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Autodesk Fusion 360 for Furniture, Millwork, and Woodworkers

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설명

Autodesk Fusion 360 software is a fantastic and affordable tool to add to our dusty workshops! In this talk, we'll do a deep dive into many examples of people productively applying Fusion 360 to common and uncommon production problems in furniture and millwork, with lots of tips and tricks for all levels of Fusion 360 users. Whether coming from AutoCAD, an AutoCAD plug-in, or Inventor, you'll discover the advantages and limitations of using Fusion 360 for production woodworking. We'll also get into the fantastic CAM and manufacturing toolsets that are built right into Fusion 360 that will greatly accelerate your production, whether you're CNC-empowered or not!

주요 학습

  • See how and why to apply Fusion 360 to furniture and millwork production.
  • Get tips and tricks for making parametric models to greatly speed up both modeling and shop drawing production for woodwork.
  • Learn how to effectively model common joints used in furniture and millwork in Fusion 360.
  • Learn how to save time with well-organized and automatically versioned models and shop drawings.

발표자

  • Jeffrey McGrew
    My lifelong goal is to make the world a more interesting place. For over 20 years I've done this by making great things. Along the way, I've become a licensed architect, designed and helped make one of the world's finest bars, turned shipping containers into playrooms for adults, revitalized defunct commercial spaces, given a children's zoo a steampunk makeover, helped built one of the largest digitally-fabricated structures in history (and witnessed its planned immolation). I've founded companies, advised startups and industry incumbents alike, built software to make making easier, taught salvaged industrial robots how to dance, and built huge 3D printers to print sustainable furniture. Since 2006, I've been the co-founder and principal architect of www.bwcarchitects.com, an award-winning design-build architecture studio in Oakland, California. In 2018 I helped co-found www.model-no.com, a new digitally fabricated, on-demand, sustainable furniture brand and acted as their CTO until the beginning of 2023. And now in 2023 I'm working with some amazing people on a new DFMA & advanced fabrication service company for AECO named secretweaponworkshop.com. I've helped build brilliant and dynamic teams and fostered the deep client, community, and industry relationships a small creative firm and start-up needs to succeed. As co-founder, lead architect, and CTO my responsibilities for design direction, tech stack, and digital fabrication strategies are balanced with the more quotidian business demands of sales, marketing, and project management. I love to meet new people, be challenged by new ideas, solve problems, learn new ways of working, develop new ways of making, to teach and share all I know, and perhaps most importantly, to work with great people to bring great things to life.
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    Transcript

    JEFFREY MCGREW: So this is Autodesk Fusion 360 for Furniture, Millwork, and Woodworkers. So my name is Jeffrey, and I'm a licensed architect in California, a fabricator and entrepreneur. I'm a cofounder of a design-build architecture studio that's been going for over 10 years now, where we do everything a normal boutique, small architecture firm would do, but then we also custom fabricate a lot of elements for our own projects and our own in-house shop using a lot of CNC equipment.

    And then I'm cofounder of a new company that we just started called Secret Weapon Workshop, which is all about doing DSMA for the architecture, engineering, and construction industries and also providing high-end fabrication services for complex projects and execution there.

    And then I just recently left another company that I was the cofounder and the former CTO of, which was Model Number, a sustainable furniture startup. So have a long history of doing a lot of stuff with digital fabrication and modeling and Autodesk tools. And today, we'll be talking all about the more woodworking and specifically around Fusion aspect of what we do.

    So with-- because we can, BWC Architects, this is our architecture firm, we do a lot of office interiors for video game companies. We do interior retail and bar spaces in San Francisco. And we also do some custom elements, like these parklets that you see on the bottom-right there, that, again, we'll design, and then we'll fabricate and build certain elements of this.

    So in some of these views, like the millwork, in that bar shot on the bottom-right there, was done by a millwork contractor, and the build-out of the space was done by a traditional general contractor, but the tables and some of the other stuff in that space and the bar itself we actually fabricated out of our own shop.

    And then Secret Weapon Workshop is more focused just on that fab aspect. So for example, here's a project where we're working with a client that wanted this complex, metal, panel-folded ceiling. So we helped conceptualize it and rationalize out the design and then actually produced all of the panels, folded all the panels, coordinated the installation, and everything like that.

    So if you have any complex builds that you're doing, really hard projects of one kind or another, that's exactly what Secret Weapon Workshop is all about, helping other architects and engineers and construction people get their complex projects built.

    And then lastly, the last couple of years, helped start a furniture company that's still ongoing. I just left to focus more on architecture again. But the furniture company's name is Model Number. And it's doing sustainable, parametric, on-demand, customizable furniture with a lot of large-scale 3D printing and other digital fabrication aspects.

    And so from all of these different things, I'll be showing a couple of different examples today of things that we've been doing that I've been using in Fusion. We're going to start really basic. I'm going to model a little cabinet, and we're going to talk through how I like to model woodworking projects. I've found certain features in Fusion to be really helpful when it comes to doing woodworking projects.

    And then we'll get into slightly more complex things, like how you can use assemblies and some interesting things that you're able to do using Fusion when it comes to modeling and using assemblies, and also some of the downsides of using Fusion, where something like Inventor might work better for certain types of woodworking applications or millwork, especially, that you might be doing.

    Then we'll get into one thing that I really love in Fusion, which is about the overall appearances, because Fusion actually has a great toolset built into it for representing actual wood grain in a three-dimensional aspect, so you're able to do some really great stuff there in terms of planning grain direction, which is a huge thing for anybody doing a lot of stuff using solid hardwood and things like that.

    Then we'll get into the manufacturing workspace, which is a wonderful thing that Fusion lets you do essentially like a linked Save As, kind of, where your manufacturing model can be represented from your design model, but you can make changes in the manufacturing workspace, including making templates, jigs, and fixtures.

    And then towards the end of this, I'll get more into the integrated CAM aspect, for those of you that have CNC here, like we do, and talk through some of the great options that we've got inside of Fusion that are specifically for woodworking, and also, again, talk about some of the downsides of using Fusion for this because the fact that a lot of the defaults in Fusion are set up more for people doing, like, CNC machining for mechanical CAD, like making molds, and working with CNC mills and metal, so there's a lot of defaults and stuff that we have to reset to use for the more traditional woodworking or like CNC routing kind of world.

    So to start off with, I'm going to jump over to Fusion here, and we're going to model just a really simple cabinet. And I'm not going to go through this, step through the whole thing of this. We'll do a basic setup. And then cooking show style, I'll jump over to more completed model, and we'll talk through how I did it and the different things that I'm doing. But overall, you'll get an idea of how you can really effectively model simple, standard kind of woodworking projects in Fusion.

    So let's go ahead and jump over to Fusion. And I'm just in a basic model here. Let me go ahead and hide this. And we'll jump around a little bit. So the first thing that I usually like to do inside of Fusion when it comes to doing a woodworking project is I usually-- before I even start sketching or modeling anything, I like to set up some parameters for myself to make my life a little easier.

    So if you just click on Change Parameters, it's at the bottom of the Modify menu. I pin it to my toolbar here because I use it so much.

    But if I go here-- and I'm just going to set up a couple really basic, normal things like, I'm going to set up a width for my cabinet. And I'm going to put, like, 30 inches in there because it's a pretty common cabinet width. And then I'm going to do a height, which, again, would be maybe, I don't know, like-- we could do, like, 34 inches, depending what you're going to be doing. And all of these values we can change after the fact.

    So depths-- oops. I'll set this to be 24 inches. And then maybe like a kick height. And the thing is that Fusion doesn't let you have spaces in parameter names, as you can see. So I do what's called camel case, where you capitalize every letter to help sort it out.

    And I'm a terrible speller, so I'm sure you're going to see lots of misspellings since I'm kind of doing this on the fly. Kick depth. Oops. And we could do, like, 3 inches there.

    And then the last thing, and this is a really awesome thing that I love to do, is to do-- I'll do a plywood thickness that we can use because this is something that, as you know, since plywood can vary in thickness from batch to batch, sheet to sheet-- what's really great about this, because the parametric nature, if we model this correctly, we can actually just come back to this and change our material thickness to be exactly what we measure when the wood actually shows up.

    And then have all of our joinery recalc itself automatically, all the shop drawings recalculate themselves automatically, and just have it all work out, which is pretty awesome.

    So yeah. Just created, like five, six different parameters here. And the reason I did that is because then it's really easy when I come in here and I start my sketching, and I'm going to start just on my base plane there. And I like to center my stuff right in-- off the origin because then I find that it's really easy later to mirror parts and stuff.

    So here, I could type something in. If I just start typing in the name of one of the parameters that I just made-- so if I start typing in width, width shows up there. And I could Enter, and Enter again, and then it will make that width.

    And then the same thing here. Oh, wait, actually, I wanted that to be depth. So what I can do is I can double-click on that, and then I can actually change that to be depth because that's front to back there. This is the width. That's really handy to be able to do this with the parameters and such.

