Thursday, October 19, 2017

Adding and Manipulating Joints in Autodesk Fusion 360

Autodesk Fusion 360 uses Joints to constrain components together within an assembly.  There are a variety of joints for applying both fixed and movable constrains, each one having a variety of unique position and motion settings. 

I have created three videos on this subject and even then, I have barely scratched the surface of the possibilities available when using joints in your assembly.  The first video covers the basic process of placing joints and covering the most common types of joints.  I tried to cover joints that compare to the four basic types of constrains using in Inventor assemblies, Mate, Flush, Angle, Tangent and Insert.

The second video covers some of the methods and commands used to control the movement or motion of various joint types. The video also talks about the Motion Study command vs Animate Model, the two main commands used to animate your completed assembly.

The third video covers two other methods of applying joints.  One is to add Joint Origins to the components of the assembly that can be used to place joints in future assemblies.  These are great because they can be saved with the components and used over and over in other assemblies.  They can be compared to iMates in Autodesk Inventor.  They can be configured to carry assembly information that can be applied, by others, to an assembly joint who may not be familiar with the design.  Also in this video I use the "As-built Joint" command which can be applied to components that are already positioned in the correct relationship to each other in a matter of seconds.  If you watched my earlier video on the "Align" command you will see how quickly you can add joints to a temporary aligned assembly.



No comments:

Post a Comment