& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:02
create and manage assemblies.
00:05
After completing this video, you'll be able to create a component,
00:08
apply joints to create motion and manage an assembly
00:14
Infusion 3 60 we're going to be taking a look at two separate data sets,
00:18
A wheel assembly dot F three D.
00:20
And 05-0404 Vice with hard jaws dot f three D.
00:25
We're going to first take a look at our wheel
00:27
assembly to better understand bodies and components in fusion 360
00:31
in this current design.
00:32
If we take a look in the browser, we have a body's folder which contains a spindle,
00:36
a chassis and the wheel.
00:39
And we also have a controller base and a controller lever
00:43
components.
00:44
Infusion 3 60 contain their own bodies and sketches,
00:47
folders as well as their own coordinate systems.
00:49
Notice that the controller lover coordinate system is
00:52
located at the center of the wheel.
00:54
If I were to move this around,
00:55
we can see that the coordinate system moves with the
00:58
block even though they're not in the same location.
01:01
Fusion 3 60 uses this relationship to manage the orientation
01:05
and location of the coordinate systems relative to its components.
01:09
Once you move a component in three D,
01:11
you can either capture its position or you
01:13
can revert it back to the original position.
01:16
In this case I'm going to hide the origin for my controller lever.
01:19
The controller base also has its own coordinate system.
01:22
However, there's a pin icon because this one has been grounded.
01:26
This means that it's locked in space in 3D and can't move.
01:30
This can be ungrounded at any point in time but this is a great
01:33
way to ground a single component that's meant to be stationary in your design.
01:38
When we take a look at this structure,
01:39
we can see that these components have their own icons.
01:42
These block icons are representing the component
01:45
and the body's still contain a cylindrical extrude
01:48
for the solid body and there'll be a different icon if it's a surface,
01:52
a mesh or form body.
01:55
When we take a look at the bodies at the very top level,
01:58
we'll also notice that the wheel assembly has a different icon by default.
02:02
All designs will have at least one component and
02:05
all bodies will be created inside that component.
02:08
As soon as we have a second component created,
02:10
we now have the icon which represents a multi body component.
02:14
We can also create components by going to assemble and selecting new component
02:19
when we do this we need to determine whether
02:21
or not it's a standard component or sheet metal.
02:23
We can give it a name in this case I'll say wheel assembly.
02:28
We can determine if we want it to be from bodies and if we want it to be activated,
02:33
I'm going to deselect the activate option and I'm going to leave the
02:36
parent at the very top level which is the current active component.
02:39
We'll say okay and now we have a wheel assembly component.
02:43
Anything that we want to be inside of that component
02:45
can be moved as a body or as a component.
02:48
Keep in mind that everything is still history and timeline based
02:52
the creation of that new component is seen here at the end of our timeline.
02:56
If we were to roll back the end of our timeline,
02:58
that component would not exist.
03:00
So even though we have bodies and other components in this design,
03:04
we are able to restructure and move them around.
03:07
The next thing that we want to do is select all of the components in our bodies folder.
03:11
We're going to right click and select create components from bodies.
03:15
This is going to invoke the same dialogue for creating components.
03:18
However, it automatically chooses the option from bodies.
03:22
When we select create a component,
03:24
we can use the from bodies option to manually select bodies we want to convert.
03:28
So these are two different ways in which
03:30
we can create or convert bodies to components.
03:33
Now that we have our spindle, our chassis and our wheel.
03:36
These are free to move about because they now contain their own coordinate system.
03:40
The next step for us is to take the chassis
03:43
right click and ground it.
03:45
Now that the chassis has grounded the wheel and
03:47
the spindle can move but the chassis cannot move
03:51
when we revert the position will note that the wheel and the spindle are
03:54
going to need something called a joint in order to replicate mechanical motion.
03:59
Let's go ahead and rotate this around and start to apply a few joints
04:03
Infusion 3 60. There are two main types of joints,
04:06
the joint and the as built joint option.
04:10
There are other things that we can do, such as creating a tangent relationship,
04:13
creating rigid groups between components and even linking joints together.
04:17
But right now we want to focus on the difference between a joint and an as built joint.
04:22
The resulting motion of either of these options will be the same.
04:26
However,
04:26
the joint option will mean that you need to select
04:28
not only the components to join but also their locations.
04:32
The as built joint is going to make use of its current designed location.
04:36
So for example if we want to take the joint type set to revolutionize
04:40
the components will be our chassis and our spindle
04:43
and then we need to pick the snap position.
04:46
In this case it's going to be a
04:47
cylindrical reference that represents the rotation axis.
04:51
You can see that the chassis is moving around.
