& Construction

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

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
Insert and position components in an assembly.
00:05
After completing this video, you'll be able to place a part, Content Center part, or an iPart into an assembly,
00:11
replace select or all parts or sub-assemblies, and constrain parts within an assembly based on design intent.
00:19
To get started, in Inventor, we want to open up two supply data sets,
00:24
EngineMK2.IAM, which is in the assembly's engine MK2 subfolder, and the file iPart Angle.IPT, which is in the main project folder.
00:35
When we get the engine assembly open, we want to expand the Representations and make sure that we're on the Primary view
00:43
and that we're in the Primary position.
00:46
Let's go ahead and move this to the center of the screen using the Home button.
00:50
We're also going to go to our New and Create a New Assembly.
00:54
We're going to create a new empty assembly, and we want to begin by exploring some of our Place commands.
01:00
We have Place, Place from Content Center, Place Imported CAD files, and Place iLogic Component.
01:06
For the purposes of this video, we're going to focus on Content Center and Place.
01:11
First, when we select Content Center, we'll be placing a predetermined model from our Content Center library.
01:18
We can navigate to many different parts, such as the structural shapes channels, and select one of the channel options.
01:25
When we select OK, we'll be prompted to determine what size channel we want to use and the length of that channel.
01:31
In this case, we'll use the 3 X 3.5, and we'll set it to 48 inches in length and select OK.
01:38
We then need to pick a location to save the file, which will be an Inventor part file.
01:42
We'll select Save in our project, and let's zoom out a little bit, right click and Place Grounded at Origin.
01:49
When we Place Grounded at Origin, next, we can hit Escape to turn off the Place command from the Content Center.
01:56
We've now placed the content center component, and when we take a look inside of our browser,
02:00
we can see that there's a small pin icon, and this is because it was pinned or grounded at the origin.
02:07
There's also a set of brackets with a black dot, meaning that this object is fully constrained.
02:12
If instead we go to Place, and this time we're going to place our iPart angle and select Open,
02:21
notice that it gives us a warning about the unit system.
02:24
We'll simply select Yes, and then we get a Place Standard iPart option.
02:28
If we're placing a component that is an iPart or an iAssembly, we'll have a Keys,Tree,
02:35
and Table tab in the dialog before we place that component.
02:38
We can go to our table and select various options inside of our iPart factory.
02:44
From here, we can left click to place the component or we can right click and ground it at the origin.
02:49
For this instance, let's go ahead and left click just to place it somewhere in the design,
02:53
and then we can select Dismiss to place that single iPart.
02:57
Notice the icon is different because this is an iPart and also notice that we have a set of brackets with a clear dot that's not filled in.
03:06
This tells us that this component is under constrained.
03:09
It's free to move about until we place additional relationships on it.
03:13
If we expand this, note that we have a table here because this is an iPart.
03:19
Let's go ahead and move over to our engine assembly.
03:22
When working in larger assemblies, often times we need to make use of things like selection filters
03:27
to make it easier for us to replace certain components.
03:30
If we go ahead and rotate the engine around and we take a look at the top,
03:34
there are four individual bolts, and if we select one of those bolts,
03:38
right click and go to our Selection Filters, we can select all occurrences of that same bolt.
03:45
And we also have additional options if we select other hardware.
03:48
For example, on this engine cover, right-click and go to our Selection Filter.
03:52
We can select based on component size or if it's constrained to the same object.
03:57
When we select Constrained To, notice that it's selecting the blue object that that hardware was constrained to.
04:04
If we want to replace the hardware, we can right click and we can select all of those components,
04:10
select all occurrences, notice that they're highlighted in our browser,
04:14
and then we can right click and we can replace those occurrences.
04:17
If the hardware in this instance came from our content center, we can select it, right click, and use Replace from Content Center.
04:26
When we go to Replace from Content Center, we've got various options.
04:30
In this case, we may decide to use a separate piece of hardware that has a hole through it for safety wiring.
04:36
We can select OK and we can allow to replace all occurrences.
04:41
If we move this out of the way and select Apply, it should apply to all four occurrences that we have in this assembly.
04:48
Notice here that we've likely made a mistake and the hardware is not the correct size,
04:53
so we would need to go back in and replace all of these from the content center.
04:58
It's always important that we validate the size of hardware that we need when we're replacing it inside of an assembly.
05:04
We'll go ahead once again and say Replace All and apply the new size.
05:09
Now that we have a little bit more knowledge on these assemblies, let's go ahead and start a new assembly one more time.
05:14
This time we're going to practice using relationships and understand more about joints, constraints, and assemble tools.