    And then I can do another line, maybe down here, and set up a dimension. And this could be kick depth. It's like that. And then I'm able to have my little sketch. And then I can hit Finish Sketch. And then I can hit Extrude. And we can extrude this up to the height, like that.

    And what I'm doing here is something that I tend to do with some of my models that I know I want to be parametric, is-- what I'm doing is I'm setting these things up to be-- have what I call a master form. There's a number of terms that people use for this. It's kind of like a top-down approach.

    So I have one sketch that I created that captures all my basic parameters. And then I have one form that I create that captures the whole model. Some people might do this using construction planes instead, where they'll create construction planes for everything and then they'll start sketching on those planes.

    But it's kind of a top-down approach that makes it to where when we change the parameters later, the form will change, which then drags the parts along with it, which then drags the joinery along with it, so you get this kind of like tiered system. And it just makes it easier to get your head around making parametric assemblies that will flex and change.

    And whenever you do want to make things where they're going to flex and change, it's always a good idea to flex the model from time to time. So what I'll do is after I do something like this, where this is my basic shape of my cabinet, I might come in here and be like, oh, you know what? Actually, I want this to be 36 inches instead.

    Oh, and it change properly. This is going to be 32 inches wide. Instead, see, and it's changing, so that I know, OK, it's flexing properly. I'm not worried. Because a lot of the times, if you change these values and something breaks, if you didn't notice that it broke and you just did an hour worth of work in your parametrics, it's much harder to troubleshoot what broke when along the process. So it's a good idea to just flex the model from time to time.

    So the first thing I'm going to do here is I'm going to model off the side of this. And I'm literally just going to project that form to be the side of my cabinet. Because I want my side of the cabinet to be nice and clean. And then I'm going to extrude that. And see, I'm going to do plywood thickness. But see, it's going the wrong way, right? See, it's going past where I had my master form width.

    So what I could do here is you can actually put math into these things as well. So see, I'm just going to say times minus 1. And see, it reverses the direction of it. And then I need to tell it that I don't want it to cut, that I want it to be a new-- and I can say new component because I want that side panel to be its own component. So I'm going to say New Component and then hit OK. And there, I got that.

    And then what I can do is I can hide that body, and I can rename this Left Side, you know? And then I could mirror-- and I can simply mirror this component, and I can say that I want a mirror components. And I can grab that and grab this. And then because I've modeled around my center origin, I can just use that to flip that over to there. And then I've got left side and right side. I can rename this like that.

    Great. And then I can do my bottom. Let's do our bottom really quick. And we always want our bottom to be equal to that kick because it's going to be above it. So I can actually just grab this bottom here to be where I'm starting my sketch plane from. And then I can say that I want to intersect that and that I want to intersect this.

    So again, I'm just hitting I. It's a shortcut that I have set up for project. Where is it? Here. Yeah, projected [INAUDIBLE] for intersect right there.

    And then if I snap to these guys here and here-- and I know this is really basic, so those of you that know Fusion really well, just bear with me for a moment because I do promise that we're going to get into some more complex stuff. So there, I've got this panel.

    But what I want to do is I want to do something more, which I'm going to do right now, because this is something that I do when I model cabinets at our shop, when we make them. And I'm going to hide these guys and go to the top view here, is-- I like to do kind of a mortise and tenon style. And since we're working off a CNC machine, I can just have the CNC machine do this sort of stuff for me.

    So what I'm going to do is I'm going to make little nubs here. And then I'm going to come in here and do-- we want this guy to be, like, 3 inches in from the end and be about 4 inches deep. And you could set these to be proportional to this overall side so you never have a problem, like even if you make the cabinet really, really skinny. I'll show you an example of that here in a moment. If we make it really-- have no depth at all. And then we set up this side, and then we can use the coincidence constraint to tie this side over to here and this one over to here because they all will stay linked.

    And for those of you that are pretty new to Fusion, these colors that these lines are turning when I'm clicking on different things is all about telling me whether the things are constrained or not. So if it's blue, it means it's just hanging free. And if something parametrically changes, it's not going to probably change properly. If it's black, it's been fully constrained, and so now I know that if this flexes or changes, it's all going to change.

    And so I'm going to finish this sketch. And then I'm going to rotate around. And I'll turn my sides back on, just so I can see that. And I'm going to edit and extrude this guy. And I want to put him into a new component. And again, I want this to be-- whoops. I typed a little too fast.

    I want plywood thickness, but again, need to reverse that. So I can say minus 1 because I want it to go the other way. And I don't want it to join. I want a new component, which is going to be the bottom. I'm going to hit OK.

    And then let's turn that last sketch back on real quick and turn these sides off. And I'll rename this bottom, bottom. And then what I can do is I can go into Edit that, so now I'm just inside of that guy, so where I can drill down into a particular component. I'm going to grab these little guys because these are going to be my little tenons.

    And then again, what I can do is I can say plywood thickness times minus 1. But I don't want it to go all the way up because then, unfortunately, it would-- you'd see them from the side. I want them to be blind. I want them to be hidden, to go down a little bit.

    So what I could do is I can put this into parentheses. And then I can actually type in a little formula that says minus 0.25, which is just kind of the standard thing-- oh, no, plus 0.25 in this case, sorry, because we did the minus 1. So what this is going to do is make that a little down. And then I'm going to hit-- and then I'm going to leave it unjoined because I want that to just become one piece.

    And there we go. Now it's one piece. And then I can go back to my core. And then if I turn on these guys, there we go ahead. And turn off that sketch.

    Now, one thing is that Booleans, the combined function in Fusion, is awesome. It's really great. So what I can do is I can grab this guy, and then I can grab that guy, and say that I want to cut this out of that. And if-- I just want to make sure that I have this checked, just Keep Tools. And then I hit OK. And see, now I've got my nice slots and slots.

    Oh, but it's cutting all the way through, which I didn't want. So see, what I can do now is I can go back to this sketch. And I can go to the top here. And I can hide these guys. And this is one of the things I love about Fusion, is that it's very flexible and incredibly forgiving about going back and making changes to things.

    So again, I want to do the same thing here, where usually, we just have these be, like, 0.5, or I could do the same, if we wanted to be exactly right. We'd say plywood thickness minus 0.25 because then we know they're always going to be held back a little bit. And now I've got that.

    And another trick that I love to do is to just draw a little line segment snapped off the middle here. Oops. There. So that's parallel and snapped to my center, so now I can use that to mirror things, which-- I'm going to mirror that line over to the other side.

    And then I'm going to hit Finish Sketch. And then I can come back to here. And I can edit these little guys. And I can come back in. And I can actually just say that I don't want this part. I don't want that part. I do want that part. And I want that part. OK, great. There.

    And see, now I've got that. And then I can, say, revert my position and go back to there. And see, now it's not poking all the way through, and I've got a nice little slot.

    So there's a lot of really common woodworking joints. Like, this could have been a-- it could have been a spline. It could have been a long tenon. It could have been all kinds of different joinery, where you can just model half the joint and subtract it from the other side. And as long as you have that Keep Tools, it will keep all your parts.

    So let me go ahead and jump over to the full cabinet, which I already have modeled here. And it's the same idea. And I've got things broken down into different groups, carcass. And this is fully parametric, where I've got all of the same things with height, depth, kick, all that. So I can change the width of this to 36 inches, and it will auto change everything.

    And you know, I've got my plywood depth, and I've got some drawer heights in there, which we'll talk about here next. And here, I've even got some joinery. This is for my CNC machine. I'd need to have dog bones. So those are modeled in there. And these are my top spreaders and my back spreaders and stuff and my kick.

    And then this model-- this model is for our shop. We're making some cabinets for our workshop to go down on the shop floor for tool storage. And on these, I'm going to be using leveling feet and a kick plate instead of a side. So you know, again, we can model things in all kinds of different ways.

    And we've got this great timeline here. For an even more complex example, because we just moved our workshop, and so we're in the middle of setting up a bunch of things, is I've got this work table that we're in the middle of building. So this is, again, just one, big parametric model.

    And I started it the same way. You know, I started with some parameters that I have for-- this one has MDF and plywood, so I have two different materials. I might have two different thicknesses, so I put those values in.

    I have what size I want the thing to be. I've got the holes, these little-- these are little clamp holes that I've got, the offset for those holes and things. And all of that, again, can be flexed parametrically to where you can change the height or the width of this table and have it auto adjust for you.

    This one, though, I'm using a tool, an add-on, all these little dog bones, because there's a lot of dog bones in this thing, instead of having to model all of these individually and constrain those little angles and tangents and everything, like I did on the cabinet one-- so if we go to the simple-- if we go back to that shop cabinet like this, and we go in to edit this here, you'll see-- if I go-- if I step through my timeline here back a bit, back a ways-- oh. You go back a little further, hitting the group. Here we go.

