AU Class
AU Class
class - AU

Teamwork Makes the Dream Work—Fusion 360 for Design Teams

共享此课程
在视频、演示文稿幻灯片和讲义中搜索关键字:

说明

Efficient design of products as a team can accelerate your time to market. Fusion 360 software has the tools to help you connect your team, make design iterations fast, and drive decisions that help you deliver better products. In this class, learn how to set up Fusion 360 and Fusion 360 Team for success, including how to set up folders and permissions, libraries, and other basic data-management tips; how to manage product data and mix top-down and bottom-up design methods; how to create a product structure that increases the ability for the design team to parallelize tasks; and how to manage versions and deal with design decisions quickly. Additionally, learn how to prepare designs for review by team members outside the design group, and how to document design decisions. Learn how to deal with disasters, prepare drawings and shared project assets like templates and CAM tool libraries, and prepare data for release to Fusion Lifecycle software, or other release-management tools.

主要学习内容

  • Learn how to set up folders and permissions, libraries, and other basic data management tips
  • Learn how to manage product data and mix top-down and bottom-up design methods
  • Learn how to create a product structure that increases the design team’s ability to parallelize tasks
  • Learn how to manage versions and deal with design decisions quickly

讲师

  • Kevin Schneider 的头像
    Kevin Schneider
    3D & Fusion360 user, interested in all things design. Software + customer + product strategy at Autodesk. Love living in Portland, OR.
Video Player is loading.
Current Time 0:00
Duration 0:00
Loaded: 0%
Stream Type LIVE
Remaining Time 0:00
 
1x
  • Chapters
  • descriptions off, selected
  • subtitles off, selected
      Transcript

      KEVIN SCHNEIDER: So welcome. Last day of AU. Hopefully you had a good time last night. Looks like a lot of people didn't as we were joking by attendance. We got 90 minutes today, we're going to talk about how to use Fusion and all of its various different clients to set up four design teams. In particular, teams-- multiple designers working in parallel.

      There is a presentation that goes with this that you can pull down, it's already up there, and there's a document I'll be posting up as well. It wasn't up there? OK, good. I can double-check with the AU folks to make sure that gets done. And there's a PDF document that goes along with this that goes into a ton of detail on the first half of what I'll talk through this morning, that gets into data and the hubs and the way data is organized. And we won't be able to cover all of that this morning because we want to cover a bunch of different facets about getting teams set up together.

      So first thing we're going to talk about is just how to set up the environment. There are some particulars here that we need to get into that cover how to get your team set up with data and organized. We'll talk about managing assemblies and making them easier to work on as a team. Some best practices in doing that, how to make it easier to collaborate with other people's designers and non-designers in your organization, and finally, how to share assets amongst a bunch of your team members. Bear with me for one second. OK, thank you.

      OK, so from the very beginning, when you get Fusion, your default account is what we would call a personal hub. And the difference here is as individual users, as individual designers, you want a very fast way to get started, start creating data, store that really easily, invite a friend to take a look at it, and not have to deal with any administrative hassles in setting up PDM systems or data management systems for engineering organizations.

      If you're actually going to work with a team, there is a variation of your personal hub-- we will call it a team hub that is specifically designed for teams to work together, and it adds extra support for you to manage your team, your data, and provides admin capabilities that really is important for successfully setting up a team.

      So I'm just very quickly, as I said, the document will go into it a bunch more, but if we look at a personal hub, think of this as if it's your data storage, which means you own it and only you are a member of that hub. You see all the data inside of it, you own all of that data, and you can individually invite people to see slivers of that data, but only you own all that data.

      So there is one hub member, that's you. There's one hub admin, that's you. There's no extra complexity in admin tools. If you share projects amongst others, those all get aggregated-- we'll look at that in a minute. All your projects are what we'll call secret projects, which means everybody has to be explicitly invited to be able to see them.

      You can't set up any kind of domain names, like email addresses if you're in a company to let you in, but you can make unlimited projects, you have unlimited members. Anyone can be invited, even if they don't own [INAUDIBLE] Fusion, they can just sign up for a free account. And there is a data cap on how much data you can store.

      Team heads-- team hub starts to show some specific differences. One that's really important is there are many hub members. And your whole company can be hub members or your whole design team can be hub members. So that means they all get to see all the data inside of that cone or that collection of data.

      Every Fusion user gets a subscription to the team site, so you don't have to pay anything extra to get this. Every Fusion user can get it. If you want to invite or add extra members in your company, there is a charge for extra people. It's $15 a month per person for non-designers to become members.

      Also really important is there are multiple admins. So you can have safety in that there are more admins in case somebody leaves. An admin leaves, you don't lose access to your data, it's really important to have multiple admins. There are admin tools. When you look at the data-- and I'm going to show this to you live-- you only see your company's data. You don't see any other company or any other people's data aggregated alongside your company data, so there's a very specific wall between your company's IP and any outside projects you might work on.

      There are three different types of projects. We'll talk about those in a minute. You can configure a domain in the email, so anyone with Autodesk.com can automatically get in, you don't have to approve every person who gets invited. It can be set up at ease administration. Unlimited projects, unlimited members.

      Again, you can invite contributors to a project even with a free account. But one nice thing is you can turn that off. You can say, I do not want to allow any outsiders to be invited without admin approval first. This means you have very strict controls on who has access to your data, and as an administrator, you can have confidence about who can get access to it. And it has the same data caps.

      So obviously from some of these, like admin tools, domain-based administration, and when we talk about the projects, these add some extra important tools for setting up a design team. Excuse me. On the topic of project types, as I mentioned very quickly, in your personal hub, you have what's called a secret project, which basically means the only people who can ever see that project are people who are members of that project.

      In a team hub, you have three different types. You have an open project-- everyone can see it, everyone can see the data inside of it. Anyone who is a member of the hub can simply say, I want to join, no one has to approve it. So it's wide open data. You have what are called closed projects. Everyone in the hub, anyone in your company can see the project. They cannot see inside of it and they cannot join it without being invited or asking to join and being approved. And lastly, you have a secret project. The only people who can see secret projects, like in a personal hub, are the people who are already members. They can't join ad hoc, they have to be explicitly invited.

      So you can have a skunkworks project that is highly confidential in your organization. You don't want a broad group of people seeing into it-- perfect use case for a secret project. Only the people explicitly given permission to be in that project see what's inside of it.

      The other nice thing is there is a concept of groups and roles. So in a team hub, you can set anybody up as an admin in a project, you can set up anyone as an editor in the project, and you can set up individuals as view only. So if you have marketing folks or machine shop folks, contractors potentially, you don't want them modifying data, deleting data or doing anything like that, but they need to be able to view and mark it up, which we'll show a bit later. You can use a view role, which is really nice.

      So this gives you extra granularity on permissions within a given project on what the invited members are. And this is unique to the team hub. Yes?

      AUDIENCE: Just from the previous slide the different project [INAUDIBLE] switch. Like, say, [? a secret project ?] then becomes [? a public ?] project.

      KEVIN SCHNEIDER: Yep. Any project admin can change the project at any time, that's correct. And we'll take a quick look at how that's done. So you can start something secret and later on make it public, and if you've got something that's going and you need to make it secret later, you can close it up, close it off.

