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After completing this video, you will be able to:
Transcript
00:02
Create and organize assembly components.
00:05
After completing this video, you'll be able to create a component,
00:09
organize and manage assembly components and insert faster
00:16
in fusion.
00:16
Let's get started with the supply data set, sample engine assembly dot F 3D.
00:21
We're gonna begin talking about assemblies and this is a relatively big topic,
00:25
but there are a few basics that we need to understand.
00:28
First,
00:29
we need to understand the differences between bodies and components in a design.
00:34
At the very top of our design,
00:36
we have a body's folder with a body called connecting rod
00:39
bodies are inherently linked and fixed to the top level of our design.
00:44
This means that they follow the specific origin at that top level.
00:48
Anytime we have a component in a design, for example, this piston,
00:53
the piston itself has its own coordinate system
00:56
and its coordinate system is tracked in the design and fusion can
00:60
keep track of where it is relative to the top level origin.
01:04
It knows if it moves it rotates or if its position at all changes.
01:09
When this happens, we need to tell fusion if we want to capture that position
01:13
or if we want to revert back to its previous location.
01:16
The capture of the coordinate systems for each component
01:19
is how we control motion in an assembly.
01:22
So we need to first understand how we create a component.
01:26
Let's start by hiding the origins for the piston and
01:29
hiding the origin for the top level of our design.
01:32
Components in a fusion design are going to be created in a couple of different ways.
01:37
First, we can go to our assemble menu and select new component.
01:41
Components can be internal to the current design or saved in an external location.
01:47
Internal components also have the option to come from bodies or to be empty.
01:52
We can also activate them at the time they're created.
01:55
If we create a new empty component, meaning it's not coming from an existing body.
01:59
We can say, OK,
02:01
we'll notice that the timeline at the bottom changes and now it's empty.
02:05
This is because components can store their own information.
02:09
For example, if we create a new sketch,
02:12
I'm going to go ahead and finish this.
02:14
The sketch is now saved inside of this
02:16
timeline that's available when the component is active.
02:20
If we go ahead and activate the top level of our design, again,
02:23
the sketch we created is still here listed with all
02:26
the other features that are used in the entire assembly.
02:29
So creating a component is a great way to
02:31
organize the features used inside of a specific design.
02:36
But again, each component will have its own coordinate system.
02:39
And that's why it's important for mechanical motion.
02:42
We also have the ability to create a component from a body.
02:46
This can be done from the new component option by selecting from bodies.
02:50
But we can also right click on a
02:51
body directly and select create components from bodies.
02:55
By using the create components from bodies.
02:57
It will create a new component using the name of the body.
03:01
This new component now has the ability to move
03:03
around because it has its own coordinate system.
03:06
It doesn't currently contain any sketches or features because they
03:10
were all created before the component in the timeline.
03:13
The component creation in the timeline happened after
03:16
the point where that feature was actually created.
03:19
We can add new features and we can activate
03:21
the component anytime we want to work on it.
03:25
Now that we understand a little bit about
03:27
bodies and components and how to create components.
03:29
Let's talk a little bit about how to organize and manage our assemblies.
03:34
In some instances, we may find that certain components go together.
03:38
Things like the connecting rod and the piston are
03:41
all going to be part of a rotating assembly.
03:43
If we want to create a specific sub assembly,
03:46
we can do this by starting a new component.
03:49
And I'm gonna call this one rotating assembly.
03:53
I'm not gonna currently activate it. I'm gonna say, OK,
03:57
when we have a rotating assembly, if we want to add components to it,
04:00
we can simply drag and drop them in.
04:03
If we take a look at the crank,
04:06
the connecting rod,
04:07
the big and small end bearings as well as the piston.
04:11
These are all designs that are part of a rotating assembly.
04:15
If I activate this,
04:16
we can now see all the components that are now sub components in this assembly.
04:21
We can see that we've got our piston, our connecting rod,
04:25
the big and the small end bearings, as well as the crank itself.
04:29
Each of these is still an individual component.
04:32
However, now they're subassemblies.
04:34
This is an important topic and this does take a little bit of time to understand
04:38
because now our subassembly rotating assembly has its own coordinate system
04:43
and all the components underneath it have their own coordinate systems as well.
04:48
This tends to get a little bit tricky to manage.
04:50
So make sure that you understand the implications
04:53
when you start to create your own subassemblies
04:56
play around with different simple designs and figure
04:59
out what works best for your own designs.
05:03
We also have the ability to create groups in our timeline.
05:06
For example, the creation of components.
05:08
If we shift, select everything here, we can right click and create a new group,
05:13
creating a group of similar features,
05:15
especially ones that are things like creating a sub assembly
05:18
can clean up the timeline when you have the top level of your design active.
05:23
When we activate our rotating assembly,
05:25
we can still see the group here and it can be expanded or contracted as needed.
05:30
We can go back to our top level and once again,
05:32
we've got the group here that can be expanded or contracted whenever needed.
05:37
In addition to the creation and management of assembly components,
05:41
there's another type of component that we can
05:43
add from our insert menu called insert faster.