04:54
The animation happens based on the selection and it doesn't
04:57
take into account the fact that our chassis is actually grounded
05:00
once we say okay.
05:01
However,
05:02
now the spindle is only going to rotate
05:04
around that component because the chassis is grounded.
05:06
This is the only motion that we can get.
05:09
Let's go ahead and revert the position
05:11
and let's go back to as built joint one more time
05:14
again we're going to use
05:15
this time between the wheel and the spindle and just pick a revolution axis.
05:19
Now because we pick the wheel first,
05:21
it's going to be the component that gets animated.
05:23
We'll say okay and now we can see that this is able to rotate about the
05:28
chassis but we're having a little bit of
05:30
difficulty rotating the wheel about the spindle.
05:33
If that happens,
05:34
sometimes it can be because there's too many degrees
05:37
of freedom to simply just grab a component,
05:40
we can always go into the joints folder and we can find
05:43
the joint we wish right click and we can animate the model.
05:46
We can see that it's revolving that and we can hit escape to stop the animation.
05:52
The next thing that we want to do is apply a joint between these two blocks,
05:55
the controller base and the controller lever.
05:57
So we're going to go to assemble as built joint
06:00
and this time we're going to have a slider joint,
06:03
it's going to be between these two components and then I need to select a linear edge.
06:07
We're going to say, okay,
06:09
and now we have a slider joint that can move back and forth.
06:13
The next thing that I want to do is create a link between multiple joints.
06:16
This can be done from assemble by creating what's called a motion link.
06:20
We can create a link by selecting the joints on the screen or from the joint folder.
06:24
I want to link the slider joint with the angle in this case revolution one
06:31
notice that we have a distance traveled and an angle
06:35
I'm gonna change the angle to something a little bit
06:37
smaller as five degrees and then I'm going to say,
06:40
okay
06:41
now if we slide this block backwards and forwards,
06:43
you can see what we're actually doing is we're turning the wheel.
06:46
This is allowing us to move the wheel as if we were moving a steering wheel.
06:50
Creating these motion links can be a great
06:53
way to replicate mechanical motion in a design.
06:56
There are other ways in which we can do this again from the assembled menu,
06:59
we have options to create a tangent relationship.
07:01
We also have something called contact sets.
07:04
Contact sets will allow us to take a look
07:06
at creating a set of contacts between solid bodies.
07:10
This means gear pairs or anything that has
07:13
physical interaction can cause another object to move.
07:16
We're not going to be looking at this for our specific course but it's
07:20
important that you explore these options and
07:22
understand how they work in fusion 360.
07:25
Now that we've set up our wheel assembly,
07:26
let's go ahead and do a quick save here and let's take a look at our Vice.
07:30
This is something that's a little bit more applicable to us.
07:33
When we're setting up a camp program.
07:35
Camp programs often require us to set up our fixtures so
07:38
that we can avoid collisions between the tool and tool geometry
07:42
Infusion 3 60, you'll note that we have a lot of different components.
07:46
And if you download a vice model from a manufacturer typically what you'll get is
07:50
a lot of bodies or individual components
07:53
that have no relationships with each other.
07:55
And the way that we take care of this is by creating
07:57
rigid groups between all of the separate components that need to remain solid
08:02
rigid groups between all the bodies that need to move and then we
08:05
can create a joint that allows them to move back and forth.
08:08
Now you will notice as you play around with this that the vice stops when it hits the
08:13
other Jaw and it stops when it gets to the back of the body of the vice.
08:17
Now this is because we have what's called a joint limit.
08:20
If we right click on the joint in the joints
08:22
folder we can take a look at the joint limits.
08:25
This one has been allowed to move a distance of 9" in the
08:28
negative direction and this is how much travel this vice will have.
08:32
Keeping in mind that if we were to change out for thicker soft jaws,
08:35
they would begin to overlap because this is not looking at physical contact.
08:40
If we turn off the minimum and maximum limits,
08:43
we're now able to move this as much as we want and go through other solid bodies.
08:47
We can however, go to our assemble and enable contact sets
08:52
in our contact sets that are now located in our browser,
08:55
We can right click and create a new contact set
08:58
in this case, I'm going to go between both of the hardened jaws on our vice and say okay
09:03
now we can still move this back and forth but once
09:05
we get to a position where they begin to contact each other
09:08
they'll stop.
09:09
This can be extremely helpful,
09:11
especially when you're setting up advice with stock or
09:14
if you're trying to replicate mechanical interference between components
09:18
at this point, the contact set is not going to be the best way for us to do this.
09:22
So I'm going to disable contacts.