      So one mistake with projects we see a lot is people may just make one massive project and put a bunch of folders in that one project and store everything there. Well if projects now are the way you invite people, you control permissions, and you're managing data and who can access what, they become much more important to use in greater numbers.

      Typically I would tell people use a project per product or product family. If you have a nice cluster of the same people working on the same product, that would be a good use case for a project. It makes it easier to search, it makes it easier to use some of the collaboration tools.

      If you have 50 products in one project and you go look at the activity feed to see what's happening, you're going to see interleaving of all sorts of activity across a bunch of projects that doesn't mean much. But if you have a single project for a product, that activity feed that you see on the side pane will be way more meaningful because it's just what's happening within the scope of that product.

      So this is a good example. I have tons of projects. Some of them may just have two or three models in it. Others have an entire complex concurrent engineering product team working inside of it. It varies. But that means I don't mix activity, I don't mix up permissions. There's a few other things we'll look at, like calendars and wiki, some other tools that you can use to collaborate, they don't interleave. So big suggestion. Really think through setting up projects, and use projects, don't do one mega project.

      Inside your projects, there are a couple unique characteristics of Fusion, one of which has some limitations about how to what you can delete today. So one easy way to manage what you can and oftentimes can't delete is just build a folder called Trash. That's what we do. We build a folder called To Trash. Anything that you want to delete but it can't because it has a reference in a previous version, we just squirrel it away in the Trash folder.

      There's two other things we do. We have a Quarantine folder. So when you're working in a design team, particularly these days with a number of sites, you can go get 3D parts off the web, anything we import goes into quarantine first. And I highly recommend doing something like this, put it in quarantine. Somebody in the design team cleans it up, make sure the data's actually dimensionally accurate. You don't be referencing things that people just grab and you don't know is really a quality third party model to reference.

      So we put all those imports into quarantine, it gives you a place to work on them, and you just enforce a rule with a team-- don't make any references to any data in quarantine. Once it's cleaned up, we move it out of quarantine into a purchased part folder, or we're structuring folders by sub assembly, move it out of quarantine. But it's just a nice way to give people a place to put things and keep stuff organized.

      And lastly, we use an Archive folder. Sometimes you have data or you went down a path. You liked it, you don't want to delete it, but it's not really part of the active working set, we move that information into archive. And generally, the latest version of whatever product we're working on shouldn't have any references in the archive, just move things in there that are historically relevant that you want to keep.

      This will reduce a bunch of clutter in your project view, your data view, and it also just gets people used to having some discipline around organizing and working with their data.

      So let's talk a bit about managing assemblies. When you actually want to get started and have design teams build an assembly together, there's some tricks. Lots of tools. If you used Inventor or SolidWorks or Pro E, most of the time you build parts, you fully define the part, you create an assembly, you instantiate the parts, you may do some in-place activate to build some in-context relationships, and essentially you assemble a product from piece parts. We would call this bottom-up. Looks like I have a slide advance up.

      Top-down, we're going to start with the assembly and we're going to work down in detail the parts out. The top tends to be the most familiar from folks coming from other tools, the bottom is really what Fusion excels at. And so we joke a bunch, but there's some habits-- if you're used to the Inventor or SolidWorks way, they are worth unlearning, and we're going to show you some tricks on how to make that a little bit easier.

      So most of the designs we'll show today are all done, they're done with a layout to drive the overall dimensions and primary engineering constraints in your faces for those designs. It allows us to make really easy and fast changes. It's not like in-context from Inventor or SolidWorks, it's quite different, actually. It's not like adaptivity if you're familiar with that inside of Inventor.

      But what we can say is Fusion was designed on purpose to be a top-down, layout-driven design tool. And what that kind of looks like is if we kind of just take an abstract-- we're going to make a little table here. We have a design. At the root, it's just the empty assembly. We're going to model a volume. That volume represents the size of the table we want to make.

      We can use that volume to then build individual piece parts. You can actually constrain to those volumes. So we're using that volume as a layout upon which to design roughly our piece parts. And then finally, once we have those rough piece parts done, we can hang off all of the purchase parts-- bolts, nuts, washers, pieces like that.

      So one thing that's different about Fusion is you don't assemble finished parts. Assembly and modeling our interleaved, and you can actually assemble components that are halfway finished. So this way, you progressively build your structure, you progressively build detail, and then at the end, you put all of you purchase parts.

      So we've found this much simpler for new people to learn. It means multi-part modeling and assembly modeling work exactly the same. There's not one that works one way and another that works the other way. It means you can change things a lot, which helps you with your design creativity, simple to change, changes are easy to make, and cross-component relationships are all contained within that one design. So it's very robust for you to make changes and have it all update. So those tend to really make the top-down approach in our mind easier.

      The problem with this, of course, is that all that top-down work is done in one design. And if it's in one design, it has one version history, and that largely means only one person can work on it. That's very limiting if you have a design team.

      So what we've done is-- this class we'll talk a bit about an alternative but variation of this idea, which is basically to do a skeleton. So the example I showed looked like this. It's a top-down design. Everything was in one file, which is the box around it. They all share one version history. Of course people can't work on this. What we really want is a structure that looks like this. We want to create linked documents so many users can work in parallel. They can design in the context of the skeleton as they need to make changes, but we can start to distribute the work out to a team to work in parallel.

      Making sense so far? So that finally gives us team member 2 might work on this subassembly, these parts. Team member 1 might work on the two top assemblies. Team member 3 may be responsible for some other subassembly and a collection of parts, and now we now we have parallelism.

      So I'm going to reuse that tree model. The variation that happens here is we have our root design, our root assembly. We're actually going to insert a link to the skeleton now. And that linked skeleton has a bunch of information about geometry and size. It's just like the volume I showed you before.

      We'll build another subassembly, which is the bottom frame, and the skeleton will be inside of it. So that designer working on the bottom frame has the volume for reference. We'll build another subassembly that's linked, which is the tabletop. It has the skeleton inside of it, so that designer has the reference for size for designing the tabletop.

      And then finally, those components and the piece parts all get assembled back together. So we've taken the same idea as the top-down design, but instead of it being one file, one version history, it's now distributed into multiple. We'll look at this live in a minute, makes it a little easier to understand.

      Perfect. So first thing, just as an example, here's one of the projects we talked about, right? Here's an archive, a quarantine, and the to trash, just a quick reminder of organizing some things. We'll come back.

      So first off, let's just look at the overall assembly. So just like the pictures, it's a table. Nothing particularly unique here. But you can see the very first design that was placed was this skeleton design. I'm going to open that up so you can see what's inside of it.

      Not particularly complex. You'll notice there's a few joints that position the components. The base of the design, the tabletop. Pretty short history that makes up this particular design. What I have done is created a couple parameters that control the size of the skeleton, because we want to control the size of the table. Really easy. So if in this case we said, let's make the table 72 inches.

      Now you'll notice in my browser, because all of the different designs-- and I'll show you how this was done. All the different designs referenced that skeleton. The base has the skeleton inside of it and the components built. If I just say, go ahead and get the latest of my design, it's going to load the skeleton up, it's going to rebuild all of the subassemblies, it's going to rebuild the top-level assembly, and the entire table is going to rebuild.