05:46
Insert faster is a tool inherent to fusion that allows us to insert,
05:51
predefined fasteners into our assemblies.
05:53
When we use insert fastener,
05:55
a fastener project will be created and all the fastener data will be stored there.
05:60
But let's go ahead and take a look at toggling some options.
06:03
We wanna make sure that we're using the metric system in this case.
06:07
And we're gonna go through our folders until we find a specific type of hardware.
06:11
We're gonna be using a socket head
06:14
and I'm gonna start by taking a look at a specific socket head. In
06:18
this case, I want to use this one here which is in the Din iso standard.
06:23
When I select it, we have several options,
06:26
we can see a graphic on the screen to help define the hardware.
06:29
We also have a nominal size option that says auto.
06:32
The reason this is helpful is because we can hover
06:35
over geometry and it'll automatically identify the size needed.
06:39
It tells me here that this is an M eight
06:41
hole and the nominal length is gonna be 12 millimeters.
06:45
The reason it's stopping at 12 millimeters is because the
06:48
rest of this design is not currently in this assembly.
06:50
So we would need to drag or increase the overall length of the hardware.
06:55
It has the select similar option which was able
06:58
to add hardware to similar features in the design.
07:01
Oftentimes when we have similar sized holes or features
07:05
that were created using things like pattern or mirror,
07:07
it can automatically detect those
07:10
we have the ability to create and continue,
07:13
which once again is going to generate the hardware for us.
07:16
And in this case, we're going to close out the dialogue.
07:19
So now we've added fasteners which will be inside of a fastener folder
07:22
with a chain link icon because these are saved external to our design.
07:27
Once again, when we use fasters,
07:29
faster project is going to be created and the
07:31
hardware is going to be stored in that location.
07:34
We can still use things like edit in place to make adjustments to our geometry.
07:38
And we can work on the geometry itself by opening up those designs.
07:43
We can right click and we can insert fastener using similar designs.
07:48
We can edit in place,
07:49
we can edit the fastener or we can replace
07:52
it with another one from the fastener library.
07:54
We also have the ability to open or show in location
07:58
at this point. We're not going to dive any deeper into the fasteners.
08:01
Just understand that on the insert menu,
08:03
we have insert fastener that allows us to
08:05
quickly create fasteners inside of our assemblies.
08:09
At this point, we're not going to be using this assembly again.
08:12
So feel free to save it if you wish or make any future changes or adjustments.
08:17
Once you're done, make sure that we move on to the next step.
Video transcript
00:02
Create and organize assembly components.
00:05
After completing this video, you'll be able to create a component,
00:09
organize and manage assembly components and insert faster
00:16
in fusion.
00:16
Let's get started with the supply data set, sample engine assembly dot F 3D.
00:21
We're gonna begin talking about assemblies and this is a relatively big topic,
00:25
but there are a few basics that we need to understand.
00:28
First,
00:29
we need to understand the differences between bodies and components in a design.
00:34
At the very top of our design,
00:36
we have a body's folder with a body called connecting rod
00:39
bodies are inherently linked and fixed to the top level of our design.
00:44
This means that they follow the specific origin at that top level.
00:48
Anytime we have a component in a design, for example, this piston,
00:53
the piston itself has its own coordinate system
00:56
and its coordinate system is tracked in the design and fusion can
00:60
keep track of where it is relative to the top level origin.
01:04
It knows if it moves it rotates or if its position at all changes.
01:09
When this happens, we need to tell fusion if we want to capture that position
01:13
or if we want to revert back to its previous location.
01:16
The capture of the coordinate systems for each component
01:19
is how we control motion in an assembly.
01:22
So we need to first understand how we create a component.
01:26
Let's start by hiding the origins for the piston and
01:29
hiding the origin for the top level of our design.
01:32
Components in a fusion design are going to be created in a couple of different ways.
01:37
First, we can go to our assemble menu and select new component.
01:41
Components can be internal to the current design or saved in an external location.
01:47
Internal components also have the option to come from bodies or to be empty.
01:52
We can also activate them at the time they're created.
01:55
If we create a new empty component, meaning it's not coming from an existing body.
01:59
We can say, OK,
02:01
we'll notice that the timeline at the bottom changes and now it's empty.
02:05
This is because components can store their own information.
02:09
For example, if we create a new sketch,
02:12
I'm going to go ahead and finish this.
02:14
The sketch is now saved inside of this
02:16
timeline that's available when the component is active.
02:20
If we go ahead and activate the top level of our design, again,
02:23
the sketch we created is still here listed with all
02:26
the other features that are used in the entire assembly.
02:29
So creating a component is a great way to
02:31
organize the features used inside of a specific design.
02:36
But again, each component will have its own coordinate system.
02:39
And that's why it's important for mechanical motion.
02:42
We also have the ability to create a component from a body.
02:46
This can be done from the new component option by selecting from bodies.
02:50
But we can also right click on a
02:51
body directly and select create components from bodies.
