Practice exercise

In this exercise, you'll practice how to apply Joints and as-built Joints to various components.

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Exercise

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00:01

this is a practice exercise video solution

00:06

for this practice exercise. Let's get started with the supply data set.

00:09

General joints dot F three D.

00:11

To get started we're first going to explore the rigid joint.

00:14

If we expand this,

00:15

note that the cubes have their own coordinate systems

00:18

because their components with inside of the rigid component,

00:21

this means if we create a rigid joint between the two,

00:24

they're free to move about inside the fusion three sixties components.

00:28

So for example the origin for cube one and cube two are

00:32

based on the origin of the top level of the design.

00:36

If we create an as built joint,

00:38

selecting the rigid tight between these two,

00:41

they are free to move together.

00:43

However, this is still in the context of the top level of the component.

00:47

In order to fix this,

00:48

we would need to create another rigid joint between

00:50

one of the components in the top level.

00:52

Or we could simply create a rigid group selecting the entire component.

00:57

We're going to select yes and say okay to include child components.

01:02

Now if we move these around we can see that all the coordinate systems move together.

01:06

The origin of each cube as well as the origin of the

01:08

group.

01:09

Let's go ahead and revert position and hide this component.

01:12

Next we want to take a look at revolution

01:15

as we start to add more components.

01:16

It's going to be helpful for us to go to inspect and turn on component color cycling

01:21

this will create a unique color for each component in our design.

01:25

Now we want to go to assemble

01:26

as built joint because we are in the correct

01:28

location and we're going to change this to revel oot

01:31

we'll select our two components and the position

01:34

of the revolution joint to allow them to rotate

01:37

once that's done, notice that nothing is moving

01:40

and that's because this block is grounded.

01:42

If we expand the components you can see that cube one

01:44

is grounded and this one is free to move about.

01:47

Let's revert the position,

01:48

let's hide these joints and let's go ahead and move on to slider

01:52

with slider we went this pink block to move back and forth along this tray

01:57

so we're going to use once again as built joints,

02:00

select the joint type of slider,

02:02

select the components of interest and we want to select the edge for its direction.

02:07

Keep in mind that once you select an edge,

02:09

the location of the icon is going to be important,

02:13

I'm going to make sure that I place it all the

02:14

way at the end and allow this to move in and out

02:17

With this. We can also expand our slider component,

02:21

expand the joints folder,

02:22

right click and edit the joint limit

02:25

when we do a minimum and maximum value.

02:27

We can slide this along and we can see that we're getting

02:31

in the positive direction and zero in the minimum

02:35

and that's because that's the position we

02:36

selected for the origin point of our slider

02:39

so now it'll move back and forth between those two locations.

02:43

Next let's go ahead and hide the slider component and bring up cylindrical

02:48

for cylindrical. These two pieces are not in the correct location.

02:51

So we'll have to use joint

02:53

joint will allow us to pick this style.

02:56

In this case we want to select the cylindrical joint.

02:59

The cylindrical joint will allow us to pick the

03:02

two components as well as their origin location.

03:05

So we need to be mindful of not

03:07

only the components were selecting but their positions.

03:09

For example, on the first component note the orientation of the triad.

03:14

I'm going to hold down the control or the command key

03:16

and I want to pick the bottom location of that whole

03:20

next I want to select the center location here and note

03:23

that this can move up and down as well as rotate.

03:26

Once again we could use edit joint limits to manipulate

03:29

this but we're just going to move about freely,

03:31

move it up and down and without joint limits or contact sets.

03:35

Notice that it is able to go through the other block.

03:38

Let's revert the position

03:39

high the cylindrical components and show the ball components.

03:43

Once again these components are not in the correct location.

03:45

So we need to use a joint as opposed to an as built joint.

03:49

We're going to go to the motion type and we want to select the ball type of motion

03:53

next for our position. It's going to select the center point of the sphere

03:57

and the center point of this. Fear,

03:59

we're going to say, okay,

04:01

and this allows us to rotate about each coordinate

04:04

system as well as rotate the entire model.

04:07

So we have the rotation of the component about X, Y and Z.

04:10

But we also have the rotation inside of the ball socket.

04:14

Let's go ahead and revert the position. Hide this component and move on to planer.

04:20

The planner component allows us to create a planer joint

04:22

but once again notice that this is not in position.

04:25

So we'll have to use joint

04:27

under motion. We want to select the plainer option.

04:30

Once again, our selection process is important.

04:32

So let's make sure that we're selecting the bottom face.

04:35

I'm not going to worry about selecting a specific position.

04:38

But let's just note that the coordinate system changes orientation with X

04:42

pointing to the left as I get closer to this edge.

04:45

Next I need to select another plane.

04:48

In this case I'm going to start by selecting the center point of this plane

04:51

and note that the box can move freely in the planer directions.

04:55

In this case X and Z and also rotate about its own axis.

04:59

So it's free to move about.

05:01

It won't rotate unless I use something like

05:03

move copy or it intersects with another object,

05:06

but it is free to rotate.