      So we have a very simple layout that drives model size across multiple subassemblies that are all linked together with associativity. So now one team member can go work on the base, one team member can go work on the table, another team member could go work on the foot step structure, and you're finally able to get parallelism across the team.

      So let's build this example from scratch so people can see how this works. So the very first thing I'm going to do is just make a new top-level design. Let's just call this New Top and save it. Now I'm going to build another new design. We'll save this, call it Skeleton01. And we're not going to do anything complex, but it will give you a good idea of how this might work.

      I've put a couple of sketches in. In this case, maybe I'll extrude one of those as a body. Let's turn this sketch back on. And I've done an offset work plane. So we're just laying out some basic overall dimensions of a particular design. I'm going to do one more extrude.

      Now I've returned to the new top, and we're going to insert that into the current design. We'll just put it right at the origin. This way, everything is located to one common world origin. Now this is where we get into breaking up the different subassemblies. So this will be sub 1. And once again, we just insert the skeleton inside of it.

      All right. Now, this-- I own this Subassembly-1 subassembly, I'm going to design some components in the context of one of these volumes. So right from here, I can do that. We're going to create a new component. I might start using that model face to build some plates, in this case. Maybe we're going to build a welded frame using this.

      So we've got one component on one side, another new component, and last, another new component. Where am I? There we go. Well, this should give us enough for now. So I don't need to see the skeleton all the time, I can turn it off. You can do some things like change the appearance. Sometimes I'll put Air as a visual appearance just so it looks like wire frame.

      But what we've done is we've used that underlying inserted design essentially as a framework upon which to build our detailed design. There's any number of ways you can reuse this. You can use sketches, we can use construction geometry, which we're going to do in a moment. But all of that's been built associatively to the underlying skeleton.

      So to show that working, if we come back to the skeleton and we just changed the sketch geometry, we'll save our skeleton, we'll come back to our subassembly, it's out of date, we say Update, it rebuilds, and everything has moved fully associative to the underlying skeleton. When we come back to the top-level and we insert our subassembly-- let me save this. All right. Come back to the top, here's where things get really nice.

      If I insert this subassembly into top, my team member's done work, we're starting to integrate this into the top-level assembly, notice without having to do any extra positioning, it's already in the right place. Because the skeleton defines the position of all of the work that you do in the subassembly, you're building off of a master coordinate system where everything is positioned relative to the skeleton.

      So now the subassembly comes in, we can just position it right at the origin and it will always be in the right place relative to all of the other subsystems we design. In this case, usually the top-level assembly, there's almost no need to do any joints where we're moving components around. You can literally insert everything into the design right at its origin, it's modeled in place, you can rebuild the top level assembly in a matter of seconds if you need to create a variation or you want to put different subsystems together.

      Because again, you can use that skeleton to go build three or four different ideas on how you want that subassembly to look. We could make a cast version, a welded version, a steel tube frame. They all share the same skeleton, they're all built off the same geometry. When we go into the top-level assembly, we can literally swap those subassemblies out for their peers to see different design ideas in context.

      So, you get really nice parallelism by using this approach, plus you get a lot of ability to swap and try variations in your design, which is really common as a team. So it's super productive and powerful for us to divide up a design like this.

      As an example, we built a while back-- Machine All. So this was an internal project we worked on. We used all the techniques I showed you. It's roughly 1,800 parts in the finished version with all of the fasteners, bolts, and washers, but it's an entire industrial router.

      There's a frame, there's a bed, there's a y gantry, there's an x and z gantry, the entire-- there's a tool changer, there's internal components. So this entire structure is built off of one master skeleton that drove about six people designing in parallel with probably about 10 major subsystems that all came together. Designed in about two weeks as a internal test project. So this shows a practical example of that technique on a real design with quite a lot of detail and depth in all of the engineering and work that's there. So, some good techniques just on structuring the assemblies in order to have more effective parallelism.

      While we're here, now is a good time for me to switch back. Most of you probably will be familiar with a view that looks like this in Fusion. This is our Data view, and you'll see the little green heads that are here. This is my personal hub. If you remember back to the very beginning, I'm going to circle back and hit on a couple of points that we saw before.

      That's telling me that those are projects to which I'm invited-- I don't own them. So I can see a mix of projects that come from other people along with projects that belong to me. This is that aggregated view.

      I have a team hub, and there's a very specific way for me to switch to a team hub. It's this hub switching UI. It won't show up for you unless you belong to a team hub. So from here, I can say, go ahead and take me to my personal team hub. And when I do that, the site pane is going to flip over, and it's going to reload a whole different set of data.

      You'll also notice now-- let me go back to the project listing. There's no green heads. There's no sharing, there's no aggregating here, this is all my company's data. Everything in here belongs within our one hub. So this shows some nice ways that the data gets separated and is more clear.

      If I click on the link, it'll actually pop open a browser view, and we can see some of the other capability that's there. So here's a list of all my projects. I showed this earlier. Quite a lot of small detailed ones. So let's look at the Bike Light project. This is a closed project. I have set this up so I have to logins so I can show you what it looks like for other people. The login that I have here is not currently a member of this project, so I can simply say, I want to request access. The admin will get a notification, they can approve the request, and I will find-- and I will be allowed in.

      You can actually see the types of projects that are listed here, who they're created by, and I can create a new project if necessary. If I close this for the magic of Chrome, I'm going to click on this link again, I'm going to come in as a different user. So now we can see that those very same projects, if I come in down to Bike Taillight, this user's already a member of that project, so I got right in. You can see that I'm the project admin for this particular project.

      If I want to make any changes-- to your question, can I change it after the fact? I can change these after the fact. If I invite other people and this data is very sensitive and I don't want other folks to be able to come in without permission, I can simply turn off contributors. That means explicitly admins have to approve anyone invited into this project. It just really tightens up the boundaries on permissions on this particular project.

      If we wanted to view and manage, I could see a list of all the people who were here. As I mentioned before, this is where you now get access to Change Roles. We can see if there are people who've asked to join. So as I showed you the first few seconds ago coming in and I had the Join button, that would appear here as a join request and we could manage that.

      In addition, we get the admin tools we mentioned. So this lets me do things like change the name, globally enable or disable contributors for all projects, and change how invitations are handled. I can see all the different members that are invited across all projects. So I have visibility into who has access to my data, both pending and sent; a list of all my projects, both archived and normal and their current disposition; and then access to the current state of my subscriptions for this particular hub. Yes, sir?

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: Yes.

      AUDIENCE: [INAUDIBLE] to see which projects [INAUDIBLE].

      KEVIN SCHNEIDER: Which projects they're a part of. When you come into Members, I believe we can get to that-- I'm pretty sure there is a way to get there.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: Let's talk afterwards. I think there's a trick to get there. Yeah. So these just shows some of the admin settings for team hubs that we talked about before. All right. You don't want to see this slide. There we go.

      So in our example, our demo, we had our structure broken up into individual pieces. And the trick in there is that skeleton that's referenced everywhere, that gives you the framework on top of which you can build your associative components. If you go to Create Drawings of an assembly designed that way, you're going to have a side effect-- every layer, every subassembly has a skeleton inside of it, and that skeleton has solid bodies or sketches or work geometry inside of it.

