'm going to come back to that sketch eventually so when I extrude it was off of this plane through this face so I just going to move it out a little bit so in this case I can't use advil joints let me use my regular joint just by hitting J select that face select that point I'm holding command to get to that point over there because if not it would cover over to this face at that point come on over to this point select right here plus it's the wrong direction let's pop it back and I don't want to slide I want to revolute perfect hit okay just just as before I'm going to use my regular joint pop this pin right one and again it flipped it and here we go right now it's got everything except I just want this pin to slide along this here so I'm going to go ahead and let's close this dialog let's go ahead and make any advil joint I'm gonna select this up not that one this can keep slightly wrong with that component in this component now I want to leave the sliding motion along this axis here stable slide so the resultant is this right now so I'm able to rotate this and it spins it around whose joint it of noxious so I'm going to go ahead and hide those right now so now you're able to see that were able to move but now let's say I actually have no idea how I long I want this slot to be so you see it goes all the way to the back I need a slot there so what I could do is I can I'm just going to eyeball it but I could actually drive it with a tailor shop you I could drive it with dry joints to get it exactly where I want fortune I didn't get to demonstrate that but definitely take a look at that I'm gonna place it right there and I'm going to go ahead and take a snapshot so you're going to see what happens is the last place it was saved was over here just a little bit off I'm going to create a snapshot and it puts something in the timeline snapshots are really just storing location it's saying that all the location is down here if I go back before the joint you'll see it slide a little bit up if I go back after doing it goes down a little bit so now I'm going to just say I'm going to boolean combine cut so I'm going to combine this with this but I'm just going to cut away the negative space or where they're intersecting but I also want to keep the tool and the tools this little guy so once I hit OK and I move that out of the way you'll see there's a hole there and now I could use drive joints to get it to the other side that that looks right about good I'm going to go ahead and do that same thing but notice that I did not hit snap shot this time I do want to hit snap shot but let's say I forget bike combined it's just going to prompt me and say hey you move some components around what do you want you create a snapshot or continue and revert back to its original position I'm going to say I want to create snapshot you'll see it puts it in a time line so I could say this component and this component again keep the tools cut and now I have two circles last but not least I'm just going to isolate this body create sketch on this face let's continue I'll let that revert and all I'm going to do is finish up the Schlacht by creating a line to that point there and it looks like I missed a tangency - let's just move that tangent really quickly and then I'm just going to extrude this out the back and make that a cut awesome so finally I'm going to on isolate can see if there's an isolate bring those components back in your seat it's able to move that slot distance nothing too complicated I did there we're really going to see this is I did some top-down design with motion that's really the purpose having joints in the timeline and snapshot and the really beneficial part is when you go back and make changes let's say I want this to be two point five I don't know let's come in here and say I want this to be three let's say this to be 0.75 and I want like a really small slot let's say I want that like point one so just shrink everything down off of one and then when I stop my sketch you see how everything changed it went down the slot got smaller and we're still able to simulate that motion so that's what some of the advantages of using snapshots we where I could really feed those advantages maybe you're making like a switch for a light on a bike bike light maybe you know one position the other position you can kind of do that snapshot remind cut out of there and then get rid of the middle space and make some really complicated stuff but really that's top-down design with motion usually top-down design with motion breaks because of all the external references here we're all referencing the cloud so we won't have a lot of issues that way so that was a snapshot in revert on the joints in the timeline so you'll see that the joints each get a feature feature other CAD tools what they are is the assemblies are just a huge equation of a bunch of mates and constraints being solved simultaneously here are just four joints are being solved in a linear time where I really see the big advantage of that is top-down design with motion so let's say back that phone case example with the phone you design and contact this phone case you what happens is you're gonna have to save both of those bodies out in two different Park files and park files a new assembly here we're all in one file and what we can do is within that one file is we can in time say we want to make this a joint to find this relationship so we can have this bone cage slide where that point usually in other capsules is a different file that you're having to manage and make sure that references aren't broken so that's some of mastering joints with Fusion I will be around for some questions and answers thank you guys for joining us if you have any questions feel free to pop them into the question dialog box if not have a great day guys and keep designing infusion you
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Channel: Autodesk Fusion 360
Views: 62,966
Rating: undefined out of 5
Keywords: fusion 360, autodesk, design, engineering, mechanical design, mechanical engineering, industrial design, product design, software, CAD, CAD software, Computer Aided Design, Modeling, Rendering, 3D software, Autodesk fusion 360, cloud based CAD, CAD in the cloud, cloud, Free CAD, Free CAD Software, Autodesk CAD, cloud manufacturing, free CAD program, 3D CAD solution
Id: 2c67o-bXMhk
Channel Id: undefined
Length: 53min 19sec (3199 seconds)
Published: Wed Jan 20 2016
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