05:08

Let's revert the position hide the planer and look at our last object.

05:12

This one is going to be our pin and slot a pin and

05:15

slot is a little tricky and again it's not in the correct position.

05:18

So let's go to assemble and joint

05:21

from the motion type. We want to select pin slot.

05:24

When we select pin slot. Once again we need to be mindful of our selection.

05:28

I'm going to go ahead and select the center of the boss.

05:31

And then for our selection process we want to make sure

05:34

we note the orientation of the blue axis which is Z.

05:38

And when we make that selection,

05:40

we're going to hover over the face and hold down the control or command key.

05:43

We're going to place this directly in the center

05:46

and allow it to move about.

05:48

Notice when we do that, that it's not moving along the slot.

05:52

We haven't really picked a direction

05:54

and this is going to be an important aspect of using the slot type.

05:58

So let's cancel that second selection and instead we want to hover over the face,

06:04

hold down control.

06:05

But this time we want to pick this linear edge.

06:10

Now you can see it's moving back and forth along the edge.

06:12

However, it's not centered.

06:15

You can fix this based on your joint selection

06:17

or you can also include an additional offset.

06:20

The additional offset will not affect the direction of travel.

06:23

So in this case we can grab this object and we can move

06:26

it back and forth and allow it to rotate in that slot.

06:30

If we view it from this side, it's important to note that as it moves about

06:34

that it is rotating about a selected pivot point.

06:37

So this is why our selection process is pretty important

06:40

at this point. Let's go ahead and revert back to a home position.

06:47

And let's try to edit this joint one more time to make

06:50

sure that we know exactly how to get it lined up.

06:52

So let's right click and edit the joint and let's redo our selection.

06:56

So we want to get rid of our offset and we also

06:59

want to go ahead and hide our selection for the slot.

07:04

I'm gonna hold down control or command and again

07:06

I want to pick the center location here.

07:08

Now the motion currently is going along a specific axis.

07:13

One thing that we can do is we can align this to a certain selection

07:18

to do this infusion 3 60. We need to navigate back to the motion tap.

07:22

In this case the rotate is about the Z axis, which is fine.

07:25

That's the orientation of the object.

07:27

But the slide needs to be custom

07:30

for the custom, we're going to select the edge of the slot

07:33

and make sure that we are moving along that slot.

07:36

We'll have to use edit joint limits in order to control how far this

07:40

goes but now we're able to slide it along the slot and rotated around

07:44

without any problems of using the offset method.

07:47

Let's go ahead and revert the position,

07:49

go back to a home view and make sure that we save this before moving on.

Video transcript

00:01

this is a practice exercise video solution

00:06

for this practice exercise. Let's get started with the supply data set.

00:09

General joints dot F three D.

00:11

To get started we're first going to explore the rigid joint.

00:14

If we expand this,

00:15

note that the cubes have their own coordinate systems

00:18

because their components with inside of the rigid component,

00:21

this means if we create a rigid joint between the two,

00:24

they're free to move about inside the fusion three sixties components.

00:28

So for example the origin for cube one and cube two are

00:32

based on the origin of the top level of the design.

00:36

If we create an as built joint,

00:38

selecting the rigid tight between these two,

00:41

they are free to move together.

00:43

However, this is still in the context of the top level of the component.

00:47

In order to fix this,

00:48

we would need to create another rigid joint between

00:50

one of the components in the top level.

00:52

Or we could simply create a rigid group selecting the entire component.

00:57

We're going to select yes and say okay to include child components.

01:02

Now if we move these around we can see that all the coordinate systems move together.

01:06

The origin of each cube as well as the origin of the

01:08

group.

01:09

Let's go ahead and revert position and hide this component.

01:12

Next we want to take a look at revolution

01:15

as we start to add more components.

01:16

It's going to be helpful for us to go to inspect and turn on component color cycling

01:21

this will create a unique color for each component in our design.

01:25

Now we want to go to assemble

01:26

as built joint because we are in the correct

01:28

location and we're going to change this to revel oot

01:31

we'll select our two components and the position

01:34

of the revolution joint to allow them to rotate

01:37

once that's done, notice that nothing is moving

01:40

and that's because this block is grounded.

01:42

If we expand the components you can see that cube one

01:44

is grounded and this one is free to move about.

01:47

Let's revert the position,

01:48

let's hide these joints and let's go ahead and move on to slider

01:52

with slider we went this pink block to move back and forth along this tray

01:57

so we're going to use once again as built joints,

02:00

select the joint type of slider,

02:02

select the components of interest and we want to select the edge for its direction.

02:07

Keep in mind that once you select an edge,

02:09

the location of the icon is going to be important,

02:13

I'm going to make sure that I place it all the

02:14

way at the end and allow this to move in and out

02:17

With this. We can also expand our slider component,

02:21

expand the joints folder,

02:22

right click and edit the joint limit

02:25

when we do a minimum and maximum value.

02:27

We can slide this along and we can see that we're getting

02:31

in the positive direction and zero in the minimum

02:35

and that's because that's the position we

02:36

selected for the origin point of our slider

02:39

so now it'll move back and forth between those two locations.