    So what I've done here is-- and again, this is that top-down approach, where first I model this, and then I modeled this, and then I subtracted this from this, so that way it cut that little mortise for me. And have my little tenon in there.

    And then what I do then is I actually will add in, if I go to the end of this little sequence, then I added in all my dog bones. And when I did that, I did it through a different lens here-- which sketch is it? Find it really quick. So just by clicking on these little guys, it should highlight-- there it is. Boop.

    And see, what all I'm doing there is I'm just constraining two little arcs. And then, again, I have a radius that I tied to a parameter, so I can change my tooling on this. So this cabinet is assuming that we're using, like, a 3/8 bit to CNC it all out. Instead, you could use-- you can change that to be different bits or whatever.

    So you can also do, like, curve sizes, or if you have standard dado blades that you're using, or something like that, again, you can set those up as parameters, so you can just embed those inside of your model in a really convenient way. So you can make changes if you need to on the fly.

    So because I'm adding it at this stage, I modeled the joint, and now I'm modeling the finer points in the joint, all of this is cascading in a way that when I make my changes to the parameters, it will make the changes to the whole model for me. And so you can make much more complex stuff if you want to, like this work table.

    So this is a pretty basic example. Let's go ahead and switch over, and-- oh, sorry. And then again, this is everything that we just did, but it's much more complex in terms of all this stuff, you know?

    And then this last one here-- this is a modern dining table. This is a table that we developed for Model Number where you can change the size and the height and the width, and it's all hardwood and such. And this one is really handy-- a couple other tools that are really handy to talk about that are inside of modeling for woodworking in Fusion.

    This one is-- and this is just your very standard table. And I haven't modeled in the hardware. This is the more simple model than our production model that we're currently using.

    I did that because this is a model that you could make with the table saw. The model that we're-- the version of this that we're doing at Model Number is also CNCed out, so it has a five axis that we use to make these table legs with.

    So this is kind of a simplified example. Hence, don't have the hardware that attaches, like the top to the spreaders here and stuff like that to the skirt. But yeah, you get the basic idea.

    And for this, one of the things that is really awesome about Fusion is, again, this is all parametric, where you can change the size and such. And when it comes to doing some more complex models-- here, I'll just page through this one, is what I did is I modeled basically this, you know? I modeled our top, which is going to be rounded.

    And again, with our woodworking, this is a nice detail where we're doing this big, beveled edge, which we're doing with the CNC machine, but it's the kind of thing that you could do with a hand router or a template. And then this little edge, we're just sanding around that because we're not getting that proper, full radius, and I didn't want to do some kind of crazy loft or something.

    So this is really just where I'm starting with a square. That's our top, which we can tell to be whatever size we want. And I'm rounding that edge. And then I'm defining a work plane along that edge. And then I'm sweeping.

    And I'm doing this sweep like this because it better represents-- like, you could use the chamfer tool, but this actually better represents what you're actually cutting. So this is one of the things you can think about when you're doing modeling-- woodworking in Fusion, is you can actually think about these different things as if you're doing different operations, where it's like, OK, I'm going to take this kind of a shape of a router bit.

    And I'm going to run it around this edge so I can do a subtractive sweep and have that represent what you're actually going to get in the production. And when we get to the manufacturing tool space, that kind of stuff really starts to pay off.

    So here, I've got my top. I've got my skirt. And now I need to model that leg. And so what I did is I simply set up a little axis here. So I just said, OK, I need a little axis around those two points. And then I want a work plane. And then want a work plane that is at a certain angle off of that, which in this case, I think, is, like, a 7 or 8 degree, which is the angle that we want that leg to be at. And then I'm going to do a little drawing off of that and extrude it.

    And one of the things that's really great here is with this extrusion, if we take a look at this-- and a little detail, one other thing that I found super handy for woodworking is this To Object. So what this does is instead of just extruding something to a certain length, you tell it to extrude to a certain face. And it will even orient the face to-- orient the extrusion-- the end of the extrusion to the face.

    So here, I said, I want a To Object. What I want to extrude to is our base plane here, because I set a table height earlier with a work plane in this model. And I said, OK, I have a tapered leg, but I want it to go down to here, you know? And so what I'm doing there is-- because I said To Objects, see, it actually beveled the end of the leg for me, so I don't have to try to make a more complex model for that. I can just have it in one fell swoop do that with the To Object, which is really nice.

    And then what I'm doing here is I'm actually subtracting, doing some subtractive modeling, like I was showing before, where I'm subtracting this part out of this part. And then I'm sweeping and then I'm doing a little extrusion that cuts all of those guys so that this better represents what you would actually be doing in that kind of a corner condition. So there, where it's going all the way through.

    And then I'm making components and then beveling and adding hardware and holes to my table. And then the last thing that I'm doing is something that I'd like to talk about really quick, which is a remove versus delete. So let me find it in my tool chain here.

    So one thing that we've got is-- let's see. Back to my leg, back up just a little bit more. Or maybe just did a subtract on this one. Oh, I did. Yeah, I just cut the top of the leg off because I wanted that leg to go up to the top there. I just cut it off there. So we'll talk about the remove function a little later, in one of our next examples. OK.

    So the last thing that I wanted to show here is the Split tool. So this is also something that I find using all the time when I'm doing woodworking, hence why it's pinned on my tool bar here, is the Split Body tool.

    So what this lets you do is it lets you-- by using a construction plane or even just using a sketch line, it lets you separate a model into two-- a solid body into two solid bodies. So what I did here is I created a sketch that's just on the top that just divides this up into equal length widths of boards because this looks like it's just one big chunk of wood, which isn't possible, right?

    I know we're going to be gluing this top up from boards that I'm going to be alternating and running through a jointer and all that kind of stuff and gluing up. And so what I'm able to do is I'm able to use this sketch that I made-- here, I'll just show it real quick. So I'm able to make this sketch, which just divides it up into equal parts.

    And again, you know, what's cool about that is I'm able to-- if you know the dimension-- sorry, if you know the parameter name, in this case, it's a D97, which is this guy here. So even though this is a reporting parameter, what they call a reporting parameter, it's in parentheses, and that means that it's just reporting a value. It's not actually driving anything.

    So I tied this dimension string to the outside edges of my model here, which is being driven by another parameter that I have for the width of the table. And so in this sketch, I'm able to just grab a value by dimensioning off of something. And then I can then-- here, I can just select that and say that I want to divide it by 7. And it gives me that value.

    And if you click on any given dimension, or whatever parameter you have, down here at the bottom right, you can actually see where it says D97. So if you need to, you could actually remember that value or write it down to use somewhere else in your model if you don't have a parameter, if you didn't tie it to a custom parameter that you already have set up.

    And you have a list of all of those here. You know, like, we can go in, and all of the dimensions and everything that you've done in Fusion gets tied to one of these. So here's that D7 right there, D97. And what we'd be able to do with that is if you want to, you can actually give it a name and make it-- promote it, so to speak, into your model to where you're able to find it again, which is going to become more important here in our next example that we're going to get into.

    But basically, by making that sketch, what I'm able to do then is I'm able to use that sketch so each of those lines is body to split, and then splitting tools. I'm able to pick each of those lines, say, hey, I want to cut this top up by just those lines. I don't even need construction planes. And then what it's going to do is cut that top up for me. And then when we get into appearances, I'll talk about how you're able to edit the grain to make this more real, like, in terms of how it's actually going to get made.

    So OK. Next up is assemblies. Now, this is one area where Fusion is both fantastic and also really frustrating and bad. [LAUGHS] So we're going to get into assemblies.

    And what I mean by this is because Fusion doesn't allow you to do configurable assemblies yet. What you're going to see happens is when we tab back over to Fusion here-- so if I go back to my little cabinet example, and let's go ahead and just revert back to this position. I have a drawer here that I've already modeled. So let's go ahead and open up this drawer.

    And this drawer is a parametric model that I made, so you can change the size of it. You can change the width of it, the depth of it, everything like you'd expect, right? So here's my little model. And again, I've done the same thing that I did with that table example, where drawer height, width, whatever, and all that.

    So I have this model. And when I go back to my cabinet that I'm making, first, before I can insert anything into here from another thing, I have to save it. So I'm going to save this really quick and just say Example Cabinet.

    And then what can do is now can insert this into current design. And I do that. And it comes in. And I can position it. But it's not the width, right? This isn't the width that I need when you take a look at this, right?

    And the problem that I've got is now, if I go back to my parameters, it's not in here at all, unfortunately. There's no way to derive it. So I can't link this to this width because its width is being driven by this file here.

    So if I go back to this drawer and if I change it here, this is where this gets to be kind of painful. If I change it here, so if I change this width to, like, 30 here, and my tap-- my drawer just changed and I hit Save here, and then I come back over to here to my Example Cabinet, I get this little thing here, which says that, oh, something that I've linked into here has just changed.

