• Fusion

Modeling bodies and components

Fusion unified modeling environment makes it easier than ever to create geometry. Learn the important differences between bodies and components.


00:03

Components are the building blocks that make up assemblies.

00:07

Components can represent either individual parts or complete assemblies, depending on how you structure them.

00:14

Unlike some CAD tools, Fusion does not differentiate between file types for parts and assemblies.

00:21

Instead, everything is contained within a single design as part of a unified design environment.

00:27

A single component without sub-components is denoted by a specific icon.

00:33

However, when a component contains sub-components, its icon changes to represent multiple building blocks.

00:41

Each component includes its own set of origin planes and can contain bodies, sketches, joints, construction geometry,

00:49

and even other components.

00:51

On the canvas, you see multiple bodies, and the Browser shows that each body is created within its respective component.

00:59

Bodies represent the design geometry, while components define the relationships that form assemblies.

01:05

Understanding the movement differences between bodies and components is crucial.

01:11

Turn on the origin visibility for a component, and then use the Move command and set the Move Object to Bodies.

01:19

When you move the part, the body moves independently of the component's origin.

01:24

Resetting the Move command, set the Move Object to Components.

01:29

Now, when you move the part, you see the origin and everything within the component move together.

01:35

When working with assemblies, you want to work with components, rather than at the body level.

01:40

If you want to move or give motion to an object, it must exist as its own component.

01:46

Note that if you want to drag objects around the canvas as part of an assembly, use the component, instead of the body.

01:53

To describe the motion of parts in your assembly, you leverage joints, which define relationships between components.

02:00

Joints focus solely on components to accurately capture these relationships.

02:06

This distinction between bodies and components is fundamental for understanding Fusion’s assembly structure.

02:13

Components are essential for creating drawings.

02:16

Each component has its own properties, such as part numbers, part names, and descriptions.

02:23

These details are translated into the bill of materials when you create drawings.

02:29

If needed, you can isolate a component by right-clicking it and selecting Isolate, which hides all other components or bodies.

02:38

Once you finish working on that specific component, you can right-click the component again and select Unisolate.

02:45

There are two ways to create instances of components.

02:49

First, you can create an exact copy by right-clicking the component and selecting Copy, then right-clicking again and selecting Paste.

02:60

With this type of copy, changes to one instance will automatically update the other.

03:05

Alternatively, you can use the Paste New option to create an independent copy.

03:11

In this case, changes made to one instance will not affect the other, providing flexibility in your design process.

03:18

Now you can see the difference between a body and a component and how components function within an assembly.

Video transcript

00:03

Components are the building blocks that make up assemblies.

00:07

Components can represent either individual parts or complete assemblies, depending on how you structure them.

00:14

Unlike some CAD tools, Fusion does not differentiate between file types for parts and assemblies.

00:21

Instead, everything is contained within a single design as part of a unified design environment.

00:27

A single component without sub-components is denoted by a specific icon.

00:33

However, when a component contains sub-components, its icon changes to represent multiple building blocks.

00:41

Each component includes its own set of origin planes and can contain bodies, sketches, joints, construction geometry,

00:49

and even other components.

00:51

On the canvas, you see multiple bodies, and the Browser shows that each body is created within its respective component.

00:59

Bodies represent the design geometry, while components define the relationships that form assemblies.

01:05

Understanding the movement differences between bodies and components is crucial.

01:11

Turn on the origin visibility for a component, and then use the Move command and set the Move Object to Bodies.

01:19

When you move the part, the body moves independently of the component's origin.

01:24

Resetting the Move command, set the Move Object to Components.

01:29

Now, when you move the part, you see the origin and everything within the component move together.

01:35

When working with assemblies, you want to work with components, rather than at the body level.

01:40

If you want to move or give motion to an object, it must exist as its own component.

01:46

Note that if you want to drag objects around the canvas as part of an assembly, use the component, instead of the body.

01:53

To describe the motion of parts in your assembly, you leverage joints, which define relationships between components.

02:00

Joints focus solely on components to accurately capture these relationships.

02:06

This distinction between bodies and components is fundamental for understanding Fusion’s assembly structure.

02:13

Components are essential for creating drawings.

02:16

Each component has its own properties, such as part numbers, part names, and descriptions.

02:23

These details are translated into the bill of materials when you create drawings.

02:29

If needed, you can isolate a component by right-clicking it and selecting Isolate, which hides all other components or bodies.

02:38

Once you finish working on that specific component, you can right-click the component again and select Unisolate.

02:45

There are two ways to create instances of components.

02:49

First, you can create an exact copy by right-clicking the component and selecting Copy, then right-clicking again and selecting Paste.

02:60

With this type of copy, changes to one instance will automatically update the other.

03:05

Alternatively, you can use the Paste New option to create an independent copy.

03:11

In this case, changes made to one instance will not affect the other, providing flexibility in your design process.

03:18

Now you can see the difference between a body and a component and how components function within an assembly.

Step-by-step guide

Basic characteristics of bodies and components

Components are the building blocks that make up assemblies. Components can represent either individual parts or complete assemblies, depending on how they are structured.

Each component contains one or more bodies, as well as its own set of origin planes, sketches, construction geometry, joints, and other elements. Bodies represent the design geometry, while components define the relationships that form assemblies.

Representation of bodies and components in the Browser

Bodies and components are represented in the Browser with the following icons:

image - Component that contains other components.

image - Component that has no subcomponents.

image - Body. Each component contains a Bodies folder that contains bodies.

Move bodies and components

Understanding the movement differences between bodies and components is crucial.

  1. Turn on the Origin visibility for a component.
  2. On the Design workspace toolbar, click Solid > Modify > Move/Copy.
  3. In the Move/Copy dialog box, set the Move Object to Bodies.
  4. Move the part to see that the body moves independently of the component origin.

In the Fusion interface, on the canvas, a gear part being moved to show that the body moves independently of its origin.

  1. On the Application bar, click Undo.
  2. Click Move/Copy again.
  3. Set the Move Object to Components.
  4. Move the part again.

Now, the origin and everything within the component moves together.

In the Move/Copy dialog box, Move Object set to Components, and on the canvas, the gear part being moved to show that the origin and everything within the component moves together.

When you develop an assembly, work with components and not bodies.

Components and joints

In Fusion, joints specify movement between parts and define relationships between components. A fundamental distinction between bodies and components is that joints focus solely on components, not bodies.

Components and drawings

Components are necessary to create drawings with bills of materials (BOMs). Each component has its own set of properties.

  1. Right-click a component and select Properties to assign a part number, part name, and description that will be added to the BOM.

Isolate a component

A component can be isolated, which hides all other elements in the design. Note that bodies cannot be isolated in this way.

  1. Right-click the component and select Isolate.
  2. Right-click the component and select Unisolate to make the other parts visible again.

On the canvas, only the isolated reciprocating rod is visible, and in the Browser, the expanded context menu for the Reciprocating Rod, with Unisolate being selected.

Create instances of a component

There are two ways to create instances of components:

  1. In the Browser, right-click a component and select Copy.
  2. Right-click the canvas and select Paste.
  3. Drag the replica away from the original.
  4. Make a change to see that changes to one instance automatically update the other.

On the canvas, with the original and duplicate connecting rods side by side, dragging to offset the face of one instance shows the same change on the other.

  1. Click OK to end the Copy command.

Alternatively, use Paste New to create an independent copy:

  1. In the Browser, right-click the component and select Copy again.
  2. This time, select Paste New.
  3. Drag the replica away from the original.

Now, changes made to one instance will not affect the other.

For the third instance of the connecting rod created using Paste New, dragging to offset the face shows no change to the original.

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