02:43

Next let's go ahead and hide the slider component and bring up cylindrical

02:48

for cylindrical. These two pieces are not in the correct location.

02:51

So we'll have to use joint

02:53

joint will allow us to pick this style.

02:56

In this case we want to select the cylindrical joint.

02:59

The cylindrical joint will allow us to pick the

03:02

two components as well as their origin location.

03:05

So we need to be mindful of not

03:07

only the components were selecting but their positions.

03:09

For example, on the first component note the orientation of the triad.

03:14

I'm going to hold down the control or the command key

03:16

and I want to pick the bottom location of that whole

03:20

next I want to select the center location here and note

03:23

that this can move up and down as well as rotate.

03:26

Once again we could use edit joint limits to manipulate

03:29

this but we're just going to move about freely,

03:31

move it up and down and without joint limits or contact sets.

03:35

Notice that it is able to go through the other block.

03:38

Let's revert the position

03:39

high the cylindrical components and show the ball components.

03:43

Once again these components are not in the correct location.

03:45

So we need to use a joint as opposed to an as built joint.

03:49

We're going to go to the motion type and we want to select the ball type of motion

03:53

next for our position. It's going to select the center point of the sphere

03:57

and the center point of this. Fear,

03:59

we're going to say, okay,

04:01

and this allows us to rotate about each coordinate

04:04

system as well as rotate the entire model.

04:07

So we have the rotation of the component about X, Y and Z.

04:10

But we also have the rotation inside of the ball socket.

04:14

Let's go ahead and revert the position. Hide this component and move on to planer.

04:20

The planner component allows us to create a planer joint

04:22

but once again notice that this is not in position.

04:25

So we'll have to use joint

04:27

under motion. We want to select the plainer option.

04:30

Once again, our selection process is important.

04:32

So let's make sure that we're selecting the bottom face.

04:35

I'm not going to worry about selecting a specific position.

04:38

But let's just note that the coordinate system changes orientation with X

04:42

pointing to the left as I get closer to this edge.

04:45

Next I need to select another plane.

04:48

In this case I'm going to start by selecting the center point of this plane

04:51

and note that the box can move freely in the planer directions.

04:55

In this case X and Z and also rotate about its own axis.

04:59

So it's free to move about.

05:01

It won't rotate unless I use something like

05:03

move copy or it intersects with another object,

05:06

but it is free to rotate.

05:08

Let's revert the position hide the planer and look at our last object.

05:12

This one is going to be our pin and slot a pin and

05:15

slot is a little tricky and again it's not in the correct position.

05:18

So let's go to assemble and joint

05:21

from the motion type. We want to select pin slot.

05:24

When we select pin slot. Once again we need to be mindful of our selection.

05:28

I'm going to go ahead and select the center of the boss.

05:31

And then for our selection process we want to make sure

05:34

we note the orientation of the blue axis which is Z.

05:38

And when we make that selection,

05:40

we're going to hover over the face and hold down the control or command key.

05:43

We're going to place this directly in the center

05:46

and allow it to move about.

05:48

Notice when we do that, that it's not moving along the slot.

05:52

We haven't really picked a direction

05:54

and this is going to be an important aspect of using the slot type.

05:58

So let's cancel that second selection and instead we want to hover over the face,

06:04

hold down control.

06:05

But this time we want to pick this linear edge.

06:10

Now you can see it's moving back and forth along the edge.

06:12

However, it's not centered.

06:15

You can fix this based on your joint selection

06:17

or you can also include an additional offset.

06:20

The additional offset will not affect the direction of travel.

06:23

So in this case we can grab this object and we can move

06:26

it back and forth and allow it to rotate in that slot.

06:30

If we view it from this side, it's important to note that as it moves about

06:34

that it is rotating about a selected pivot point.

06:37

So this is why our selection process is pretty important

06:40

at this point. Let's go ahead and revert back to a home position.

06:47

And let's try to edit this joint one more time to make

06:50

sure that we know exactly how to get it lined up.

06:52

So let's right click and edit the joint and let's redo our selection.

06:56

So we want to get rid of our offset and we also

06:59

want to go ahead and hide our selection for the slot.

07:04

I'm gonna hold down control or command and again

07:06

I want to pick the center location here.

07:08

Now the motion currently is going along a specific axis.

07:13

One thing that we can do is we can align this to a certain selection

07:18

to do this infusion 3 60. We need to navigate back to the motion tap.

07:22

In this case the rotate is about the Z axis, which is fine.

07:25

That's the orientation of the object.

07:27

But the slide needs to be custom

07:30

for the custom, we're going to select the edge of the slot

07:33

and make sure that we are moving along that slot.

07:36

We'll have to use edit joint limits in order to control how far this

07:40

goes but now we're able to slide it along the slot and rotated around

07:44

without any problems of using the offset method.

07:47

Let's go ahead and revert the position,

07:49

go back to a home view and make sure that we save this before moving on.

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