05:21
We're going to begin first by selecting Place, and this time we want to navigate to our assemblies folder,
05:27
navigate to Engine Mark 2, and we want to locate our engine case.
05:33
We need to scroll down until we find Engine Case.IPT.
05:38
Note that in this design, there are going to be two engine cases.
05:41
There's an engine case rear and an engine case side.
05:45
Let's go ahead and use the engine case rear in this example.
05:48
We're going to right click and place grounded origin as this is our first component.
05:53
We'll hit Escape and note the orientation of the component is slightly off.
05:58
Iin this case, it's going to be fine for what we're doing,
06:01
but often times when we are inserting a component, you may want to use some of the additional options that allow you to rotate it.
06:07
For example, let's go ahead and reselect the engine case rear.
06:12
Before we ground it at the origin, we have options to rotate about X,Y, or Z.
06:18
If I select Rotate about X, I can position it so that it's in the correct orientation,
06:23
and then we can make sure that it's pointing with the cylinder up and grounded at the origin.
06:29
This does take a little bit of time depending on the orientation of the model,
06:34
but then we can right click and place grounded at origin and then hit Escape.
06:38
Now we can simply delete and remove the first instance.
06:42
Now that we've got our engine case grounded and placed at the origin, it's time to add a couple of other components.
06:48
Under the Place menu, we're going to take a look for the engine sleeve and the engine piston.
06:54
So we'll scroll down until we find Engine Sleeve Rear and the Engine Piston.
07:01
Select Engine Sleeve Rear and simply place it off to the side for right now and hit Escape after we've placed a single instance.
07:08
And next we'll look for the Engine Piston.
07:11
Once we've got the piston, let's go ahead and place one instance and hit Escape.
07:17
When we're taking a look at putting multiple components together in an assembly,
07:21
it's important to understand that we've got several options.
07:24
We have Joints, Constraints, and the Assemble tool.
07:27
Constrain and Assemble are generally considered legacy options, and Joint is a newer option for putting components together.
07:35
When we think about applying these joints or constraints, we're considering the degrees of freedom of the components in our assembly.
07:42
With using the Constraint option or the Assemble option, we take away degrees of freedom gradually.
07:50
When we use the Joint option, we're defining the component position as well as the motion with a single operation.
07:57
Let's go ahead and take a look at Constrained first.
07:60
When we take a look at Constrained, we've got four sets of tabs, Assembly, Motion, Transitional, and Constraint Set.
08:08
For the purposes of this video, we're going to focus solely on Assembly.
08:12
We've got assembly options for mating faces together at a specific angle, a tangent relation, insert, or symmetry.
08:21
For something like our engine sleeve, we would likely want to place it using the insert option.
08:27
We would select the position, in this case the bottom edge of our sleeve and the upper edge of our cylinder,
08:33
and then we would apply this.
08:35
It's important to note that we would want to make sure that the ports are in the correct orientation,
08:40
and we can see that they are as we rotate the model around.
08:45
Everything appears to be lined up okay.
08:48
Let's go ahead and hit Cancel because we only want to use that relationship,
08:52
in this case, the insert constraint, specifically for the sleeve in the engine.
08:56
You'll notice that we are able to rotate this around, and I'm going to use Control Z to undo that rotation.
09:03
If we ever need to make any adjustments, we can always go into our relationship folder,
09:08
or we can expand the component and take a look at the relationships applied.
09:12
We can right click and we can Edit, noting that we have an option here to lock rotation.
09:18
In this case, a single insert constraint would allow us to both place the component and lock its rotation.
09:25
Next, let's take a look at adding the piston.
09:28
In this case, we're going to use Joint.
09:31
The joint will allow us to use an automatic type based on our selection, or we can preselect the type of motion we intend.
09:38
In this case we potentially would have a cylindrical joint.
09:42
This would allow the piston to move up and down in the cylinder
09:45
as well as rotate until another joint or constraint was limiting its motion.
09:49
In that case, it would be something like the connecting rod and the crankshaft.
09:53
We could also use other options like slider that would allow it to move along a single axis,
09:59
but that would restrict the revolute motion of the piston inside the cylinder.
10:04
In this case, let's select cylindrical.
10:07
We would first select our component, noting that there's a green dot that's going to represent the location of the joint.
10:13
I'm going to make sure that this is on the top face of the piston.
10:16
Next, we would select the position where it needs to go.
10:20
Once we put it in position, notice that it's upside down.
10:24
This means that we need to reverse its orientation.
10:26
We can do this by inverting its alignment based on our selections.
10:30
Let's go ahead and rotate this around and we'll select OK.
10:35
Now the piston is inside the cylinder.
10:37
We can move it up and down and rotate it around.