    So now what I've got to do is update it, and then it changes, right? And that's really painful. I mean, we don't want to have to do that for every single drawer that we have in our project. And we want it to stay linked because I want to be able to just tell this cabinet to be a different width and have the drawer automatically be the width that we want it to be because I'm planning out our shop tool storage, and I'm putting these side by side, and they're going to be different widths and different locations.

    So what I need to do is I need to break this link. But if I do that, then any change that I make in this file, in this master file, will no longer impact this guy. So we want to be sure that this model is exactly parametric and exactly what we want because we can't, once we break this link, repush it back into this project very easily. We'd have to delete the old one, reinsert this one, and it just becomes a big pain.

    So what I'm going to do is I'm going to say Break Link. And when I do that, I get this thing on my toolbar where what it did is it actually went through and redid all of the steps that I had from here, so all of this just happened. And it brought it into here. And now, if I go into here and I scroll down, see, I see drawer width. Now, those values, those parametric values, have showed up because essentially when I said Break Link, it recreated that model inside of this model.

    So now what I can do under drawer width here is I can say the drawer width is going to be equal to the width because in this, we're doing full face. We're not doing inset. So we want that to be full face. And then what I'm able to do is set up a joint. So we'll just grab a joint. And in this case, I just want to do-- in this simple example that we're doing, I'm going to grab the bottom of this in the center of it. And then I'm going to grab the bottom of this and the center point of the bottom part of that. And now I've got that to that and that to that, and there we go.

    But this wouldn't let me go right next to something else because there's no inset on that drawer. So what I can do is I can come back in here, and even though I set that to width, is I can say width minus 0.25, like a quarter of an inch, and then that gives me an 1/8 of an inch on either side. And now that that's joined there, if my kick height changes or anything else changes, my drawer will move with it.

    The problem is, though, is that when I want to add a second drawer-- like, let's say I have this drawer, which is going to be a deep bottom drawer. So let's go ahead and adjust my drawer depth to be 20. Yeah, it's 20-- let's do 24 inches. So it's a nice, deep drawer on the bottom there.

    And then I want to do two drawers above it that are narrower. If I simply take this and I just copy it and I paste it, what it's going to do is it's going to make these identical to where they're two different components, where if one changes, the other one changes because that's just the default way that Fusion works.

    So now, if I change my depth to, like, 18, you'll see that both of them changed. The depth of the thing there changed, which I didn't want, or if I change my height, they're both going to change, you know? And that's not what I wanted because I wanted the bottom one to be tall and the top one to be skinny.

    So what I need to do is I'm just going to undo that, undo that, and undo that. So what I need to do is select that bottom one and hit Control-C or Copy here, Copy. And then I need to come to the top up here. I need to right-click. And then I need to do Paste New, not Paste. Paste New takes that and copies it back into our project as a separate object.

    But unfortunately, and this is where things get messy, is now it still is using those drawer widths and drawer heights. So, see, if I come into here and I say that I want this to be 6 inches, it's still going to change both of them, and this one's even going to break because it gets wonky instead.

    So what we actually have to do to make this work, which is where it starts getting a little painful, is we have to go down here and look at the actual object in here, Shop Drawer 9, v9(1), which is this-- when we said Paste New, it's that object there.

    And then here's all my parameters that those things are linked to. So if I come to here-- and see, these are linked to drawer depth or drawer width. So what I could do is instead, I'd have to link these to a different parameter. So I would actually have to come in and find some of these things and change the height of that second drawer versus the first drawer. It gets very messy and a pain.

    Supposedly, Fusion is going to be doing something to make this a little nicer and a little easier to deal with, which would be really nice to have because this is, as you can see, kind of a mess when it comes to trying to do reusable components inside of a larger design.

    You can do it-- and maybe if you're a real production wood shop, mill workshop, you might have standard drawer heights that you use, like an 18 and 6 and a 10 or whatever, and then you could just be dropping those in. For us, since we're doing a lot more custom stuff, a lot of the times it gets to be a bigger pain.

    So one last little thing that I wanted to say about remove versus delete before we get a little bit further in-- so one thing that I really like to do again, you saw earlier, is have that master form. So in this case, this is my master form that represents the outside envelope of my project.

    And if it changes, if that master part changes, it changes all the subparts that are coming off of it. But I don't want to always have to hide this, and I don't want it showing up, like when I insert this in to something else.

    So what I can do is I can remove. And remove is not delete. So delete-- when you delete something from your model, like if pick something and I hit the Delete key, like if I pick this face and I hit Delete, it removes it from the model as if it never existed in the first place, right? And it will break anything downstream of it that we might have set up in one way or another to be parametric off of it, which is a big problem.

    Instead what we can do is we can simply remove it. And the difference is that a remove just becomes a thing on your timeline. So you can actually create reference geometry, model stuff off of it, and then remove the reference geometry, and it won't break your model. And it will just show back up again as you move back and forth in your timeline like you saw. If I move back in my timeline just one step, that master form shows back up.

    And so I'll do this a lot when I need to get some kind of reference geometry, sometimes, or some kind of form to simply remove. And the other reason that I'm showing this is because the Combine tool works even when something's an Assembly. And so use this all the time with certain functionality.

    So if I go to my work table here, and let's hide the top and zoom in, see how I have these? These are little slots for pocket screws, you know? And we can have our CNC machine just carve those as a little slot. And instead of modeling each of those little sloped things and having it take a long time or using some kind of plugin that does that, instead what I simply do is I simply have a model of a little corkscrew slot.

    So this is one of these little pocket screw slots. And I can go to Edit that. So there's my little pocket screws plot, see? And I'm actually using a join where I'm joining to that, so therefore, it goes through.

    So here, if I zoom out, you can see what I'm talking about here, is-- so first, I bring in that model. There's one of them. I linked it in. And it's from here, so-- and I'm leaving the link in place so that if I do need to change something about that slot, all of my slots would change in one fell swoop for that joinery.

    And then here, I'm going through, and I'm just adding them around and linking them with a joint. Oh, that one went wonky. Don't know why. And then I'm mirroring them around. And they mirror all around. Oh, probably because something changed later in the timeline, but that's fine. So link, link, link, link, link.

    And then when I come back to my base model, there. We're there. And then what I did here is I just did a big combine with all these combines to go ahead and do all my slots in one fell swoop.

    Here, we can do one real fast. Let's go ahead and do one real fast. So I'm going to grab this one. We can just expand out and scroll down to find it. There we go.

    And so what I can do is I can hit Control-C, and I can just Control-V. And then I've got this guy. And what I did is this little front edge right there is the one that I care about. So I can go to Joint, and I can pick that little front edge because that's my front edge there for the proper measurement, proper offset back.

    And then I'm going to pick this face. And I'm going to hide that guy. I'm going to pick this face. And I want to reference this edge here. And see, I'll spin that around and give me that position. And then I can move it where I want.

    And then if I do Combine and I click this and I click this little assembly-- see, it's actually subtracting that. And I could Keep Tools, or I could not. It doesn't really matter. And now I've got a little pocket square slot.

    And again, I didn't have to model each of those. And you could do the same thing like with the dovetail. So here's a little dovetail block that I made. So if you wanted to do a different kind of joinery-- like here, if I just model real quick a little-- just model a little thing here. And we can do, like, 0.75.

    What I can do is I can then insert in this dovetail block. There it goes. And I'll move it over here. And because it's a little assembly, what I can do is I can actually-- I can, again, do a little joint where I want to join that to-- maybe I'll do this top corner over here. And then I'll move it over a little bit, like that.

    And then now I've got this guy. And I can actually do a rectangular pattern where I can just grab components and grab this guy and grab the axis here. And then we can move them along to where we have this. And we could make that distance a parameter if we wanted to. And then again, I can do Combine, or I can combine these guys and these guys together into one, like that.

    And oh, I had to Keep Component on, so let's do that real fast. Oh, I think it's required because I'm a body into a thing. And then if I have another form off of this-- there we go.

    Can say New Body, and then, again, I can do the same thing where I can do these, and I can grab these guys. And I can say Subtract. And there we go. So, see, then-- now we've got a pretty common dovetail joint sort of thing, but I didn't have to sketch every dovetail.

    And again, these guys have parameters where I can change the angle or the depth of those, so I can have it parametrically controlled, which is a really nice, little-- really nice thing about the assembly.

    So downside is that using multiple, bigger assemblies, like drawers or other things like that, start to break down and be problematic, but little things you can combine and do to make better joinery and stuff.

    So this is one of my favorite things in Fusion we'll jump over to real quick. Oh, but one last thing I wanted to talk about with this table-- so in this instance, I modeled these little dovetails by hand. I put them in my sketch, or-- not the-- dog bones, not dovetail, sorry. I modeled these dog bones by hand and put them in my sketch.

    Here, I'm using an add-on that I really like that's called Lazy Bones that adds all of the-- adds all of these things automatically. So all of these-- I didn't model any of these. These were all done by a little add-on tool that I have that's right under here. It's called Nifty Dog Bone, not Lazy Dog Bone, sorry. It's Nifty Dog Bone, Update Dog Bone.