      And the very first time you're going to make a view, you're going to go, what the heck is that? Because those bodies are going to be visible. So one thing you need to know is in the browser of the drawing view, you can very quickly just suppress the skeletons. It just takes a second, go down the tree, turn the skeletons off. They'll disappear, they won't be part of the view calculation, they won't show up in the parts list, it just omits them from the data inside of the drawing.

      So that's the one thing that you need to do by hand if you do the skeleton approaches. In drawings, just remember, I need to go turn off the skeletons for the views to be correct.

      So as your teams are working, there are some best practices that are good to try and enforce to make the productivity in those assemblies better for everybody. So first, use components. It sounds obvious, but you'd be surprised the number of designs we see where people just have a bunch of bodies modeled together, and then at the very end, convert a few of them into a component.

      So first and foremost-- as soon as you know you need a component as a general rule of thumb, make a component, and activate it, and model inside of it. It has a bunch of benefits. It makes the timeline easier to work in, it makes the scope of the part visibility-wise, reduces clutter, it makes your model easier to understand. I wish I could turn off-- we'll fix that next time. It means you can group bodies together more logically, and it just simply-- in general, it simplifies the team if you're working together, because people can understand the component hierarchy in the intention you're looking to build.

      So use components as early as you can. If we talk about bodies and components, just a quick review, there's what I'll call the root, it's basically the top-level node of the browser. You can have any number of bodies at the root. You can have any number of components at the root. Components can have any number of bodies and components can have any number of children.

      It's a little different than something like SolidWorks or Inventor where you tend to have only components with bodies. It's not typical to have assemblies with directly bodies inside of them.

      On the topic of bodies, they're great because they define the type of geometry you're working with. That maybe TSplines, mesh bodies, surface bodies, or solid bodies. So they're more about containing a type of geometry than they are about describing a part, which is why a part tends to be made up of multiple bodies, but an assembly really is not well-represented by multiple bodies, it's better represented by multiple components.

      Only joints work with components, that's really important. Drawings are much easier to make of assemblies with good component hierarchy. Only components have building materials Information, like part number and description. You can insert components multiple times. You cannot do that with bodies, bodies are unique. You can save a component out to a new design. Components can be inserted into other designs.

      Components have an origin, so if you're worried about position or placement or mass properties relative to a frame of reference, components are much better for that. And again, activating a component scopes the timeline to a subset of the timeline, making it much, much easier to work on more complicated designs.

      On the topic of inserting linked components, if you're working in your personal hub, which is, as we talked about at the beginning, what most people have out of the box, you can insert components only within the scope of a project. Another nice benefit of moving to a team hub is that you can insert components across projects, which allows you to have more design reuse and set up things like libraries.

      The other thing to know about references or inserts is that they're version-specific. When you insert a design, you insert a design at a version and the design will not update until you explicitly ask for a new version. Again, this is different than tools like SolidWorks or Inventor, which tend to grab the latest design every time you open the design. In Fusion, we only open to the last-- to the saved state, which explicitly references explicit versions.

      So let's talk about a few other tips. When you get into complex assemblies, understanding timeline and browser and graphics, a nice way to do that is to turn on color swatches. Here you can see the browser's colored, the graphics are colored, and the timeline is colored. And we see where every feature belongs based on color coordination and we can even see features that are multi-component features. It's because they have multiple colors for the components which they affect. So this just makes a nice way to work in an assembly.

      Now one thing I find a bunch of people don't know that's a nice option-- go back to the bike-- is you don't have to have the rainbow fruit flavors in the graphics. You can have the graphics look with materials and appearances, but still get the benefit of color swatches in the browser, and this is the way I prefer to work.

      To do that, right here at the gear on the bottom, you can turn on and off color swatch. So you're probably used to seeing Fusion look like this. You can always hit Shift-N turn on all the color cycling everywhere, but if you don't want the color cycling in the graphics, just turn on color swatch from that end. And this is a really good trick just for everyone to get used to running this way because you get the benefit of the browser and the timeline coloring, but you're not forcing people to get the coloring in the graphics if they don't need it.

      I've mentioned Activate a couple times, but you can see here in this particular design, we've activated to this top blue member. And when we do that, the long timeline filters out any feature that doesn't belong to that component. So we end up with very simply seeing the sketch extrude, fillet, and shell that makes that one component. So it gives you only those things that created that geometry and filters it out.

      Now there are two ways to make components. There's Create Component from the browser, and there's a Create Component button on the toolbar. The browser one is just a quick shortcut to get a component created, but if you're teaching new users, I would recommend going to the toolbar because you actually get a command dialog.

      It lets you set the component name, it can activate that thing automatically, you can select a parent if you know you want to put this someplace further down. You just get extra control if you use the Create Component button on the toolbar than the shortcut in the browser. So it's a good place for people to start, and it's a good way to reinforce this rule of always create a component as early as you know to.

      One other thing I get pretty uptight about, my timeline that can get really long. I like to make it as simple as possible for people to open my design and understand what's there. So I tend to preach a lot around do some modeling, then position what you've just modeled. Do a little bit more modeling, and position that component.

      A lot of times I'll see people with timelines with a ton of modeling and then 50 joints at the end. And if you ever have to do any editing in the middle of the timeline when you're rolling back, none of the components are positioned. So you're editing in the middle of the assembly and parts will freely move around and can be dragged around. So just some good discipline. Again, it's just best practice. Do some modeling. As soon as you know where that component should be positioned, position it.

      If you're using the skeleton approach that I showed you, you don't actually need any geometric references in order to assemble things. If things are not moving, everything can be a rigid joint or effectively grounded at origin because everything is already in the right place with respect to the world coordinate system as we saw.

      So you can actually create a component and ground it the very first thing-- it could be empty because it's already in the right place. But just in general, model some position, model position. If you're rolled back or someone's looking at this timeline, they see a Create Component, they see a sketch, they see a position, it's really nice to say, OK, if I need the joint for that component, with good discipline like this, you can pretty much guess that the very first joint after the component is the joint that is positioning that part.

      And if I come down to this end, I see another component at the end. That joint is the joint that positions that component. It just makes that association much easier.

      OK, so now that we have a team setup and a team hub, and we have a skeleton-based assembly where we've got people working in parallel, how do those people actually work with each other effectively? In order to do that, there's a couple of things we have in play to help.

      One is data badging. It's not the best, I'll be the first to admit this, but it's all we have. So we need to talk about where it is so you know how to use it as effectively as possible. In my opinion, it's easiest to see in the web view, which I'll show you in a moment. It only shows in use by four things that are explicitly opened by a user. If you open an assembly with 50 references, it's not going to mark the 50 references as in use, it's only going to mark the top open because only the top is actually in use at that point in time.

      So what does that look like? Well in the web view, any data that's in use by team members gets a blue banner, gets a little red dot, and it will tell you explicitly who's it in use by. This particular design was in use by me. So obviously, you probably don't want to go open that and start modifying it.