09:24
Go back in and edit my joint limits
09:27
and I'm going to set my minimum at minus nine inches and the maximum at zero
09:31
once again this is using that mathematical relationship between
09:34
its current position rather than looking for solid body interactions
09:40
at this point, let's make sure that we also save the vice
09:42
and let's move back to the wheel assembly for one more example,
09:46
when we're talking about components in fusion 3 60 there is
09:49
a great way that we can divide up the components visually
09:52
rather than having them all be the same material.
09:55
You can go through and apply different materials
09:57
and appearances but under the inspect drop down,
09:60
we can also turn on something called display component colors.
10:03
This component color cycling will highlight the features in the timeline
10:07
as well as the components in the browser and on the screen.
10:12
This can help you identify different components.
10:14
For example, the wheel assembly doesn't have any components in it.
10:18
The spindle,
10:19
the chassis and the wheel do and we can see those colors represented next to it.
10:23
If we want to select the spindle the chassis and the wheel,
10:26
we can drag them into our wheel assembly,
10:29
making it a component that contains sub components.
10:33
The colors are still there but you'll notice that in the timeline we now have
10:36
an orange color because those components were cut
10:39
and paste underneath that top level wheel assembly
10:42
using component color cycling can be a handy way
10:44
for us to identify different components in the design.
10:47
In this case however,
10:48
you'll notice that the chassis and the controller base are sharing the same color.
10:52
We can always right click on a component and use cycle component color to allow
10:57
it to go through the various colors until we get to a situation where we're
11:01
not seeing the same color between multiple components.
11:03
The same is true here for the controller lever we can cycle through
11:07
until we get a color that does not mimic what's on the wheel.
11:11
Once again, there are many different things that we can do with our assemblies.
11:16
It's important that we play around with the
11:17
assemblies and we understand how joints work.
11:20
We can see now that we still have joints for our wheel, our revolution
11:23
but the motion link between our controller base and the spindle in this
11:29
case have been broken because we moved their position inside of our assembly.
11:34
We would need to reconnect them by going back and creating
11:37
a motion link between our slider joint and a revolution joint.
11:41
And once again we're going to put a small value of 5° as we move this,
11:45
it's going to rotate the wheel 5° in each direction for every .4".
11:50
Let's go ahead and revert that back.
11:52
Go to inspect and turn off our component color cycling
11:55
and make sure that we save this before moving on.
00:02
create and manage assemblies.
00:05
After completing this video, you'll be able to create a component,
00:08
apply joints to create motion and manage an assembly
00:14
Infusion 3 60 we're going to be taking a look at two separate data sets,
00:18
A wheel assembly dot F three D.
00:20
And 05-0404 Vice with hard jaws dot f three D.
00:25
We're going to first take a look at our wheel
00:27
assembly to better understand bodies and components in fusion 360
00:31
in this current design.
00:32
If we take a look in the browser, we have a body's folder which contains a spindle,
00:36
a chassis and the wheel.
00:39
And we also have a controller base and a controller lever
00:43
components.
00:44
Infusion 3 60 contain their own bodies and sketches,
00:47
folders as well as their own coordinate systems.
00:49
Notice that the controller lover coordinate system is
00:52
located at the center of the wheel.
00:54
If I were to move this around,
00:55
we can see that the coordinate system moves with the
00:58
block even though they're not in the same location.
01:01
Fusion 3 60 uses this relationship to manage the orientation
01:05
and location of the coordinate systems relative to its components.
01:09
Once you move a component in three D,
01:11
you can either capture its position or you
01:13
can revert it back to the original position.
01:16
In this case I'm going to hide the origin for my controller lever.
01:19
The controller base also has its own coordinate system.
01:22
However, there's a pin icon because this one has been grounded.
01:26
This means that it's locked in space in 3D and can't move.
01:30
This can be ungrounded at any point in time but this is a great
01:33
way to ground a single component that's meant to be stationary in your design.
01:38
When we take a look at this structure,
01:39
we can see that these components have their own icons.
01:42
These block icons are representing the component
01:45
and the body's still contain a cylindrical extrude
01:48
for the solid body and there'll be a different icon if it's a surface,
01:52
a mesh or form body.
01:55
When we take a look at the bodies at the very top level,
01:58
we'll also notice that the wheel assembly has a different icon by default.
02:02
All designs will have at least one component and
02:05
all bodies will be created inside that component.
02:08
As soon as we have a second component created,
02:10
we now have the icon which represents a multi body component.
02:14
We can also create components by going to assemble and selecting new component
02:19
when we do this we need to determine whether
02:21
or not it's a standard component or sheet metal.
02:23
We can give it a name in this case I'll say wheel assembly.