    So there's four or five different apps that people have out there for doing this kind of stuff, where it just automatically adds all of these little guys for you. And it does it in the right direction and everything. It's just absolutely fabulous to save a ton of time with modeling. And there's some other little add-ons that Fusion's got that if we have time, we'll talk about later.

    But the appearance thing is one thing that I really wanted to talk about. So one of the things that Fusion has that is a really big advantage that it has over a lot of other CAD applications is it actually has a 3D wood.

    And so some very clever people at Autodesk came up with this idea that you can procedurally generate woodgrain by making a 3D form that actually is passing through our solid body and varying slightly from place to place to look like woodgrain.

    So what's awesome about this is if I go to Appearances, and I can just-- I just click A on my keyboard as a shortcut, but you can go to Manage Appearances here. And I've got all of my appearances.

    If we go to Wood, this is like the same kind of wood that you would normally do in most CAD apps, where it's just a sticker, like a veneer over the whole outside, and it may or may not wrap correctly around your model. And if you cut it, it certainly isn't going to look right because again, it's just a face veneer. It's like a sticker.

    Solid Wood here is actually a 3D wood that Fusion can do, to where if do Unfinished or Finished or whatever, you know, and I can grab one of these, like this pine, and if I drag and drop it on to one of these things, it thinks about it for a moment, and then uploads it. And then it even oriented-- it tried to orient the grain to the part. So it even does that.

    And what's amazing is if I cut-- like here, if I just do a quick sketch on this part here, and let's do a little cut into my table.

    See, what it's actually-- because this is 3D wood, it's actually simulating that wood grain. You see how that wood grain is actually working properly? Whereas if this was-- here, if I just change the appearance on this board real fast, you'll see what I mean.

    If I go to one of these non-3D woods, like this one here-- let's download that one real quick, throw it up in our model. And then if change that board to this walnut-- see, this is your typical kind of crappy-- it's just a sticker on the surface. And so see, the grain-- that is not what that would really look like if it was solid hardwood and we're cutting it.

    So what's cool about this is by using this-- here, I'll just undo that real fast. If I click on one of these boards and I right-click and I go to Texture Map Controls down here, which you can also get to from the Modify menu there, then I get this little control. And by moving that control, I'm actually moving my woodgrain. I can change the woodgrain direction if it's not what I want it to be.

    But the other trick that I can do is if I look at the end of the board, I can actually move my grain vertically, and I can set what my grain is actually going to be. So I can go to board to board and select-- because if you're doing this for real, you would be alternating your grain so that your boards-- your table surface doesn't warp, you know? And you can actually show that in the model so that it actually looks the way it's really going to look when you make it and you get your grain patterns right.

    So it'll even show up in your shop drawings. And later, when we talk about some stuff in the manufacturing tool space next, you'll see that it can even understand that for nesting, which is really cool.

    So next thing I'd like to talk about, which is really awesome in Fusion, is this whole manufacturing workspace aspect, which is really handy when it comes to doing certain kind of woodworking projects. So if we could jump over to the shop cabinet here that I already have modeled and I go from my design workspace to my manufacturing workspace, you'll see I already have one of these set up, so it's going to load automatically.

    But we'll just redo this real fast so it's really easy to do. I have this thing called a manufacturing model. And what this is, is I can hit Set Up, Create Manufacturing Model. And what it's going to do is it's going to take my design that I have in my design here. And here, I'll hide this setup. And what it does is it makes a new model that is a specific manufacturing model that if I right-click and say Edit, I can do all kinds of stuff to this model without affecting my design model.

    So my design model will still stay the same, but if I needed to model, like, OK, this one-- just this one cabinet that we're making this one time is going to have a hole in the side here, I can put that hole in the side here, like that, and hit OK.

    But if I go back to-- and I hit Finish Edit, if I go back to my design, I don't have the hole. But if I make a change to this size-- so if I go to Change Parameters, and let's change our width again back to 42 inches, it's going to change our cabinet. It's 42 inches. And if I go back to my manufacturing-- there it is, see? Added the hole back in.

    What's handy about this, too, is what I can do is I can pull apart my model. And there's even a really nice little feature that they did inside of Fusion that gives you an automated nesting. So I'm just going to draw out something that's approximately the size of a sheet of plywood. I could-- actually, I should mention that real fast. So that'd be 48, 96. Hit Finish Sketch.

    And then I'm going to do Modify, Arrange, and then this is a really nice little feature where I can grab these faces. And I'm clicking the face that I want to be facing up when I lay them out on my table. Oh, there we go. Sorry, Fusion froze for a second there. There.

    And then when I click the envelope and pick the sketch that I made, it's going to auto lay all my parts out for me, just like that. Super nice. And then, oh, see, it's facing the wrong way, so what I want to do is flip my envelope. And then now, see, they're all going that way, which is what I wanted. So all my pockets are all facing up for my CNC work.

    And then it's got spacing that you're able to do. Or from here, I can move these parts around after my arranging, come back, and the arrange step just becomes a step in your timeline down here, which is super cool because then I can actually come back and make changes to it however I might want.

    So, like, I might want to be like, oh, you know what? I want to move this guy over a little bit, you know? And I don't want him to be rotated. I want my grain to be different on this guy, but he's not going to fit on this sheet now because he's a 4 by 8 sheet, so I might need to make some other changes and push some stuff around.

    And then if you pay for an extra add-on, you can get Advanced Arrange, which actually does orientation and grain direction. So again, if you set your grain direction earlier, you can actually then tell it when it goes to the nest to not screw up your grain direction so that your cabinets will look right. And also, you can do multi-envelope.

    So what that means is it will show you, oh, OK, you actually need four sheets of plywood for this job as opposed to three sheets or what have you. So if you're using other nesting apps, like we use a lot of Vetric Aspire for 2 and 1/2 D work for nesting, it's got that kind of functionality, and it's super helpful.

    And there's also some really nice, more pro-level, like auto-utilization stuff that's in the nesting, where you can have it pull things from different jobs together and other stuff like that. So it's a really handy add-on. It is a little pricey, but if you're doing a lot of production work, it would totally be worth it.

    And then because I have my manufacturing model, you can have multiple manufacturing models in the same model. So here's that base cabinet that I had without the hole, and here's the one that I have with the hole, and I can have them side by side.

    So the manufacturing workspace is really powerful aspect of Fusion. And we already just talked about the part nesting.

    So last couple of things I want to get into here before we get-- start talking about CNC stuff is template, fixtures, and jigs. So even if you don't have a CNC machine like we do, there's still a lot of fixtures and jigs and other stuff that you can do inside of Fusion.

    And then there's also-- there's services like SendCutSend and other services where you can upload vectors or upload 3D models. They'll make the parts and send them to you. And so you can use Fusion to make jigs and fixtures pretty easily.

    So if we go back to our table example here and I go to my manufacturing workspace, I modeled up a really basic jig to where if you don't have that-- here, we got to go to manufacturing model. And we got to go to this other manufacturing model. There we go.

    So I have two manufacturing models. This is all my skirt parts and legs flat that I laid out so that I could export them out nicely, which we'll talk about here in a moment. But here, I've got this very complex joint where I've got a face here, I've got a face here, I've got a face here, and all of these are cut at different joints.

    Now, with our five-axis CNC machine, it's really easy for us to do this. And I'll show you an example at the end of that real fast. But if you're just working off of traditional woodworking equipment, you're going to need some kind of a jig to cut that.

    And so what I did is I modeled just an example here, really fast and easy jig, where this is a wedge. You know, it's like a wedge-cut piece of wood, two wedge-cut pieces of wood, which you could do with a miter-- with a sliding table saw or if you set up a fence, or you could even do it with a track saw so you could cut one plank and then cut the other plank to have those angles, and then you can put the leg on there.

    And you could model in a little clamp or something like that. And then that face-- this face is parallel to that. And since this edge is parallel to the other side over here, now you've made a little jig where you could put a block of wood on there, a blank that you've milled to the right 2 inch by 2 inch size, put it on there, clamp it, and then run it through a table saw. And you'd be able to cut with a dado blade that one-- in one cut.

    And then if you just made a mirrored version of this, you'd be able to cut the other side. And you'd be able to just run them all through that way. And also, you could model it so that you could do a similar jig, where that face and that face are the same, so you could run it through a sliding table saw or a miter chop saw to cut that end angle on the foot to make your life a little easier. And I find myself doing a lot of jigs and fixtures and stuff inside of Fusion because of this.

    The only issue is if you model this kind of stuff in the manufacturing tool space, you can't then really easily export it for fabrication. You can export vectors, but you can't make, like, a shop drawing of it, and you can't make-- like, I can't take this part of this jig that I have. I made this little jig. If I make it a component, you know, it's-- oh, I got to edit that manufacturing model. That's [INAUDIBLE].