      You can. We don't prevent you from doing that because versions are stored and every version is stored in time when it was created, but you can start creating some trouble where your interleaving versions with team members. So use badging as a good way to avoid collision on versions with your key members.

      Inside of Fusion itself, you can get to that same data, but it takes a little extra work. You go to a particular design, click on the version tag. If that design is opened by a team member, you'll immediately see who it's opened by. So obviously it's not particularly productive to have to click on every version tag to see the in use by data, which is why I recommend just keeping the web view open as a way to see your data view and what's going on. It's much faster than having to click through your site pane to see what's happening.

      But when you're in that side pane, when you open up that tab, you do get access to a couple extra things that are useful. If you do get version interleaving, this is how you can fix that. You can find the version that really should be the latest version, you can promote it. If you're curious what your colleague did, you want to open up his version from that list of versions, you can open it up to see what's there. So it does give you access to all of those versions very effectively and easily. You can see this both in the web view and in Fusion's desktop point.

      The next thing you might want to do is start having people collaborate by commenting. And one thing I find that folks get a little tripped up on is that commenting inside of Fusion is actually very context-aware. It knows what version you're commenting on, it knows what workspace you're commenting in, and in some cases, it actually knows which object you're commenting on.

      So when you get comments or markups in your commenting pane and you click on one of those, it's actually going to tell you specifically when you roll over that version, this comment is on an older version and in the SIM environment. And if you click on that comment to load it, it's going to open that version, it's going to switch to the SIM environment, and it may even zoom to a particular object onto which that comment was made.

      So it's quite powerful in that commenting is very context-aware, but you can get people a little surprise going, I don't understand why I'm looking at the CAM environment, or I was working in the CAM environment, someone made a comment, it took me out of CAM and put me into modeling. Because the comments are context-aware, it's pretty important to just understand that it's version, workspace, and object-specific.

      Lastly, you can comment on the web, you can comment in your mobile app, and you can comment in the desktop, they're all in the same activity feed, they all share across each other. The only one caveat is if you're looking at comments in the web page, they don't automatically pull. You do have to hit refresh on the page to reload the comments. Something I hope we fix soon.

      How many people here have used or ever made a comment in Fusion? I got one. This is an area that does quite a lot, actually. It's pretty powerful for exchanging information between team members, and it's worth spending some time looking at it.

      I talked to you before about scoping your project and making your project work into a product. That's because project has some other collaboration facilities inside of it. One is a wiki where you can document pages, create documentation if you want, reports. It also has a calendar if you want to capture information about key dates, deliverables, activities, decisions, or anything like that along with your product.

      If you're throwing all your products into one project, that calendar becomes a lot less useful, that wiki becomes way overloaded. But you can get some really nice collaboration tools if you want to track milestones, decisions, reports, or other kinds of information. And wiki and calendar are accessed in your web view from the upper right corner, there's a dropdown that lets you switch to them. Yes?

      AUDIENCE: So if you've got a T1-- say I have five different projects with five different teams. Is that going to be put in one calender or are there five different--

      KEVIN SCHNEIDER: There are five different calendars. Exactly. And that's one--

      AUDIENCE: And five different wikis--

      KEVIN SCHNEIDER: And five different wiki containers, yes. You can have as many wiki pages as you want, but it's all in that project, exactly.

      Now you may have people outside of your company you don't want to invite to be a hub member or a project member. This is a great use for public shares. So on any particular design element, you can say create a public share. Up here at the top is public share inside of Fusion. Turn a public share on, it gives you a link. You can password protect it, and you can control whether or not individuals get access to download the design data. So some simple controls for creating a share.

      If you do a share from the web view, you get the same options if you want a link. You can also author an email directly from here. And what's pretty nice is you can create a link to some embedding code that you can put in a web page if you want to host that public share inside of an internal site as an example.

      Public shares are always the latest version. That's one caveat to know, you're not sharing a specific version, you're sharing the latest version of the design.

      When people get a public link, they can view the design, they can rotate it. One thing I will point out that people don't realize, you can measure as well. So that's something to be aware of.

      If you have downloading turned on, they get access to a dropdown list of download types and they can choose to download steps that I just-- OBJ, Fusion archive, they get a list of different types and it will do translation on the fly. So it's a really nice way if you're bidding parts out, you don't know what CAD tool they're using, just send them a public share they can pick whatever format they want to download in. It saves you the trouble of having to mail all that stuff around.

      All right. Lastly, as a team, we're working together, we're sharing and collaborating together. How do we make sure we're using common assets together? So first, what about drawing templates? How, if we're doing any CAM work, can we share things like posts and tool libraries, and in general, how can we use library parts?

      So, in Fusion, you can create drawing templates. There's some tools pretty recently put in to make what are called smart templates. If you haven't looked at them, I strongly recommend you do so. It essentially allows you to create a drawing template that has a sheet per object type. So a sheet for an assembly, a sheet for a sheet metal part, a sheet for a part. And when you create a drawing using a smart template, it auto selects what it needs an auto generates views based on the object type. And it can create a documentation set, at least stub out a documentation set really fast.

      But if you want to share that amongst your team, it's a good idea to put those in a common place. So in this case, we've talked about some common folders that we create and projects. In your team hub, you can also create some common folders. In this case, maybe we'll make a drawing template folder at the root of the team hub so everyone in the company is using the company standard drawing template.

      If maybe on your projects you have different title blocks and templates for different vendors that you may be working with, then you can make a template folder inside of your project. It's really up to you at what level of your project hierarchy you want that shared asset to be. But once you do inside of the Create Drawing dialog, there's a dropdown that says template, either from scratch, which just uses Fusion's defaults, or it gives you a list of your templates that you can choose from. And then you're making your drawings off of your company title block information.

      On the CAM front, in your team hub, there will be a new folder. It's called assets. Inside of it there will be three subfolders-- CAM posts, CAM templates, and CAM tools. And if you place your tool library, your post processors, and any templates that you may use inside of those three folders, they become available within the CAM environment automatically. And they become available for everyone who's doing CAM authoring and they're set to that project.

      So at that point, it just becomes a shared resource across everyone. There's no extra work needing to be done. That way you can ensure access to the right post, the right tool library automatically within the projects. Yeah?

      AUDIENCE: [INAUDIBLE] or across the whole team?

      KEVIN SCHNEIDER: It's across the whole team hub today. Yeah.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: You can set permissions on them, but they're probably not as granular as you might want. But yeah. It does make it really nice because out of the box, if you go through the CAM post process or list, it's 50, 60 posts that mean nothing to your company. Once you have your post selected, you put them in the CAM post folder, hit post process, you get a pick for three. And you know those are yours, and everyone's using them.

      Same thing with the tool libraries, you can say, these are only the tool libraries we're using, and you're only getting the tools that you're using. So it's a great way to distribute out CAM assets across the whole team.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: Yeah.

      AUDIENCE: So [INAUDIBLE] if we already had that [INAUDIBLE].

      KEVIN SCHNEIDER: It's the same for both.

      AUDIENCE: Same for both. For everybody that [INAUDIBLE].