02:28
We can determine if we want it to be from bodies and if we want it to be activated,
02:33
I'm going to deselect the activate option and I'm going to leave the
02:36
parent at the very top level which is the current active component.
02:39
We'll say okay and now we have a wheel assembly component.
02:43
Anything that we want to be inside of that component
02:45
can be moved as a body or as a component.
02:48
Keep in mind that everything is still history and timeline based
02:52
the creation of that new component is seen here at the end of our timeline.
02:56
If we were to roll back the end of our timeline,
02:58
that component would not exist.
03:00
So even though we have bodies and other components in this design,
03:04
we are able to restructure and move them around.
03:07
The next thing that we want to do is select all of the components in our bodies folder.
03:11
We're going to right click and select create components from bodies.
03:15
This is going to invoke the same dialogue for creating components.
03:18
However, it automatically chooses the option from bodies.
03:22
When we select create a component,
03:24
we can use the from bodies option to manually select bodies we want to convert.
03:28
So these are two different ways in which
03:30
we can create or convert bodies to components.
03:33
Now that we have our spindle, our chassis and our wheel.
03:36
These are free to move about because they now contain their own coordinate system.
03:40
The next step for us is to take the chassis
03:43
right click and ground it.
03:45
Now that the chassis has grounded the wheel and
03:47
the spindle can move but the chassis cannot move
03:51
when we revert the position will note that the wheel and the spindle are
03:54
going to need something called a joint in order to replicate mechanical motion.
03:59
Let's go ahead and rotate this around and start to apply a few joints
04:03
Infusion 3 60. There are two main types of joints,
04:06
the joint and the as built joint option.
04:10
There are other things that we can do, such as creating a tangent relationship,
04:13
creating rigid groups between components and even linking joints together.
04:17
But right now we want to focus on the difference between a joint and an as built joint.
04:22
The resulting motion of either of these options will be the same.
04:26
However,
04:26
the joint option will mean that you need to select
04:28
not only the components to join but also their locations.
04:32
The as built joint is going to make use of its current designed location.
04:36
So for example if we want to take the joint type set to revolutionize
04:40
the components will be our chassis and our spindle
04:43
and then we need to pick the snap position.
04:46
In this case it's going to be a
04:47
cylindrical reference that represents the rotation axis.
04:51
You can see that the chassis is moving around.
04:54
The animation happens based on the selection and it doesn't
04:57
take into account the fact that our chassis is actually grounded
05:00
once we say okay.
05:01
However,
05:02
now the spindle is only going to rotate
05:04
around that component because the chassis is grounded.
05:06
This is the only motion that we can get.
05:09
Let's go ahead and revert the position
05:11
and let's go back to as built joint one more time
05:14
again we're going to use
05:15
this time between the wheel and the spindle and just pick a revolution axis.
05:19
Now because we pick the wheel first,
05:21
it's going to be the component that gets animated.
05:23
We'll say okay and now we can see that this is able to rotate about the
05:28
chassis but we're having a little bit of
05:30
difficulty rotating the wheel about the spindle.
05:33
If that happens,
05:34
sometimes it can be because there's too many degrees
05:37
of freedom to simply just grab a component,
05:40
we can always go into the joints folder and we can find
05:43
the joint we wish right click and we can animate the model.
05:46
We can see that it's revolving that and we can hit escape to stop the animation.
05:52
The next thing that we want to do is apply a joint between these two blocks,
05:55
the controller base and the controller lever.
05:57
So we're going to go to assemble as built joint
06:00
and this time we're going to have a slider joint,
06:03
it's going to be between these two components and then I need to select a linear edge.
06:07
We're going to say, okay,
06:09
and now we have a slider joint that can move back and forth.
06:13
The next thing that I want to do is create a link between multiple joints.
06:16
This can be done from assemble by creating what's called a motion link.
06:20
We can create a link by selecting the joints on the screen or from the joint folder.
06:24
I want to link the slider joint with the angle in this case revolution one
06:31
notice that we have a distance traveled and an angle
06:35
I'm gonna change the angle to something a little bit
06:37
smaller as five degrees and then I'm going to say,
06:40
okay
06:41
now if we slide this block backwards and forwards,
06:43
you can see what we're actually doing is we're turning the wheel.
06:46
This is allowing us to move the wheel as if we were moving a steering wheel.
06:50
Creating these motion links can be a great
06:53
way to replicate mechanical motion in a design.
06:56
There are other ways in which we can do this again from the assembled menu,
06:59
we have options to create a tangent relationship.
07:01
We also have something called contact sets.
07:04
Contact sets will allow us to take a look
07:06
at creating a set of contacts between solid bodies.