    So if I go into this workspace to edit that guy and I create it as a component, then I can actually export that as a component, and I can make a drawing of it. So you have to componentize everything in the manufacturing tool space to actually do anything with it outside of the manufacturing tool space. So just a little note of some of the limitations, hence why sometimes it might make more sense to do this in your design space, and then just hide it.

    But then that does get a little messy because then if somebody else opens up the model and starts working with it and they don't know that you have all these things hidden in it, in your design space, they might screw things up or mistake parts for the wrong thing, where in the manufacturing tool space, it's been really nice.

    And one of the things that we've used manufacturing tool space a lot at Model Number is where our design team can be designing furniture, and then the manufacturing team on the shop floor can be making last-minute changes to some of those models as needed because maybe, I don't know, like there's something on the production line where they don't have the right-sized dado blade to do this, but they can do it slightly differently, so they want to make a little change. And they're able to do that on the manufacturing model without screwing up the design model.

    And there's also a plug-in for Fusion that lets you manage what's the master file and releasing and all that kind of stuff, which helps control some of that stuff more.

    So the last part to get into some of the CNC stuff. So if you have a CNC machine in house, the CAM is fantastic. And, oh, wait, there's one thing, sorry, that I wanted to show for creating sketches for 2D export. Let's do that real quick before we start talking about our CNC machines. Sorry about that.

    So if you don't have a CNC machine or you're working with a shop-- you're working with a shop that you send stuff out to that has a CNC machine, and they just want-- and they can't work off of your 3D parts and they just want vectors, let's say I need to send them vectors of these because they're going to be cutting these out.

    What I can do is actually, I can go to my manufacturing model after I've laid things out like this. I can go to edit my manufacturing model. And this is actually-- we can show it in this cabinet a little bit better, where I went to this cabinet. And then what I did is I did my arrange to where I laid all my parts out flat.

    And then what I did is I simply made a sketch where I projected everything. You know, I projected all of my lines into a single sketch. And then what I'm able to do is I'm able to go to that sketch, which I called Vector Outlines. And I can actually just right-click here, and I can say Save As DXF.

    And what it will do is it'll save that out as all of those vectors. And now you can just send those vectors to your-- whatever shop you're working with, along with some shop drawings to denote what depth you want those pockets and other things like that. But they're going to get all the vectors to be able to cut, or if you're working with older CNC equipment that only works off of vectors and has its own tool stack for all of that, it's a way that you can work.

    So go ahead and finish this out. So the last thing I want to talk about is talk about some of the CNC stuff.

    So I have some setups here that I did that I like of how I like to do this. So the first approach is the 2 and 1/2 D. And one of the problems with Fusion in general is that most of these defaults are going to be set up for metal. So, like, if I go to Edit, this is just a simple pocketing toolpath where it's just going to go in and pocket out these little guys.

    But again, see, if I say that I want to create a new tool, so I'm going to select a tool. And I have tool libraries that I've already set up, but let's say if I say I want to create a new tool and see endmill-- like, it doesn't even have things on here that are appropriate for woodworking at all because I'm using a compression spiral for this, which is essentially an endmill, but you know.

    And then cutter-- and see, the default is going to be that it's like high-speed steel-- high-strength steel, which nobody uses anymore for woodworking. It's all carbide And it wouldn't be four flutes. It'd be, like, two flutes because that's insane. Because again, all of this stuff is set up for metal.

    And then you also have problems where cutting data, like 5,000 RPM-- like, that's ridiculous for woodworking. This needs to be 18,000 RPM. And then the cutting feed rate, 40 inches per minute, is just going to break all of your bits. This has to be, like, 240 inches per minute instead for your feed rates because otherwise, it's just way too slow. Plunge feed rate can't be that slow, again.

    So all of these defaults that Fusion gives you are going to be totally wrong. And it even is going to want to turn on, like, flood coolant and other stuff that you're going to want to tell it to turn off by default when you set up a new-- see, flood coolant as a default. So again, you need to turn some of that stuff off because, again, we're woodworking.

    So just a fair note that that, and also multiple depths-- you know, like, you don't want this plunging in a one pass all the way down. Then you're going to be doing-- you're going to need to set up multiple depths. And you have to do that over and over a lot of the time because of the fact that Fusion defaults to a metal workflow and not a wood workflow.

    But you can use, with these adaptive tools, like this 2D adaptive and such-- you are able to do some of the adaptive-- like, what they call high-speed machining or [? trochodial ?] machining, which is pretty cool. I mean, it does save some time. It saves a lot more time in metal than it does in wood, but so you can do these more complex toolpaths, where it scallops things out, which when you're hogging out really deep features in hardwood can be awesome, actually. But for plywood, like stuff like this, it really doesn't save a huge amount of time.

    And then it's a lot of what in metalwork they call slot milling, contour milling. So if you're doing CNC 2 and 1/2 D sort of stuff, you're going to be doing a lot of contouring. And then for other examples-- oh, and then also, last thing is that Amana Tools and some other tool libraries are available, but again, all the bits are for plastic and metal. None of them are for wood, so you're going to need to build out your own tool libraries for a lot of this kind of stuff.

    So again 2 and 1/2 D workflow, what they call 2 and 1/2 D, where you have profiles and pockets. And then I always like to do like cleanup passes, profile cleanup passes, and things like that.

    And then there's 3D workflows, which are more useful for more sculptural objects, but also can be useful for wood if you don't have a five axis. So with this example that I have on this leg here-- let me jump over to this setup.

    This is one where it's just a 3D toolpath, where-- let's hide this one and turn this one on. So what this is doing is-- it's just using a ball mill to make that face back and forth at that angle, which isn't the cleanest way to do it, but it is a way that you could do it with a CNC machine.

    And again, this is using a 3D-- what they call a 3D toolpath. This particular one is just a parallel, where it's going to go back and forth and back and forth and raster out something.

    And a lot of these options, again, are for metal because if you're doing certain things in metal, it's very-- you need very particular control over the bit direction to get a really good surface finish on the metal, so a lot of these you might not find yourself using very often when it comes to woodwork, even though some of them are pretty nice.

    Like, I find that the flow one works really nicely for some when you're doing sculptural forms because you can really control where your toolpaths are and things. And there's a steep and shallow one that you do have to pay a little extra for, but it's really good when you're doing really complex wood carvings, where you might have a flat space and then a deep plunge and then a flat space and a raise.

    And then the last example that I'd like to show is if you do have a five axis, you can do 3 plus 2 really easily, which is where you're doing these 2D and 3D operations. You're just changing the work plane.

    So here, if I go to this pocket-- see, that's-- it's pocketing, but at an angle. So if I edit this toolpath, what I'm doing here is I'm just setting-- by turning on tool orientation here-- see, if I turn that off, it's going to just think that's a flap pocket, and it's going to try to mill it, but it's not going to be very effective at it. It wouldn't screw it up. It just wouldn't go to the right depth.

    If I turn on Tool Orientation and then I pick-- I like to do-- I mean, you can set up z, if there is a z that you can select. I usually do this x and y a lot of times. So that's my that's my x. That's my y. And then it auto-rotates my little origin to where I want.

    And then I usually always use the setup origin, because for our particular controller on our five axis machine, that gives me the best results.

    And so there it goes. See, they just made a little five axis toolpath where it's going to tilt the head and go back and forth and back and forth. And that's what all of these little toolpaths I set up are. And even for the hole here, that's just a boring toolpath, which is another style 2D toolpath. It's just by using the tool orientation, I can orient it to the hole, and then it'll orient the head and drill in there. So this is all 3 plus 2 operation, which is really handy for a lot of woodworking stuff if you have a five axis machine, like we do.

    The other aspect of this is there is some true multi-axis, five axis inside of Fusion. Currently, it's only swarf and contouring. Swarf cuts are really handy. That's actually how I'd probably do this-- honestly, this cut, instead, is to do a swarf cut from the side. And swarf cut is where you use the side of the tool with a five axis head to shave something.

    And then the multi-axis contouring is really handy if you're doing, like, plastics fabrication, where you have a vacuum-formed part, and you're milling or trimming around holes or those sorts of things. Some of the more complex five axis stuff that you can do with a five axis machine isn't in Fusion yet.

    Like, this flow toolpath can do something where you can turn it into the multi-axis mode. Then the tool will stay normal to the surface, which is a really super nice thing if you're doing sculptural carvings of one kind or another. And this deep and shallow has some ability to be able to do a little bit of multi-axis stuff, if I remember correctly.

    But again, if you need much more complex multi-axis work, then you're going to need to go to Powermill or some other kind of manufacturing-- higher end-- much more expensive kind of thing.

    Other thing is Fusion works really well on meshes as well. So if you're doing super decorative carvings in wood and you just have meshes to work off, all of this toolpath stuff that I'm showing you totally works with all of that as well.

    And so that is woodworking in Fusion. Thanks, everybody, and go ahead and feel free to reach out to me over email to ask any questions or make any comments. And I'd love to hear from you.

