Create and manage assemblies

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.

Video 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.

After completing this video, you will be able to: 

  • Create a component.
  • Apply joints to create motion.
  • Manage an assembly.

Video quiz

What option is used to modify the appearance of components in the canvas as well as highlight them in the browser and timeline?

(Select one)
Select an answer

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Step-by-step guide

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