07:10
This means gear pairs or anything that has
07:13
physical interaction can cause another object to move.
07:16
We're not going to be looking at this for our specific course but it's
07:20
important that you explore these options and
07:22
understand how they work in fusion 360.
07:25
Now that we've set up our wheel assembly,
07:26
let's go ahead and do a quick save here and let's take a look at our Vice.
07:30
This is something that's a little bit more applicable to us.
07:33
When we're setting up a camp program.
07:35
Camp programs often require us to set up our fixtures so
07:38
that we can avoid collisions between the tool and tool geometry
07:42
Infusion 3 60, you'll note that we have a lot of different components.
07:46
And if you download a vice model from a manufacturer typically what you'll get is
07:50
a lot of bodies or individual components
07:53
that have no relationships with each other.
07:55
And the way that we take care of this is by creating
07:57
rigid groups between all of the separate components that need to remain solid
08:02
rigid groups between all the bodies that need to move and then we
08:05
can create a joint that allows them to move back and forth.
08:08
Now you will notice as you play around with this that the vice stops when it hits the
08:13
other Jaw and it stops when it gets to the back of the body of the vice.
08:17
Now this is because we have what's called a joint limit.
08:20
If we right click on the joint in the joints
08:22
folder we can take a look at the joint limits.
08:25
This one has been allowed to move a distance of 9" in the
08:28
negative direction and this is how much travel this vice will have.
08:32
Keeping in mind that if we were to change out for thicker soft jaws,
08:35
they would begin to overlap because this is not looking at physical contact.
08:40
If we turn off the minimum and maximum limits,
08:43
we're now able to move this as much as we want and go through other solid bodies.
08:47
We can however, go to our assemble and enable contact sets
08:52
in our contact sets that are now located in our browser,
08:55
We can right click and create a new contact set
08:58
in this case, I'm going to go between both of the hardened jaws on our vice and say okay
09:03
now we can still move this back and forth but once
09:05
we get to a position where they begin to contact each other
09:08
they'll stop.
09:09
This can be extremely helpful,
09:11
especially when you're setting up advice with stock or
09:14
if you're trying to replicate mechanical interference between components
09:18
at this point, the contact set is not going to be the best way for us to do this.
09:22
So I'm going to disable contacts.
09:24
Go back in and edit my joint limits
09:27
and I'm going to set my minimum at minus nine inches and the maximum at zero
09:31
once again this is using that mathematical relationship between
09:34
its current position rather than looking for solid body interactions
09:40
at this point, let's make sure that we also save the vice
09:42
and let's move back to the wheel assembly for one more example,
09:46
when we're talking about components in fusion 3 60 there is
09:49
a great way that we can divide up the components visually
09:52
rather than having them all be the same material.
09:55
You can go through and apply different materials
09:57
and appearances but under the inspect drop down,
09:60
we can also turn on something called display component colors.
10:03
This component color cycling will highlight the features in the timeline
10:07
as well as the components in the browser and on the screen.
10:12
This can help you identify different components.
10:14
For example, the wheel assembly doesn't have any components in it.
10:18
The spindle,
10:19
the chassis and the wheel do and we can see those colors represented next to it.
10:23
If we want to select the spindle the chassis and the wheel,
10:26
we can drag them into our wheel assembly,
10:29
making it a component that contains sub components.
10:33
The colors are still there but you'll notice that in the timeline we now have
10:36
an orange color because those components were cut
10:39
and paste underneath that top level wheel assembly
10:42
using component color cycling can be a handy way
10:44
for us to identify different components in the design.
10:47
In this case however,
10:48
you'll notice that the chassis and the controller base are sharing the same color.
10:52
We can always right click on a component and use cycle component color to allow
10:57
it to go through the various colors until we get to a situation where we're
11:01
not seeing the same color between multiple components.
11:03
The same is true here for the controller lever we can cycle through
11:07
until we get a color that does not mimic what's on the wheel.
11:11
Once again, there are many different things that we can do with our assemblies.
11:16
It's important that we play around with the
11:17
assemblies and we understand how joints work.
11:20
We can see now that we still have joints for our wheel, our revolution
11:23
but the motion link between our controller base and the spindle in this
11:29
case have been broken because we moved their position inside of our assembly.
11:34
We would need to reconnect them by going back and creating
11:37
a motion link between our slider joint and a revolution joint.
11:41
And once again we're going to put a small value of 5° as we move this,
11:45
it's going to rotate the wheel 5° in each direction for every .4".
11:50
Let's go ahead and revert that back.
11:52
Go to inspect and turn off our component color cycling
11:55
and make sure that we save this before moving on.
After completing this video, you will be able to:
Step-by-step guide