10:40
So once again, when we think about putting components together in an assembly,
10:44
we can think about using a joint which allows us to use the position and the degrees of freedom defined in that single joint,
10:51
or we can use things like assemble or constrain to gradually remove those degrees of freedom.
10:56
The last thing that we want to talk about in the context of this assembly is adaptivity.
11:02
When we create a new component inside of an assembly, in this case, I'm going to leave this as part 4.
11:09
We're going to say OK, and then we're going to position it.
11:13
If I select a reference, for example, the face of this part, and then we start a new sketch by selecting the face of our part,
11:21
let's go ahead and select here.
11:23
Then we project our geometry and we use this to create, let's say, an engine cover.
11:32
I'm going to go ahead and select all the geometry.
11:35
We're going to have this go out 1/4 inch,
11:38
and then we'll return back to the top level of our assembly.
11:42
This cover has a symbol in the browser that represents adaptivity.
11:47
What this means is that if I move the engine, move the case, move the geometry in any way that this part is going to move with it.
11:55
We can see this by right clicking on the engine case and disabling the grounded option
12:01
if I move it around note that the engine cover is moving with the case.
12:05
There are two adaptive relationships here that we need to identify.
12:09
One is going to be the work plane that was created when we selected the face of the engine case
12:15
and the other is the sketch relationship itself.
12:17
If we right click on the work plane and disable the adaptive option and we begin moving this around,
12:23
note that the component still moves with it.
12:26
However, if we right click on the part and we disable Adaptive,
12:29
this is going to allow them to move individually.
12:32
However, the work lane does still have flush constraints added,
12:36
which keeps the parts on playing with each other.
12:39
So if you begin to build assemblies in this way by selecting geometry on other components,
12:45
you need to be careful about the adaptive relationship between sketch relationships,
12:50
between creating projected geometry, and also things like planes and constraints or references that are created automatically.
12:58
You can always toggle these off if you need to,
13:01
but just remember that the associativity is there for a reason and it should be used intentionally, not accidentally.
Video transcript
00:02
Insert and position components in an assembly.
00:05
After completing this video, you'll be able to place a part, Content Center part, or an iPart into an assembly,
00:11
replace select or all parts or sub-assemblies, and constrain parts within an assembly based on design intent.
00:19
To get started, in Inventor, we want to open up two supply data sets,
00:24
EngineMK2.IAM, which is in the assembly's engine MK2 subfolder, and the file iPart Angle.IPT, which is in the main project folder.
00:35
When we get the engine assembly open, we want to expand the Representations and make sure that we're on the Primary view
00:43
and that we're in the Primary position.
00:46
Let's go ahead and move this to the center of the screen using the Home button.
00:50
We're also going to go to our New and Create a New Assembly.
00:54
We're going to create a new empty assembly, and we want to begin by exploring some of our Place commands.
01:00
We have Place, Place from Content Center, Place Imported CAD files, and Place iLogic Component.
01:06
For the purposes of this video, we're going to focus on Content Center and Place.
01:11
First, when we select Content Center, we'll be placing a predetermined model from our Content Center library.
01:18
We can navigate to many different parts, such as the structural shapes channels, and select one of the channel options.
01:25
When we select OK, we'll be prompted to determine what size channel we want to use and the length of that channel.
01:31
In this case, we'll use the 3 X 3.5, and we'll set it to 48 inches in length and select OK.
01:38
We then need to pick a location to save the file, which will be an Inventor part file.
01:42
We'll select Save in our project, and let's zoom out a little bit, right click and Place Grounded at Origin.
01:49
When we Place Grounded at Origin, next, we can hit Escape to turn off the Place command from the Content Center.
01:56
We've now placed the content center component, and when we take a look inside of our browser,
02:00
we can see that there's a small pin icon, and this is because it was pinned or grounded at the origin.
02:07
There's also a set of brackets with a black dot, meaning that this object is fully constrained.
02:12
If instead we go to Place, and this time we're going to place our iPart angle and select Open,
02:21
notice that it gives us a warning about the unit system.
02:24
We'll simply select Yes, and then we get a Place Standard iPart option.
02:28
If we're placing a component that is an iPart or an iAssembly, we'll have a Keys,Tree,
02:35
and Table tab in the dialog before we place that component.
02:38
We can go to our table and select various options inside of our iPart factory.
02:44
From here, we can left click to place the component or we can right click and ground it at the origin.
02:49
For this instance, let's go ahead and left click just to place it somewhere in the design,
02:53
and then we can select Dismiss to place that single iPart.
02:57
Notice the icon is different because this is an iPart and also notice that we have a set of brackets with a clear dot that's not filled in.
