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Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:02
introduction to assembly modeling.
00:05
After completing this video, you'll be able to create a component, create a joint,
00:10
edit a joint limit and drive a joint
00:14
Infusion 3 60.
00:15
Let's get started with the supply dataset, reciprocating saw motion.
00:19
This dataset contains a bodies folder with a single
00:22
body called trigger at the very top level.
00:24
And then it contains a component with internal mechanics that has sub components
00:28
and a single component for the saw handle casing.
00:33
In order for us to have mechanical motion in fusion 3 60 we need
00:37
to have components because this gives the
00:39
opportunity to have its own origin location.
00:42
Fusion 3 60 will track the origin location of each component.
00:46
For example,
00:47
the internal mechanics has a top level origin here and each
00:51
of the components are able to have their own origins.
00:54
When we move components around the origin of the
00:57
component is moved relative to the top level origin.
01:00
This is how fusion 360 keeps track of the coordinate
01:03
systems and the rotation and translation of each component.
01:08
We're going to use the revert position to put everything
01:10
back and hide these origins and minimize the internal mechanics.
01:15
We also note that we have a single body.
01:18
The body can be converted to a
01:20
component by right clicking and selecting create components
01:23
from bodies or by going to assemble new components and using the from bodies option.
01:28
Note that these can be saved internal to the current design or external.
01:33
Typically an external design would be used if it's shared across multiple designs.
01:37
In this case our trigger is unique to this assembly so we'll keep it internal and say,
01:41
okay
01:43
now that our trigger has its own coordinate system,
01:45
we can go ahead and move it around,
01:47
we can revert its position and we can
01:50
also create joints to replicate mechanical motion.
01:54
We're going to expand the internal mechanics and we want
01:56
to find this component here which is also named trigger.
02:00
We're going to right click and select ground
02:04
When we ground the component.
02:05
We're telling fusion 360 that the coordinate system of that
02:08
component is supposed to stay fixed relative to the design
02:12
but this has sub components, a trigger box and a trigger box collar.
02:17
These each have their own coordinate systems which means that we
02:20
can move them around relative to its top level origin.
02:24
So it's important that we think about these
02:26
things when we start to create our mechanical motion
02:29
in order to lock those in place.
02:31
We could ground them individually or we can select the top level
02:35
of that component and we can create what's called a rigid group.
02:39
By default,
02:40
rigid group will include child components and you can see
02:42
here it's creating a rigid group between all three.
02:46
Now, if I try to move each of these,
02:48
they are fixed in place.
02:51
Next let's go ahead and select this trigger and our new trigger component,
02:56
right click and isolate
02:57
for this example, we're only going to focus on the mechanical motion of the trigger.
03:02
Notice that our trigger is at the wrong angle relative to its main component.
03:08
This can be fixed a few different ways
03:10
we can align or move it into place or we can use joints.
03:14
And speaking of joints, there are two main types of joints,
03:17
a joint and an as built joint
03:19
as built joints.
03:20
Make use of the current location of components while joints require
03:24
you to select all applicable selections to make the joint happen
03:29
for our case. We want to use as built joint.
03:31
However, the trigger is not in the correct position,
03:33
so we're going to explore a couple of additional tools to help us position it.
03:38
I'm going to pull this out and I'm going to
03:40
capture its position which adds a feature into the timeline.
03:43
This simply helps me see all sides of the component.
03:47
You also note the opening in the switch box is at the wrong position relative
03:51
to our trigger but that's not something we're going to fix for this example.
03:55
We could use direct modeling tools to move that
03:57
up but we'll save that for a later time.
03:59
What we want to do is we want to align the face of the trigger with this trigger switch,
04:05
we're going to use modify and align and we're
04:09
going to use the object type set two components,
04:12
the from will be this face and here's an important distinction.
04:15
We want to make sure that we're not selecting any of the control points,
04:19
but simply just the face.
04:21
When we do the same thing on the other selection.
04:23
What happens is the two faces are now in line with each other.
04:27
We can say okay and capture its position.
04:31
This is still free to move.
04:32
We haven't added any joints but now the orientation is correct.
04:36
This means that now we can move it into its own position.
04:40
We can once again use a line but this time we're
04:43
going to select the top face of each of these components.