      KEVIN SCHNEIDER: Yep. In that team hub, in that project, yeah. We can look at it afterwards if you want to see exactly. I have a team hub and a personal hub and we can see how it's shared.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: So when I showed you the team hub switch, when you switch from your personal hub to the team hub, you'll only see the shared assets in the team hub. When you go to the personal hub, you'll only see the shared assets in your personal hub. They never mix. But if you're in the team hub and you had personal templates, that gets shared with everybody.

      And this is a really hot topic, this is how do you handle library parts. Well in a team hub, this becomes trivial. You can create a project called library or content, whatever you may want to call it. You can structure all of your data inside of it. You can have all of your parts in there because cross-project references are allowed. You now have a common content library shared across your entire organization. It's helpful to organize it-- I'll actually show this slide here in a minute.

      Here is the content library, and it's full of organized folders of data. Socket head cap screws, alloy black oxide. So they're all structured and ready to use and shared. We can look at another one. CAM fasteners in metric. Self-clinching, flush-mounted, and they're all here for re-use. So it gives you a really nice way to structure and share data.

      In the past, I would say the quarantine approach we talked about before, in general I wouldn't want any user anywhere publishing parts into the content library, so this is a good area to use some of the rules to control who can do what there. But it does make it really easier to start-- easy to start creating a shared content library across everything.

      Everybody loves the McMaster-Carr insert. I see people do that all the time. I don't know why McMaster wants to model every fillet on every tooth of every thread. By the time you put 20 fasteners in the design, your fasteners are generating more surfaces and more graphics data probably than your entire product is.

      So import your McMaster-Carr, put it in the quarantine. It's actually pretty nice, you can just go to the thread, pick any one of the helical faces and hit the Delete button, and it will delete the thread but keep the correct nominal diameter of the fastener. So just do a little cleanup. I call it out specifically just because I've seen a lot of people abuse the highly-detailed representations that McMaster provides. It's not a path to high-performing assemblies to have 1,000 filleted thread features on your fasteners.

      So I'll find out why the links are not there. This whole presentation, it here, it's a PDF. It goes through everything, and here's the document I referenced as well. This goes into a ton of detail about personal and team hubs. It talks about how data aggregation works, why you see what you do, and it has all of the same-- I saw a couple of you making taking pictures. It has all those same grids in there listing what you can do where, and what types of projects are there. So I'll make sure the links get fixed on getting these documents to you.

      I left about 20 minutes for your questions, so I'm happy to take any questions people have.

      AUDIENCE: So I [INAUDIBLE]. So they get Fusion for free [INAUDIBLE] team hub for free also?

      KEVIN SCHNEIDER: Yes.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: And by Christmas time, there should be tools for you to do that yourself. Today, it's a bit complex to get a team up. You need to contact Autodesk and then will help you do it, but I think it's by December, right? It's pretty soon. What will happen is if you don't have a team hub, up here in this UI, there'll be an option to say, I want a team hub. And then it'll pop open a web page, you fill in a little bit of information, team hub will get set up for you and you'll be ready to go.

      And particularly for school, I think it's a good idea to do a team hub. You can create a project for a given class. This is this class, this year. They get invited to that, they don't get invited to anything else. So their data's very-- their access is very well-controlled. You can see everything and administer it all, but your students are contained in what they can get to. Yeah. Yes?

      AUDIENCE: When you're importing other [? assemblies ?] [INAUDIBLE]-- say [? the ?] [? other ?] [INAUDIBLE] show them one [INAUDIBLE]. They screwed it up.

      KEVIN SCHNEIDER: Yep.

      AUDIENCE: I want to roll it back.

      KEVIN SCHNEIDER: So you can. So this is a really good thing to drill down into. When you say Get Latest, you are getting latest through the entire hierarchy, from the bottom to the top. But until you hit Save, no versions are created. So if you Get Latest and you look at and go, whoa, this is really screwed up, just close, don't save, or undo, and you won't save any versions. So it's a way to peek at what latest looks like without actually forcing versions to be made. So yes, at that point in time, if it looks wrong, just back out and you're fine.

      AUDIENCE: [INAUDIBLE] roll back to [INAUDIBLE]--

      KEVIN SCHNEIDER: You can. For that particular assembly, if you go to it--

      AUDIENCE: --back too?

      KEVIN SCHNEIDER: Yes, you--

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: Not live, right? If you hit Save and you realize, no, that was really bad, you can come back-- bike light. So this particular design, let's use this one here because I have six versions. This is the top-level. Let's assume version six got saved and it's really bad, I don't like it.

      One, you can open the top-level on version 5, or you can promote it to the tip if you want to. So you can go through it that way. If you want a little better fidelity to look at it, if you open details on web, it's going to pop up on the web view. We'll get the viewer for version 6, and we can see its state.

      And from this dropdown here, we can also view any old version you want. So if you want to kind of roll back and see what's better or what might be more useful, you can do that. And again, something I find a lot of people don't know that's there is this button to compare versions. And from here, we can say, I want to see version 6 and version 4. And then what it'll do is it'll highlight red green and yellow components that have moved been deleted, added, or moved between the versions.

      So let's look at version 2 and version 6 in the design environment, and it'll bring up a compare so you can get an idea of what the heck's going on. And here we can see exactly what's happening. So yeah. I should add that to the presentation, because if you're dealing with team members, you're trying to figure out what the heck happened. This is one way to get there, to understand what's going on. Yeah.

      [LAUGHS]

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: Yeah. Yeah, even forgetting what I did, sometimes it's good to be able to get that information out and see what's happening. Another question?

      AUDIENCE: On the web page you have the users and [INAUDIBLE].

      KEVIN SCHNEIDER: Yes.

      AUDIENCE: That's only showing the [? part ?] [INAUDIBLE].

      KEVIN SCHNEIDER: Right.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: There's a lot of talk about what we should do there. If you have some ideas, I'd love to hear afterwards what you think we should do there. Yeah. Essentially one of the ideas we've talked about is in this view, we have used, where used, we have drawings. It might be really useful to have a bill of materials tab as an example and see what's inside of it and be able to go through the hierarchy, or properties tab and see the properties for the document. There could be some really useful things that we could add like that, agreed.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: I mean, it does not do everything Vault does today, but it aspires to be that someday. It probably does about 60% of the main data management things. The biggest thing it doesn't do today, just being totally upfront, it doesn't have a copy design. So if you want to clone a whole assembly and all of its drawings, that's difficult if not impossible right now. And it doesn't have life cycles, yes. Depends on which version of Vault you're using, yeah.

      So that's the biggest limitation compared to Vault, is deep copy in my opinion. There's some other big limitations, but the biggest blocker is is the copy design.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: You can do that. That's a--

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: Yeah.

      AUDIENCE: [INAUDIBLE]

      KEVIN SCHNEIDER: So the biggest limitation with exporting an archive is you can pick an assembly, and it'll pick the root of the assembly and all the reference parts, and it'll create an archive of that you can download. You can go to another project or another folder and you can upload it, and it'll reconstitute the link assembly.

      But if you have a real project, you probably have five drawings pointing to the top-level, and you might have 50 drawings pointing to various different subcomponents. And when you want to do a copy design, you want to copy all the parts plus all the drawings of the parts, because you get a new design, , you make changes, you just want to hit Update on the drawings. You don't want have to remake your drawings. Copy design lets you copy parts plus drawings that reference parts. The F3D Archive just takes the model-- the F3Z archive just takes the model.