03:06
This tells us that this component is under constrained.
03:09
It's free to move about until we place additional relationships on it.
03:13
If we expand this, note that we have a table here because this is an iPart.
03:19
Let's go ahead and move over to our engine assembly.
03:22
When working in larger assemblies, often times we need to make use of things like selection filters
03:27
to make it easier for us to replace certain components.
03:30
If we go ahead and rotate the engine around and we take a look at the top,
03:34
there are four individual bolts, and if we select one of those bolts,
03:38
right click and go to our Selection Filters, we can select all occurrences of that same bolt.
03:45
And we also have additional options if we select other hardware.
03:48
For example, on this engine cover, right-click and go to our Selection Filter.
03:52
We can select based on component size or if it's constrained to the same object.
03:57
When we select Constrained To, notice that it's selecting the blue object that that hardware was constrained to.
04:04
If we want to replace the hardware, we can right click and we can select all of those components,
04:10
select all occurrences, notice that they're highlighted in our browser,
04:14
and then we can right click and we can replace those occurrences.
04:17
If the hardware in this instance came from our content center, we can select it, right click, and use Replace from Content Center.
04:26
When we go to Replace from Content Center, we've got various options.
04:30
In this case, we may decide to use a separate piece of hardware that has a hole through it for safety wiring.
04:36
We can select OK and we can allow to replace all occurrences.
04:41
If we move this out of the way and select Apply, it should apply to all four occurrences that we have in this assembly.
04:48
Notice here that we've likely made a mistake and the hardware is not the correct size,
04:53
so we would need to go back in and replace all of these from the content center.
04:58
It's always important that we validate the size of hardware that we need when we're replacing it inside of an assembly.
05:04
We'll go ahead once again and say Replace All and apply the new size.
05:09
Now that we have a little bit more knowledge on these assemblies, let's go ahead and start a new assembly one more time.
05:14
This time we're going to practice using relationships and understand more about joints, constraints, and assemble tools.
05:21
We're going to begin first by selecting Place, and this time we want to navigate to our assemblies folder,
05:27
navigate to Engine Mark 2, and we want to locate our engine case.
05:33
We need to scroll down until we find Engine Case.IPT.
05:38
Note that in this design, there are going to be two engine cases.
05:41
There's an engine case rear and an engine case side.
05:45
Let's go ahead and use the engine case rear in this example.
05:48
We're going to right click and place grounded origin as this is our first component.
05:53
We'll hit Escape and note the orientation of the component is slightly off.
05:58
Iin this case, it's going to be fine for what we're doing,
06:01
but often times when we are inserting a component, you may want to use some of the additional options that allow you to rotate it.
06:07
For example, let's go ahead and reselect the engine case rear.
06:12
Before we ground it at the origin, we have options to rotate about X,Y, or Z.
06:18
If I select Rotate about X, I can position it so that it's in the correct orientation,
06:23
and then we can make sure that it's pointing with the cylinder up and grounded at the origin.
06:29
This does take a little bit of time depending on the orientation of the model,
06:34
but then we can right click and place grounded at origin and then hit Escape.
06:38
Now we can simply delete and remove the first instance.
06:42
Now that we've got our engine case grounded and placed at the origin, it's time to add a couple of other components.
06:48
Under the Place menu, we're going to take a look for the engine sleeve and the engine piston.
06:54
So we'll scroll down until we find Engine Sleeve Rear and the Engine Piston.
07:01
Select Engine Sleeve Rear and simply place it off to the side for right now and hit Escape after we've placed a single instance.
07:08
And next we'll look for the Engine Piston.
07:11
Once we've got the piston, let's go ahead and place one instance and hit Escape.
07:17
When we're taking a look at putting multiple components together in an assembly,
07:21
it's important to understand that we've got several options.
07:24
We have Joints, Constraints, and the Assemble tool.
07:27
Constrain and Assemble are generally considered legacy options, and Joint is a newer option for putting components together.
07:35
When we think about applying these joints or constraints, we're considering the degrees of freedom of the components in our assembly.
07:42
With using the Constraint option or the Assemble option, we take away degrees of freedom gradually.
07:50
When we use the Joint option, we're defining the component position as well as the motion with a single operation.
07:57
Let's go ahead and take a look at Constrained first.
07:60
When we take a look at Constrained, we've got four sets of tabs, Assembly, Motion, Transitional, and Constraint Set.
08:08
For the purposes of this video, we're going to focus solely on Assembly.
08:12
We've got assembly options for mating faces together at a specific angle, a tangent relation, insert, or symmetry.
08:21
For something like our engine sleeve, we would likely want to place it using the insert option.