04:47
It's important to note again,
04:48
we want to make sure that we're not selecting a specific point.
04:51
If we select a point on our object, it's gonna move point to point.
04:55
And all we want to do is we want to match the faces.
04:58
You can see here that now the faces line up will capture its position and say okay,
05:03
all that was a little bit of extra work when we could have simply used a joint.
05:07
But the selection process for joints is a little bit tricky for certain types.
05:11
So it's important that we also understand other ways that we can do this.
05:15
We could also have used move copy which allows us to move components
05:19
and it gives us the option to go point to point.
05:21
However, it doesn't give us the ability to align faces.
05:25
Now that our components are lined up properly. I'm going to use an as built joint
05:30
first. I'm going to select my joint type as slider
05:32
and then I need to select the components.
05:35
The trigger box as well as the trigger itself.
05:37
The slider joint also needs another snap selection.
05:40
This is going to be a linear edge that's going to dictate the direction of travel.
05:45
This can be any linear edge that I want but
05:47
I'm going to select the upper edge of our trigger
05:50
and you can see now that things are moving.
05:52
The animation just shows whichever the second selected component is.
05:56
So I'm going to say okay and just make sure that everything moves properly.
06:00
Everything does move properly.
06:02
However, I want to limit the amount of motion that we have
06:05
in order to do this. I need to go into my joints folder,
06:08
find the slider joint which I'm going to
06:10
select a second time and rename trigger slider.
06:14
Then we want to right click and we want to edit the joint limits.
06:18
Since the slider type of joint only has a single degree of translation.
06:23
We only have one type of motion in the dropdown.
06:26
But once you begin exploring additional types of joints,
06:28
you might see multiple options such as translation and rotation in this drop down.
06:33
We're going to limit the minimum and the maximum travel distance.
06:37
As we begin moving the sliders,
06:39
we want to make sure that we understand how far the
06:42
trigger can travel and we can determine what arrest position is.
06:46
Notice that as we move these sliders around.
06:48
The negative value is negative 12 and the maximum value is -7.
06:54
I'm gonna reset these 20 and I want to try to move these one more time
06:59
so we're going to go from minus 7 to 0 with the rest position at zero
07:05
let's say okay and let's see what this does.
07:07
So as we move the trigger out, you can see that it's snapping back to that location.
07:12
If we edit the joint limit one more time
07:15
let's make the rest position -7
07:19
with this as we begin to move this now you can see that it
07:22
springs back out to its new position and we're going to capture that position.
07:27
So even though in the animation or the preview we saw the
07:31
trigger box moving back because we grounded that in three D.
07:34
Space the trigger is the only component that is able to move
07:38
at the top level,
07:40
we're going to right click and then isolate all
07:42
which will bring back the rest of our design.
07:44
Now you can see here that we can move the trigger
07:46
in and out and it springs back to its outward position.
07:50
Now that we've seen a basic introduction into assemblies and how to create joints,
07:54
let's also right click on our trigger slider joint and
07:57
take a look at some of the other options,
07:59
we have dr joints, edit joints and edit joint limits.
08:03
We can lock the joint which will fix it in space temporarily.
08:06
We also can suppress the joint, we can animate the joint or animate the model
08:11
when we have a complex grouping of joints that control our mechanical motion.
08:15
Animating the model will respect all joints in the model.
08:18
However, animating the joint is only going to show the currently selected joint.
08:23
You can see that it's moving in and out based on its joint limits.
08:27
Again, the component that's moving is based on the selection process that we used.
08:31
So I'm going to hit escape,
08:33
going to right click and say animate model
08:36
because animate model respects the rigid group in the grounding in three D space.
08:40
It's animating the correct component.
08:43
Let's say it escape one more time
08:45
and let's right click and take a look at driving joints.
08:49
When we drive joints.
08:50
This is a manual way of moving the joint through its
08:53
range of motion and we can see an on screen value.
08:56
You can see here that we can move the joints around from 0-7.
09:02
I'm going to hit cancel and just note that on screen. We can do this as well.
09:06
If we see the joint on screen we can click
09:08
on it and it will be highlighted in the browser.
09:10
We can also hide it like everything else but
09:13
the joint will still remain active even if it's hidden
09:16
at this point in time.
09:17
Let's go ahead and make sure that our design is saved before moving on
Video transcript
00:02
introduction to assembly modeling.