      You can pick an assembly-- you can pick one drawing of the assembly, and it'll take the assembly and the children and make an archive, and when you put it in, you'll get one drawing of the assembly plus of all its children, but you don't get all the piece part drawings. So it's just not a good workaround. It's possible if you're willing to take the caveat that you don't get your drawings. We just need to get copy-- deep copy done. Yeah.

      AUDIENCE: On your assembly, you had that skeleton model [INAUDIBLE] table. [INAUDIBLE]

      KEVIN SCHNEIDER: Yeah, the skeletons. Yeah, yeah.

      AUDIENCE: [INAUDIBLE] Is it [INAUDIBLE]?

      KEVIN SCHNEIDER: It doesn't today, no. And the added benefit of hiding it in the drawing browser, is it suppresses it from the parts list. So it's not just visibility, but it's also parts list. You can do two things-- you can uncheck it and you can turn the light bulb off. The light bulb will make it invisible, the check actually suppresses it from the parts list and everything else as well.

      It's more like if you've used the same environment, there's visibility and there's suppression and you get-- one is just sort of a convenience to not see it, the other is, ignore this thing completely as far as this particular asset is concerned. So obviously there's some enhancements that could be done there if we wanted to. Yeah.

      Any more questions? Please fill out the survey. Give us suggestions, what we can do better. Thanks for coming. You are the proud few that made it. So thanks again.

      [APPLAUSE]

      ______
      icon-svg-close-thick

      Cookie 首选项

      您的隐私对我们非常重要,为您提供出色的体验是我们的责任。为了帮助自定义信息和构建应用程序,我们会收集有关您如何使用此站点的数据。

      我们是否可以收集并使用您的数据?

      详细了解我们使用的第三方服务以及我们的隐私声明

      绝对必要 – 我们的网站正常运行并为您提供服务所必需的

      通过这些 Cookie,我们可以记录您的偏好或登录信息,响应您的请求或完成购物车中物品或服务的订购。

      改善您的体验 – 使我们能够为您展示与您相关的内容

      通过这些 Cookie,我们可以提供增强的功能和个性化服务。可能由我们或第三方提供商进行设置,我们会利用其服务为您提供定制的信息和体验。如果您不允许使用这些 Cookie,可能会无法使用某些或全部服务。

      定制您的广告 – 允许我们为您提供针对性的广告

      这些 Cookie 会根据您的活动和兴趣收集有关您的数据,以便向您显示相关广告并跟踪其效果。通过收集这些数据,我们可以更有针对性地向您显示与您的兴趣相关的广告。如果您不允许使用这些 Cookie,您看到的广告将缺乏针对性。

      icon-svg-close-thick

      第三方服务

      详细了解每个类别中我们所用的第三方服务,以及我们如何使用所收集的与您的网络活动相关的数据。

      icon-svg-hide-thick

      icon-svg-show-thick

      绝对必要 – 我们的网站正常运行并为您提供服务所必需的

      Qualtrics
      我们通过 Qualtrics 借助调查或联机表单获得您的反馈。您可能会被随机选定参与某项调查,或者您可以主动向我们提供反馈。填写调查之前,我们将收集数据以更好地了解您所执行的操作。这有助于我们解决您可能遇到的问题。. Qualtrics 隐私政策
      Akamai mPulse
      我们通过 Akamai mPulse 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Akamai mPulse 隐私政策
      Digital River
      我们通过 Digital River 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Digital River 隐私政策
      Dynatrace
      我们通过 Dynatrace 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Dynatrace 隐私政策
      Khoros
      我们通过 Khoros 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Khoros 隐私政策
      Launch Darkly
      我们通过 Launch Darkly 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Launch Darkly 隐私政策
      New Relic
      我们通过 New Relic 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. New Relic 隐私政策
      Salesforce Live Agent
      我们通过 Salesforce Live Agent 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Salesforce Live Agent 隐私政策
      Wistia
      我们通过 Wistia 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Wistia 隐私政策
      Tealium
      我们通过 Tealium 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Tealium 隐私政策
      Upsellit
      我们通过 Upsellit 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Upsellit 隐私政策
      CJ Affiliates
      我们通过 CJ Affiliates 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. CJ Affiliates 隐私政策
      Commission Factory
      我们通过 Commission Factory 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Commission Factory 隐私政策
      Google Analytics (Strictly Necessary)
      我们通过 Google Analytics (Strictly Necessary) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Strictly Necessary) 隐私政策
      Typepad Stats
      我们通过 Typepad Stats 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Typepad Stats 隐私政策
      Geo Targetly
      我们使用 Geo Targetly 将网站访问者引导至最合适的网页并/或根据他们的位置提供量身定制的内容。 Geo Targetly 使用网站访问者的 IP 地址确定访问者设备的大致位置。 这有助于确保访问者以其(最有可能的)本地语言浏览内容。Geo Targetly 隐私政策
      SpeedCurve
      我们使用 SpeedCurve 来监控和衡量您的网站体验的性能,具体因素为网页加载时间以及后续元素(如图像、脚本和文本)的响应能力。SpeedCurve 隐私政策
      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

      icon-svg-hide-thick

      icon-svg-show-thick

      改善您的体验 – 使我们能够为您展示与您相关的内容

      Google Optimize
      我们通过 Google Optimize 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Google Optimize 隐私政策
      ClickTale
      我们通过 ClickTale 更好地了解您可能会在站点的哪些方面遇到困难。我们通过会话记录来帮助了解您与站点的交互方式,包括页面上的各种元素。将隐藏可能会识别个人身份的信息,而不会收集此信息。. ClickTale 隐私政策
      OneSignal
      我们通过 OneSignal 在 OneSignal 提供支持的站点上投放数字广告。根据 OneSignal 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 OneSignal 收集的与您相关的数据相整合。我们利用发送给 OneSignal 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. OneSignal 隐私政策
      Optimizely
      我们通过 Optimizely 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Optimizely 隐私政策
      Amplitude
      我们通过 Amplitude 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Amplitude 隐私政策
      Snowplow
      我们通过 Snowplow 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Snowplow 隐私政策
      UserVoice
      我们通过 UserVoice 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. UserVoice 隐私政策
      Clearbit
      Clearbit 允许实时数据扩充,为客户提供个性化且相关的体验。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。Clearbit 隐私政策
      YouTube
      YouTube 是一个视频共享平台,允许用户在我们的网站上查看和共享嵌入视频。YouTube 提供关于视频性能的观看指标。 YouTube 隐私政策