02:55
By using the create components from bodies.
02:57
It will create a new component using the name of the body.
03:01
This new component now has the ability to move
03:03
around because it has its own coordinate system.
03:06
It doesn't currently contain any sketches or features because they
03:10
were all created before the component in the timeline.
03:13
The component creation in the timeline happened after
03:16
the point where that feature was actually created.
03:19
We can add new features and we can activate
03:21
the component anytime we want to work on it.
03:25
Now that we understand a little bit about
03:27
bodies and components and how to create components.
03:29
Let's talk a little bit about how to organize and manage our assemblies.
03:34
In some instances, we may find that certain components go together.
03:38
Things like the connecting rod and the piston are
03:41
all going to be part of a rotating assembly.
03:43
If we want to create a specific sub assembly,
03:46
we can do this by starting a new component.
03:49
And I'm gonna call this one rotating assembly.
03:53
I'm not gonna currently activate it. I'm gonna say, OK,
03:57
when we have a rotating assembly, if we want to add components to it,
04:00
we can simply drag and drop them in.
04:03
If we take a look at the crank,
04:06
the connecting rod,
04:07
the big and small end bearings as well as the piston.
04:11
These are all designs that are part of a rotating assembly.
04:15
If I activate this,
04:16
we can now see all the components that are now sub components in this assembly.
04:21
We can see that we've got our piston, our connecting rod,
04:25
the big and the small end bearings, as well as the crank itself.
04:29
Each of these is still an individual component.
04:32
However, now they're subassemblies.
04:34
This is an important topic and this does take a little bit of time to understand
04:38
because now our subassembly rotating assembly has its own coordinate system
04:43
and all the components underneath it have their own coordinate systems as well.
04:48
This tends to get a little bit tricky to manage.
04:50
So make sure that you understand the implications
04:53
when you start to create your own subassemblies
04:56
play around with different simple designs and figure
04:59
out what works best for your own designs.
05:03
We also have the ability to create groups in our timeline.
05:06
For example, the creation of components.
05:08
If we shift, select everything here, we can right click and create a new group,
05:13
creating a group of similar features,
05:15
especially ones that are things like creating a sub assembly
05:18
can clean up the timeline when you have the top level of your design active.
05:23
When we activate our rotating assembly,
05:25
we can still see the group here and it can be expanded or contracted as needed.
05:30
We can go back to our top level and once again,
05:32
we've got the group here that can be expanded or contracted whenever needed.
05:37
In addition to the creation and management of assembly components,
05:41
there's another type of component that we can
05:43
add from our insert menu called insert faster.
05:46
Insert faster is a tool inherent to fusion that allows us to insert,
05:51
predefined fasteners into our assemblies.
05:53
When we use insert fastener,
05:55
a fastener project will be created and all the fastener data will be stored there.
05:60
But let's go ahead and take a look at toggling some options.
06:03
We wanna make sure that we're using the metric system in this case.
06:07
And we're gonna go through our folders until we find a specific type of hardware.
06:11
We're gonna be using a socket head
06:14
and I'm gonna start by taking a look at a specific socket head. In
06:18
this case, I want to use this one here which is in the Din iso standard.
06:23
When I select it, we have several options,
06:26
we can see a graphic on the screen to help define the hardware.
06:29
We also have a nominal size option that says auto.
06:32
The reason this is helpful is because we can hover
06:35
over geometry and it'll automatically identify the size needed.
06:39
It tells me here that this is an M eight
06:41
hole and the nominal length is gonna be 12 millimeters.
06:45
The reason it's stopping at 12 millimeters is because the
06:48
rest of this design is not currently in this assembly.
06:50
So we would need to drag or increase the overall length of the hardware.
06:55
It has the select similar option which was able
06:58
to add hardware to similar features in the design.
07:01
Oftentimes when we have similar sized holes or features
07:05
that were created using things like pattern or mirror,
07:07
it can automatically detect those
07:10
we have the ability to create and continue,
07:13
which once again is going to generate the hardware for us.
07:16
And in this case, we're going to close out the dialogue.
07:19
So now we've added fasteners which will be inside of a fastener folder
07:22
with a chain link icon because these are saved external to our design.
07:27
Once again, when we use fasters,
07:29
faster project is going to be created and the
07:31
hardware is going to be stored in that location.
07:34
We can still use things like edit in place to make adjustments to our geometry.
07:38
And we can work on the geometry itself by opening up those designs.
07:43
We can right click and we can insert fastener using similar designs.
07:48
We can edit in place,
07:49
we can edit the fastener or we can replace
07:52
it with another one from the fastener library.
07:54
We also have the ability to open or show in location
07:58
at this point. We're not going to dive any deeper into the fasteners.
08:01
Just understand that on the insert menu,
08:03
we have insert fastener that allows us to
08:05
quickly create fasteners inside of our assemblies.
08:09
At this point, we're not going to be using this assembly again.
08:12
So feel free to save it if you wish or make any future changes or adjustments.
08:17
Once you're done, make sure that we move on to the next step.
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