00:05
After completing this video, you'll be able to create a component, create a joint,
00:10
edit a joint limit and drive a joint
00:14
Infusion 3 60.
00:15
Let's get started with the supply dataset, reciprocating saw motion.
00:19
This dataset contains a bodies folder with a single
00:22
body called trigger at the very top level.
00:24
And then it contains a component with internal mechanics that has sub components
00:28
and a single component for the saw handle casing.
00:33
In order for us to have mechanical motion in fusion 3 60 we need
00:37
to have components because this gives the
00:39
opportunity to have its own origin location.
00:42
Fusion 3 60 will track the origin location of each component.
00:46
For example,
00:47
the internal mechanics has a top level origin here and each
00:51
of the components are able to have their own origins.
00:54
When we move components around the origin of the
00:57
component is moved relative to the top level origin.
01:00
This is how fusion 360 keeps track of the coordinate
01:03
systems and the rotation and translation of each component.
01:08
We're going to use the revert position to put everything
01:10
back and hide these origins and minimize the internal mechanics.
01:15
We also note that we have a single body.
01:18
The body can be converted to a
01:20
component by right clicking and selecting create components
01:23
from bodies or by going to assemble new components and using the from bodies option.
01:28
Note that these can be saved internal to the current design or external.
01:33
Typically an external design would be used if it's shared across multiple designs.
01:37
In this case our trigger is unique to this assembly so we'll keep it internal and say,
01:41
okay
01:43
now that our trigger has its own coordinate system,
01:45
we can go ahead and move it around,
01:47
we can revert its position and we can
01:50
also create joints to replicate mechanical motion.
01:54
We're going to expand the internal mechanics and we want
01:56
to find this component here which is also named trigger.
02:00
We're going to right click and select ground
02:04
When we ground the component.
02:05
We're telling fusion 360 that the coordinate system of that
02:08
component is supposed to stay fixed relative to the design
02:12
but this has sub components, a trigger box and a trigger box collar.
02:17
These each have their own coordinate systems which means that we
02:20
can move them around relative to its top level origin.
02:24
So it's important that we think about these
02:26
things when we start to create our mechanical motion
02:29
in order to lock those in place.
02:31
We could ground them individually or we can select the top level
02:35
of that component and we can create what's called a rigid group.
02:39
By default,
02:40
rigid group will include child components and you can see
02:42
here it's creating a rigid group between all three.
02:46
Now, if I try to move each of these,
02:48
they are fixed in place.
02:51
Next let's go ahead and select this trigger and our new trigger component,
02:56
right click and isolate
02:57
for this example, we're only going to focus on the mechanical motion of the trigger.
03:02
Notice that our trigger is at the wrong angle relative to its main component.
03:08
This can be fixed a few different ways
03:10
we can align or move it into place or we can use joints.
03:14
And speaking of joints, there are two main types of joints,
03:17
a joint and an as built joint
03:19
as built joints.
03:20
Make use of the current location of components while joints require
03:24
you to select all applicable selections to make the joint happen
03:29
for our case. We want to use as built joint.
03:31
However, the trigger is not in the correct position,
03:33
so we're going to explore a couple of additional tools to help us position it.
03:38
I'm going to pull this out and I'm going to
03:40
capture its position which adds a feature into the timeline.
03:43
This simply helps me see all sides of the component.
03:47
You also note the opening in the switch box is at the wrong position relative
03:51
to our trigger but that's not something we're going to fix for this example.
03:55
We could use direct modeling tools to move that
03:57
up but we'll save that for a later time.
03:59
What we want to do is we want to align the face of the trigger with this trigger switch,
04:05
we're going to use modify and align and we're
04:09
going to use the object type set two components,
04:12
the from will be this face and here's an important distinction.
04:15
We want to make sure that we're not selecting any of the control points,
04:19
but simply just the face.
04:21
When we do the same thing on the other selection.
04:23
What happens is the two faces are now in line with each other.
04:27
We can say okay and capture its position.
04:31
This is still free to move.
04:32
We haven't added any joints but now the orientation is correct.
04:36
This means that now we can move it into its own position.
04:40
We can once again use a line but this time we're
04:43
going to select the top face of each of these components.