    ______
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    쿠기 기본 설정

    오토데스크는 고객의 개인 정보와 최상의 경험을 중요시합니다. 오토데스크는 정보를 사용자화하고 응용프로그램을 만들기 위해 고객의 본 사이트 사용에 관한 데이터를 수집합니다.

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    각 범주에서 오토데스크가 사용하는 타사 서비스와 온라인에서 고객으로부터 수집하는 데이터를 사용하는 방식에 대해 자세히 알아보십시오.

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    반드시 필요 - 사이트가 제대로 작동하고 사용자에게 서비스를 원활하게 제공하기 위해 필수적임

    Qualtrics
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    Akamai mPulse
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Akamai mPulse를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Akamai mPulse 개인정보취급방침
    Digital River
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Digital River를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Digital River 개인정보취급방침
    Dynatrace
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Dynatrace를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Dynatrace 개인정보취급방침
    Khoros
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Khoros를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Khoros 개인정보취급방침
    Launch Darkly
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Launch Darkly를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Launch Darkly 개인정보취급방침
    New Relic
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 New Relic를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. New Relic 개인정보취급방침
    Salesforce Live Agent
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Salesforce Live Agent를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Salesforce Live Agent 개인정보취급방침
    Wistia
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Wistia를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Wistia 개인정보취급방침
    Tealium
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Tealium를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Upsellit
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Upsellit를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. CJ Affiliates
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 CJ Affiliates를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Commission Factory
    Typepad Stats
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Typepad Stats를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Typepad Stats 개인정보취급방침
    Geo Targetly
    Autodesk는 Geo Targetly를 사용하여 웹 사이트 방문자를 가장 적합한 웹 페이지로 안내하거나 위치를 기반으로 맞춤형 콘텐츠를 제공합니다. Geo Targetly는 웹 사이트 방문자의 IP 주소를 사용하여 방문자 장치의 대략적인 위치를 파악합니다. 이렇게 하면 방문자가 (대부분의 경우) 현지 언어로 된 콘텐츠를 볼 수 있습니다.Geo Targetly 개인정보취급방침
    SpeedCurve
    Autodesk에서는 SpeedCurve를 사용하여 웹 페이지 로드 시간과 이미지, 스크립트, 텍스트 등의 후속 요소 응답성을 측정하여 웹 사이트 환경의 성능을 모니터링하고 측정합니다. SpeedCurve 개인정보취급방침
    Qualified
    Qualified is the Autodesk Live Chat agent platform. This platform provides services to allow our customers to communicate in real-time with Autodesk support. We may collect unique ID for specific browser sessions during a chat. Qualified Privacy Policy

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    사용자 경험 향상 – 사용자와 관련된 항목을 표시할 수 있게 해 줌

    Google Optimize
    오토데스크는 사이트의 새 기능을 테스트하고 이러한 기능의 고객 경험을 사용자화하기 위해 Google Optimize을 이용합니다. 이를 위해, 고객이 사이트를 방문해 있는 동안 행동 데이터를 수집합니다. 이 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID, 오토데스크 ID 등이 포함될 수 있습니다. 고객은 기능 테스트를 바탕으로 여러 버전의 오토데스크 사이트를 경험하거나 방문자 특성을 바탕으로 개인화된 컨텐츠를 보게 될 수 있습니다. Google Optimize 개인정보취급방침
    ClickTale
    오토데스크는 고객이 사이트에서 겪을 수 있는 어려움을 더 잘 파악하기 위해 ClickTale을 이용합니다. 페이지의 모든 요소를 포함해 고객이 오토데스크 사이트와 상호 작용하는 방식을 이해하기 위해 세션 녹화를 사용합니다. 개인적으로 식별 가능한 정보는 가려지며 수집되지 않습니다. ClickTale 개인정보취급방침
    OneSignal
    오토데스크는 OneSignal가 지원하는 사이트에 디지털 광고를 배포하기 위해 OneSignal를 이용합니다. 광고는 OneSignal 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 OneSignal에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 OneSignal에 제공하는 데이터를 사용합니다. OneSignal 개인정보취급방침
    Optimizely
    오토데스크는 사이트의 새 기능을 테스트하고 이러한 기능의 고객 경험을 사용자화하기 위해 Optimizely을 이용합니다. 이를 위해, 고객이 사이트를 방문해 있는 동안 행동 데이터를 수집합니다. 이 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID, 오토데스크 ID 등이 포함될 수 있습니다. 고객은 기능 테스트를 바탕으로 여러 버전의 오토데스크 사이트를 경험하거나 방문자 특성을 바탕으로 개인화된 컨텐츠를 보게 될 수 있습니다. Optimizely 개인정보취급방침
    Amplitude
    오토데스크는 사이트의 새 기능을 테스트하고 이러한 기능의 고객 경험을 사용자화하기 위해 Amplitude을 이용합니다. 이를 위해, 고객이 사이트를 방문해 있는 동안 행동 데이터를 수집합니다. 이 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID, 오토데스크 ID 등이 포함될 수 있습니다. 고객은 기능 테스트를 바탕으로 여러 버전의 오토데스크 사이트를 경험하거나 방문자 특성을 바탕으로 개인화된 컨텐츠를 보게 될 수 있습니다. Amplitude 개인정보취급방침
    Snowplow
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Snowplow를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Snowplow 개인정보취급방침
    UserVoice
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 UserVoice를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. UserVoice 개인정보취급방침
    Clearbit
    Clearbit를 사용하면 실시간 데이터 보강 기능을 통해 고객에게 개인화되고 관련 있는 환경을 제공할 수 있습니다. Autodesk가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. Clearbit 개인정보취급방침
    YouTube
    YouTube는 사용자가 웹 사이트에 포함된 비디오를 보고 공유할 수 있도록 해주는 비디오 공유 플랫폼입니다. YouTube는 비디오 성능에 대한 시청 지표를 제공합니다. YouTube 개인정보보호 정책

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    광고 수신 설정 – 사용자에게 타겟팅된 광고를 제공할 수 있게 해 줌