08:27
We would select the position, in this case the bottom edge of our sleeve and the upper edge of our cylinder,
08:33
and then we would apply this.
08:35
It's important to note that we would want to make sure that the ports are in the correct orientation,
08:40
and we can see that they are as we rotate the model around.
08:45
Everything appears to be lined up okay.
08:48
Let's go ahead and hit Cancel because we only want to use that relationship,
08:52
in this case, the insert constraint, specifically for the sleeve in the engine.
08:56
You'll notice that we are able to rotate this around, and I'm going to use Control Z to undo that rotation.
09:03
If we ever need to make any adjustments, we can always go into our relationship folder,
09:08
or we can expand the component and take a look at the relationships applied.
09:12
We can right click and we can Edit, noting that we have an option here to lock rotation.
09:18
In this case, a single insert constraint would allow us to both place the component and lock its rotation.
09:25
Next, let's take a look at adding the piston.
09:28
In this case, we're going to use Joint.
09:31
The joint will allow us to use an automatic type based on our selection, or we can preselect the type of motion we intend.
09:38
In this case we potentially would have a cylindrical joint.
09:42
This would allow the piston to move up and down in the cylinder
09:45
as well as rotate until another joint or constraint was limiting its motion.
09:49
In that case, it would be something like the connecting rod and the crankshaft.
09:53
We could also use other options like slider that would allow it to move along a single axis,
09:59
but that would restrict the revolute motion of the piston inside the cylinder.
10:04
In this case, let's select cylindrical.
10:07
We would first select our component, noting that there's a green dot that's going to represent the location of the joint.
10:13
I'm going to make sure that this is on the top face of the piston.
10:16
Next, we would select the position where it needs to go.
10:20
Once we put it in position, notice that it's upside down.
10:24
This means that we need to reverse its orientation.
10:26
We can do this by inverting its alignment based on our selections.
10:30
Let's go ahead and rotate this around and we'll select OK.
10:35
Now the piston is inside the cylinder.
10:37
We can move it up and down and rotate it around.
10:40
So once again, when we think about putting components together in an assembly,
10:44
we can think about using a joint which allows us to use the position and the degrees of freedom defined in that single joint,
10:51
or we can use things like assemble or constrain to gradually remove those degrees of freedom.
10:56
The last thing that we want to talk about in the context of this assembly is adaptivity.
11:02
When we create a new component inside of an assembly, in this case, I'm going to leave this as part 4.
11:09
We're going to say OK, and then we're going to position it.
11:13
If I select a reference, for example, the face of this part, and then we start a new sketch by selecting the face of our part,
11:21
let's go ahead and select here.
11:23
Then we project our geometry and we use this to create, let's say, an engine cover.
11:32
I'm going to go ahead and select all the geometry.
11:35
We're going to have this go out 1/4 inch,
11:38
and then we'll return back to the top level of our assembly.
11:42
This cover has a symbol in the browser that represents adaptivity.
11:47
What this means is that if I move the engine, move the case, move the geometry in any way that this part is going to move with it.
11:55
We can see this by right clicking on the engine case and disabling the grounded option
12:01
if I move it around note that the engine cover is moving with the case.
12:05
There are two adaptive relationships here that we need to identify.
12:09
One is going to be the work plane that was created when we selected the face of the engine case
12:15
and the other is the sketch relationship itself.
12:17
If we right click on the work plane and disable the adaptive option and we begin moving this around,
12:23
note that the component still moves with it.
12:26
However, if we right click on the part and we disable Adaptive,
12:29
this is going to allow them to move individually.
12:32
However, the work lane does still have flush constraints added,
12:36
which keeps the parts on playing with each other.
12:39
So if you begin to build assemblies in this way by selecting geometry on other components,
12:45
you need to be careful about the adaptive relationship between sketch relationships,
12:50
between creating projected geometry, and also things like planes and constraints or references that are created automatically.
12:58
You can always toggle these off if you need to,
13:01
but just remember that the associativity is there for a reason and it should be used intentionally, not accidentally.
After completing this lesson, you will be able to:
Step-by-step guide
How to buy
Privacy | Do not sell or share my personal information | Cookie preferences | Report noncompliance | Terms of use | Legal | © 2025 Autodesk Inc. All rights reserved
Sign in to start learning
Sign in for unlimited free access to all learning content.Save your progress
Take assessments
Receive personalized recommendations
May we collect and use your data?
Learn more about the Third Party Services we use and our Privacy Statement.May we collect and use your data to tailor your experience?
Explore the benefits of a customized experience by managing your privacy settings for this site or visit our Privacy Statement to learn more about your options.