04:47
It's important to note again,
04:48
we want to make sure that we're not selecting a specific point.
04:51
If we select a point on our object, it's gonna move point to point.
04:55
And all we want to do is we want to match the faces.
04:58
You can see here that now the faces line up will capture its position and say okay,
05:03
all that was a little bit of extra work when we could have simply used a joint.
05:07
But the selection process for joints is a little bit tricky for certain types.
05:11
So it's important that we also understand other ways that we can do this.
05:15
We could also have used move copy which allows us to move components
05:19
and it gives us the option to go point to point.
05:21
However, it doesn't give us the ability to align faces.
05:25
Now that our components are lined up properly. I'm going to use an as built joint
05:30
first. I'm going to select my joint type as slider
05:32
and then I need to select the components.
05:35
The trigger box as well as the trigger itself.
05:37
The slider joint also needs another snap selection.
05:40
This is going to be a linear edge that's going to dictate the direction of travel.
05:45
This can be any linear edge that I want but
05:47
I'm going to select the upper edge of our trigger
05:50
and you can see now that things are moving.
05:52
The animation just shows whichever the second selected component is.
05:56
So I'm going to say okay and just make sure that everything moves properly.
06:00
Everything does move properly.
06:02
However, I want to limit the amount of motion that we have
06:05
in order to do this. I need to go into my joints folder,
06:08
find the slider joint which I'm going to
06:10
select a second time and rename trigger slider.
06:14
Then we want to right click and we want to edit the joint limits.
06:18
Since the slider type of joint only has a single degree of translation.
06:23
We only have one type of motion in the dropdown.
06:26
But once you begin exploring additional types of joints,
06:28
you might see multiple options such as translation and rotation in this drop down.
06:33
We're going to limit the minimum and the maximum travel distance.
06:37
As we begin moving the sliders,
06:39
we want to make sure that we understand how far the
06:42
trigger can travel and we can determine what arrest position is.
06:46
Notice that as we move these sliders around.
06:48
The negative value is negative 12 and the maximum value is -7.
06:54
I'm gonna reset these 20 and I want to try to move these one more time
06:59
so we're going to go from minus 7 to 0 with the rest position at zero
07:05
let's say okay and let's see what this does.
07:07
So as we move the trigger out, you can see that it's snapping back to that location.
07:12
If we edit the joint limit one more time
07:15
let's make the rest position -7
07:19
with this as we begin to move this now you can see that it
07:22
springs back out to its new position and we're going to capture that position.
07:27
So even though in the animation or the preview we saw the
07:31
trigger box moving back because we grounded that in three D.
07:34
Space the trigger is the only component that is able to move
07:38
at the top level,
07:40
we're going to right click and then isolate all
07:42
which will bring back the rest of our design.
07:44
Now you can see here that we can move the trigger
07:46
in and out and it springs back to its outward position.
07:50
Now that we've seen a basic introduction into assemblies and how to create joints,
07:54
let's also right click on our trigger slider joint and
07:57
take a look at some of the other options,
07:59
we have dr joints, edit joints and edit joint limits.
08:03
We can lock the joint which will fix it in space temporarily.
08:06
We also can suppress the joint, we can animate the joint or animate the model
08:11
when we have a complex grouping of joints that control our mechanical motion.
08:15
Animating the model will respect all joints in the model.
08:18
However, animating the joint is only going to show the currently selected joint.
08:23
You can see that it's moving in and out based on its joint limits.
08:27
Again, the component that's moving is based on the selection process that we used.
08:31
So I'm going to hit escape,
08:33
going to right click and say animate model
08:36
because animate model respects the rigid group in the grounding in three D space.
08:40
It's animating the correct component.
08:43
Let's say it escape one more time
08:45
and let's right click and take a look at driving joints.
08:49
When we drive joints.
08:50
This is a manual way of moving the joint through its
08:53
range of motion and we can see an on screen value.
08:56
You can see here that we can move the joints around from 0-7.
09:02
I'm going to hit cancel and just note that on screen. We can do this as well.
09:06
If we see the joint on screen we can click
09:08
on it and it will be highlighted in the browser.
09:10
We can also hide it like everything else but
09:13
the joint will still remain active even if it's hidden
09:16
at this point in time.
09:17
Let's go ahead and make sure that our design is saved before moving on
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