    Adobe Analytics
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Adobe Analytics를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID 및 오토데스크 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. Adobe Analytics 개인정보취급방침
    Google Analytics (Web Analytics)
    오토데스크 사이트에서 고객의 행동에 관한 데이터를 수집하기 위해 Google Analytics (Web Analytics)를 이용합니다. 여기에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 오토데스크는 사이트 성과를 측정하고 고객의 온라인 경험의 편리함을 평가하여 기능을 개선하기 위해 이러한 데이터를 이용합니다. 또한, 이메일, 고객 지원 및 판매와 관련된 고객 경험을 최적화하기 위해 고급 분석 방법도 사용하고 있습니다. AdWords
    Marketo
    오토데스크는 고객에게 더욱 시의적절하며 관련 있는 이메일 컨텐츠를 제공하기 위해 Marketo를 이용합니다. 이를 위해, 고객의 온라인 행동 및 오토데스크에서 전송하는 이메일과의 상호 작용에 관한 데이터를 수집합니다. 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID, 이메일 확인율, 클릭한 링크 등이 포함될 수 있습니다. 오토데스크는 이 데이터를 다른 소스에서 수집된 데이터와 결합하여 고객의 판매 또는 고객 서비스 경험을 개선하며, 고급 분석 처리에 기초하여 보다 관련 있는 컨텐츠를 제공합니다. Marketo 개인정보취급방침
    Doubleclick
    오토데스크는 Doubleclick가 지원하는 사이트에 디지털 광고를 배포하기 위해 Doubleclick를 이용합니다. 광고는 Doubleclick 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Doubleclick에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Doubleclick에 제공하는 데이터를 사용합니다. Doubleclick 개인정보취급방침
    HubSpot
    오토데스크는 고객에게 더욱 시의적절하며 관련 있는 이메일 컨텐츠를 제공하기 위해 HubSpot을 이용합니다. 이를 위해, 고객의 온라인 행동 및 오토데스크에서 전송하는 이메일과의 상호 작용에 관한 데이터를 수집합니다. 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID, 이메일 확인율, 클릭한 링크 등이 포함될 수 있습니다. HubSpot 개인정보취급방침
    Twitter
    오토데스크는 Twitter가 지원하는 사이트에 디지털 광고를 배포하기 위해 Twitter를 이용합니다. 광고는 Twitter 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Twitter에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Twitter에 제공하는 데이터를 사용합니다. Twitter 개인정보취급방침
    Facebook
    오토데스크는 Facebook가 지원하는 사이트에 디지털 광고를 배포하기 위해 Facebook를 이용합니다. 광고는 Facebook 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Facebook에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Facebook에 제공하는 데이터를 사용합니다. Facebook 개인정보취급방침
    LinkedIn
    오토데스크는 LinkedIn가 지원하는 사이트에 디지털 광고를 배포하기 위해 LinkedIn를 이용합니다. 광고는 LinkedIn 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 LinkedIn에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 LinkedIn에 제공하는 데이터를 사용합니다. LinkedIn 개인정보취급방침
    Yahoo! Japan
    오토데스크는 Yahoo! Japan가 지원하는 사이트에 디지털 광고를 배포하기 위해 Yahoo! Japan를 이용합니다. 광고는 Yahoo! Japan 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Yahoo! Japan에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Yahoo! Japan에 제공하는 데이터를 사용합니다. Yahoo! Japan 개인정보취급방침
    Naver
    오토데스크는 Naver가 지원하는 사이트에 디지털 광고를 배포하기 위해 Naver를 이용합니다. 광고는 Naver 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Naver에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Naver에 제공하는 데이터를 사용합니다. Naver 개인정보취급방침
    Quantcast
    오토데스크는 Quantcast가 지원하는 사이트에 디지털 광고를 배포하기 위해 Quantcast를 이용합니다. 광고는 Quantcast 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Quantcast에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Quantcast에 제공하는 데이터를 사용합니다. Quantcast 개인정보취급방침
    Call Tracking
    오토데스크는 캠페인을 위해 사용자화된 전화번호를 제공하기 위하여 Call Tracking을 이용합니다. 그렇게 하면 고객이 오토데스크 담당자에게 더욱 빠르게 액세스할 수 있으며, 오토데스크의 성과를 더욱 정확하게 평가하는 데 도움이 됩니다. 제공된 전화번호를 기준으로 사이트에서 고객 행동에 관한 데이터를 수집할 수도 있습니다. Call Tracking 개인정보취급방침
    Wunderkind
    오토데스크는 Wunderkind가 지원하는 사이트에 디지털 광고를 배포하기 위해 Wunderkind를 이용합니다. 광고는 Wunderkind 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Wunderkind에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Wunderkind에 제공하는 데이터를 사용합니다. Wunderkind 개인정보취급방침
    ADC Media
    오토데스크는 ADC Media가 지원하는 사이트에 디지털 광고를 배포하기 위해 ADC Media를 이용합니다. 광고는 ADC Media 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 ADC Media에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 ADC Media에 제공하는 데이터를 사용합니다. ADC Media 개인정보취급방침
    AgrantSEM
    오토데스크는 AgrantSEM가 지원하는 사이트에 디지털 광고를 배포하기 위해 AgrantSEM를 이용합니다. 광고는 AgrantSEM 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 AgrantSEM에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 AgrantSEM에 제공하는 데이터를 사용합니다. AgrantSEM 개인정보취급방침
    Bidtellect
    오토데스크는 Bidtellect가 지원하는 사이트에 디지털 광고를 배포하기 위해 Bidtellect를 이용합니다. 광고는 Bidtellect 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Bidtellect에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Bidtellect에 제공하는 데이터를 사용합니다. Bidtellect 개인정보취급방침
    Bing
    오토데스크는 Bing가 지원하는 사이트에 디지털 광고를 배포하기 위해 Bing를 이용합니다. 광고는 Bing 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Bing에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Bing에 제공하는 데이터를 사용합니다. Bing 개인정보취급방침
    G2Crowd
    오토데스크는 G2Crowd가 지원하는 사이트에 디지털 광고를 배포하기 위해 G2Crowd를 이용합니다. 광고는 G2Crowd 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 G2Crowd에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 G2Crowd에 제공하는 데이터를 사용합니다. G2Crowd 개인정보취급방침
    NMPI Display
    오토데스크는 NMPI Display가 지원하는 사이트에 디지털 광고를 배포하기 위해 NMPI Display를 이용합니다. 광고는 NMPI Display 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 NMPI Display에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 NMPI Display에 제공하는 데이터를 사용합니다. NMPI Display 개인정보취급방침
    VK
    오토데스크는 VK가 지원하는 사이트에 디지털 광고를 배포하기 위해 VK를 이용합니다. 광고는 VK 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 VK에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 VK에 제공하는 데이터를 사용합니다. VK 개인정보취급방침
    Adobe Target
    오토데스크는 사이트의 새 기능을 테스트하고 이러한 기능의 고객 경험을 사용자화하기 위해 Adobe Target을 이용합니다. 이를 위해, 고객이 사이트를 방문해 있는 동안 행동 데이터를 수집합니다. 이 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역, IP 주소 또는 장치 ID, 오토데스크 ID 등이 포함될 수 있습니다. 고객은 기능 테스트를 바탕으로 여러 버전의 오토데스크 사이트를 경험하거나 방문자 특성을 바탕으로 개인화된 컨텐츠를 보게 될 수 있습니다. Adobe Target 개인정보취급방침
    Google Analytics (Advertising)
    오토데스크는 Google Analytics (Advertising)가 지원하는 사이트에 디지털 광고를 배포하기 위해 Google Analytics (Advertising)를 이용합니다. 광고는 Google Analytics (Advertising) 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Google Analytics (Advertising)에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Google Analytics (Advertising)에 제공하는 데이터를 사용합니다. Google Analytics (Advertising) 개인정보취급방침
    Trendkite
    오토데스크는 Trendkite가 지원하는 사이트에 디지털 광고를 배포하기 위해 Trendkite를 이용합니다. 광고는 Trendkite 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Trendkite에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Trendkite에 제공하는 데이터를 사용합니다. Trendkite 개인정보취급방침
    Hotjar
    오토데스크는 Hotjar가 지원하는 사이트에 디지털 광고를 배포하기 위해 Hotjar를 이용합니다. 광고는 Hotjar 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Hotjar에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Hotjar에 제공하는 데이터를 사용합니다. Hotjar 개인정보취급방침
    6 Sense
    오토데스크는 6 Sense가 지원하는 사이트에 디지털 광고를 배포하기 위해 6 Sense를 이용합니다. 광고는 6 Sense 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 6 Sense에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 6 Sense에 제공하는 데이터를 사용합니다. 6 Sense 개인정보취급방침
    Terminus
    오토데스크는 Terminus가 지원하는 사이트에 디지털 광고를 배포하기 위해 Terminus를 이용합니다. 광고는 Terminus 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 Terminus에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 Terminus에 제공하는 데이터를 사용합니다. Terminus 개인정보취급방침
    StackAdapt
    오토데스크는 StackAdapt가 지원하는 사이트에 디지털 광고를 배포하기 위해 StackAdapt를 이용합니다. 광고는 StackAdapt 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 StackAdapt에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 StackAdapt에 제공하는 데이터를 사용합니다. StackAdapt 개인정보취급방침
    The Trade Desk
    오토데스크는 The Trade Desk가 지원하는 사이트에 디지털 광고를 배포하기 위해 The Trade Desk를 이용합니다. 광고는 The Trade Desk 데이터와 고객이 사이트를 방문하는 동안 오토데스크가 수집하는 행동 데이터 모두에 기초하여 제공됩니다. 오토데스크가 수집하는 데이터에는 고객이 방문한 페이지, 시작한 체험판, 재생한 동영상, 구매 내역 및 IP 주소 또는 장치 ID가 포함될 수 있습니다. 이 정보는 The Trade Desk에서 고객으로부터 수집한 데이터와 결합될 수 있습니다. 오토데스크는 디지털 광고 경험에 대한 사용자화를 개선하고 고객에게 더욱 관련 있는 광고를 제시하기 위해 The Trade Desk에 제공하는 데이터를 사용합니다. The Trade Desk 개인정보취급방침
    RollWorks
    We use RollWorks to deploy digital advertising on sites supported by RollWorks. Ads are based on both RollWorks data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that RollWorks has collected from you. We use the data that we provide to RollWorks to better customize your digital advertising experience and present you with more relevant ads. RollWorks Privacy Policy

    정말 더 적은 온라인 경험을 원하십니까?

    오토데스크는 고객 여러분에게 좋은 경험을 드리고 싶습니다. 이전 화면의 범주에 대해 "예"를 선택하셨다면 오토데스크는 고객을 위해 고객 경험을 사용자화하고 향상된 응용프로그램을 제작하기 위해 귀하의 데이터를 수집하고 사용합니다. 언제든지 개인정보 처리방침을 방문해 설정을 변경할 수 있습니다.

    고객의 경험. 고객의 선택.

    오토데스크는 고객의 개인 정보 보호를 중요시합니다. 오토데스크에서 수집하는 정보는 오토데스크 제품 사용 방법, 고객이 관심을 가질 만한 정보, 오토데스크에서 더욱 뜻깊은 경험을 제공하기 위한 개선 사항을 이해하는 데 도움이 됩니다.

    오토데스크에서 고객님께 적합한 경험을 제공해 드리기 위해 고객님의 데이터를 수집하고 사용하도록 허용하시겠습니까?

    선택할 수 있는 옵션을 자세히 알아보려면 이 사이트의 개인 정보 설정을 관리해 사용자화된 경험으로 어떤 이점을 얻을 수 있는지 살펴보거나 오토데스크 개인정보 처리방침 정책을 확인해 보십시오.