      icon-svg-hide-thick

      icon-svg-show-thick

      定制您的广告 – 允许我们为您提供针对性的广告

      Adobe Analytics
      我们通过 Adobe Analytics 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Adobe Analytics 隐私政策
      Google Analytics (Web Analytics)
      我们通过 Google Analytics (Web Analytics) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Web Analytics) 隐私政策
      AdWords
      我们通过 AdWords 在 AdWords 提供支持的站点上投放数字广告。根据 AdWords 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AdWords 收集的与您相关的数据相整合。我们利用发送给 AdWords 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AdWords 隐私政策
      Marketo
      我们通过 Marketo 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。我们可能会将此数据与从其他信息源收集的数据相整合,以根据高级分析处理方法向您提供改进的销售体验或客户服务体验以及更相关的内容。. Marketo 隐私政策
      Doubleclick
      我们通过 Doubleclick 在 Doubleclick 提供支持的站点上投放数字广告。根据 Doubleclick 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Doubleclick 收集的与您相关的数据相整合。我们利用发送给 Doubleclick 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Doubleclick 隐私政策
      HubSpot
      我们通过 HubSpot 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。. HubSpot 隐私政策
      Twitter
      我们通过 Twitter 在 Twitter 提供支持的站点上投放数字广告。根据 Twitter 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Twitter 收集的与您相关的数据相整合。我们利用发送给 Twitter 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Twitter 隐私政策
      Facebook
      我们通过 Facebook 在 Facebook 提供支持的站点上投放数字广告。根据 Facebook 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Facebook 收集的与您相关的数据相整合。我们利用发送给 Facebook 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Facebook 隐私政策
      LinkedIn
      我们通过 LinkedIn 在 LinkedIn 提供支持的站点上投放数字广告。根据 LinkedIn 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 LinkedIn 收集的与您相关的数据相整合。我们利用发送给 LinkedIn 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. LinkedIn 隐私政策
      Yahoo! Japan
      我们通过 Yahoo! Japan 在 Yahoo! Japan 提供支持的站点上投放数字广告。根据 Yahoo! Japan 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Yahoo! Japan 收集的与您相关的数据相整合。我们利用发送给 Yahoo! Japan 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Yahoo! Japan 隐私政策
      Naver
      我们通过 Naver 在 Naver 提供支持的站点上投放数字广告。根据 Naver 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Naver 收集的与您相关的数据相整合。我们利用发送给 Naver 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Naver 隐私政策
      Quantcast
      我们通过 Quantcast 在 Quantcast 提供支持的站点上投放数字广告。根据 Quantcast 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Quantcast 收集的与您相关的数据相整合。我们利用发送给 Quantcast 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Quantcast 隐私政策
      Call Tracking
      我们通过 Call Tracking 为推广活动提供专属的电话号码。从而,使您可以更快地联系我们的支持人员并帮助我们更精确地评估我们的表现。我们可能会通过提供的电话号码收集与您在站点中的活动相关的数据。. Call Tracking 隐私政策
      Wunderkind
      我们通过 Wunderkind 在 Wunderkind 提供支持的站点上投放数字广告。根据 Wunderkind 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Wunderkind 收集的与您相关的数据相整合。我们利用发送给 Wunderkind 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Wunderkind 隐私政策
      ADC Media
      我们通过 ADC Media 在 ADC Media 提供支持的站点上投放数字广告。根据 ADC Media 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 ADC Media 收集的与您相关的数据相整合。我们利用发送给 ADC Media 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. ADC Media 隐私政策
      AgrantSEM
      我们通过 AgrantSEM 在 AgrantSEM 提供支持的站点上投放数字广告。根据 AgrantSEM 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AgrantSEM 收集的与您相关的数据相整合。我们利用发送给 AgrantSEM 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AgrantSEM 隐私政策
      Bidtellect
      我们通过 Bidtellect 在 Bidtellect 提供支持的站点上投放数字广告。根据 Bidtellect 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bidtellect 收集的与您相关的数据相整合。我们利用发送给 Bidtellect 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bidtellect 隐私政策
      Bing
      我们通过 Bing 在 Bing 提供支持的站点上投放数字广告。根据 Bing 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bing 收集的与您相关的数据相整合。我们利用发送给 Bing 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bing 隐私政策
      G2Crowd
      我们通过 G2Crowd 在 G2Crowd 提供支持的站点上投放数字广告。根据 G2Crowd 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 G2Crowd 收集的与您相关的数据相整合。我们利用发送给 G2Crowd 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. G2Crowd 隐私政策
      NMPI Display
      我们通过 NMPI Display 在 NMPI Display 提供支持的站点上投放数字广告。根据 NMPI Display 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 NMPI Display 收集的与您相关的数据相整合。我们利用发送给 NMPI Display 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. NMPI Display 隐私政策
      VK
      我们通过 VK 在 VK 提供支持的站点上投放数字广告。根据 VK 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 VK 收集的与您相关的数据相整合。我们利用发送给 VK 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. VK 隐私政策
      Adobe Target
      我们通过 Adobe Target 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Adobe Target 隐私政策
      Google Analytics (Advertising)
      我们通过 Google Analytics (Advertising) 在 Google Analytics (Advertising) 提供支持的站点上投放数字广告。根据 Google Analytics (Advertising) 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Google Analytics (Advertising) 收集的与您相关的数据相整合。我们利用发送给 Google Analytics (Advertising) 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Google Analytics (Advertising) 隐私政策
      Trendkite
      我们通过 Trendkite 在 Trendkite 提供支持的站点上投放数字广告。根据 Trendkite 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Trendkite 收集的与您相关的数据相整合。我们利用发送给 Trendkite 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Trendkite 隐私政策
      Hotjar
      我们通过 Hotjar 在 Hotjar 提供支持的站点上投放数字广告。根据 Hotjar 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Hotjar 收集的与您相关的数据相整合。我们利用发送给 Hotjar 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Hotjar 隐私政策
      6 Sense
      我们通过 6 Sense 在 6 Sense 提供支持的站点上投放数字广告。根据 6 Sense 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 6 Sense 收集的与您相关的数据相整合。我们利用发送给 6 Sense 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. 6 Sense 隐私政策
      Terminus
      我们通过 Terminus 在 Terminus 提供支持的站点上投放数字广告。根据 Terminus 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Terminus 收集的与您相关的数据相整合。我们利用发送给 Terminus 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Terminus 隐私政策
      StackAdapt
      我们通过 StackAdapt 在 StackAdapt 提供支持的站点上投放数字广告。根据 StackAdapt 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 StackAdapt 收集的与您相关的数据相整合。我们利用发送给 StackAdapt 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. StackAdapt 隐私政策
      The Trade Desk
      我们通过 The Trade Desk 在 The Trade Desk 提供支持的站点上投放数字广告。根据 The Trade Desk 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 The Trade Desk 收集的与您相关的数据相整合。我们利用发送给 The Trade Desk 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. The Trade Desk 隐私政策
      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

      是否确定要简化联机体验?

      我们希望您能够从我们这里获得良好体验。对于上一屏幕中的类别,如果选择“是”,我们将收集并使用您的数据以自定义您的体验并为您构建更好的应用程序。您可以访问我们的“隐私声明”,根据需要更改您的设置。

      个性化您的体验,选择由您来做。

      我们重视隐私权。我们收集的数据可以帮助我们了解您对我们产品的使用情况、您可能感兴趣的信息以及我们可以在哪些方面做出改善以使您与 Autodesk 的沟通更为顺畅。

      我们是否可以收集并使用您的数据,从而为您打造个性化的体验?

      通过管理您在此站点的隐私设置来了解个性化体验的好处,或访问我们的隐私声明详细了解您的可用选项。