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