Beginner: Component vs Body

Beginner: Component vs Body

jonathan.garrison
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Message 1 of 7

Beginner: Component vs Body

jonathan.garrison
Participant
Participant

I am working through the "Introduction to 3D Modeling" tutorial. I am running into a basic conceptual problem about where a body appears in the browser (top left tree hierarchy thing). I tried to put my body "OriginalHandle" into its own component.  See first pic.  If I right click on the model and choose "Edit Feature", I then see "OriginalHandle" show up both under the root level "Bodies" and in the component, OriginalHandle:1's Bodies.  The "Trigger" body that had been at the root level disappears from the body list when this happens also.  This is very confusing, why would the body, OriginalHandle, appear in two places? To make it even more confusing, moving the "OriginalHandle" body, yields two renders of the body in the screen (see pic2).  What is going on here?  F3d Project is attached.

 

Bonus question, I have yet to see "Paste New" option ever appear. I have been trying to copy the OriginalHandle body and create a new handle next to the first one that I can edit by itself. No matter how I copy and paste, or create new components, the two handles are always linked. Perhaps this is related to my same conceptual problem above?

 

Thanks for any help.

 

 

Pic 1 - Body, "OriginalHandle" in separate componentPic 1 - Body, "OriginalHandle" in separate componentPic 2 - body in separate component moved away from original locationPic 2 - body in separate component moved away from original location

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Message 2 of 7

jhackney1972
Consultant
Consultant
Accepted solution

A component can be considered a "part" of an assembly.  The component can contain one or more bodies.  Just because someone named yours the same is unfortunate.  Normally you create a component and activate it.  Then all your sketches and bodies will automatically fall under it.  In the Screencast I also show you where to find the Past New command.

John Hackney, Retired
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Message 3 of 7

ritste20
Collaborator
Collaborator

Let me try to address a couple of the questions quickly because I haven't had a chance to review your file yet.

 

The "OriginalHandle" with the cube next to it is a component. A component is a type of internal file system for the overall design file you have open. A component can contain multiple bodies within it including solid bodies, surface bodies, t-spline etc... A body is a singular existence and depicted by the solid cylinder lower in the browser next to the second "OriginalHandle". This one is a body contained within the component Original Handle, contained with the overall design Trigger_with_Mechanics v6.

 

Regards,

 

Steve Ritter
Manufacturing Engineer

AutoCAD/Draftsight
Inventor/Solidworks
Fusion 360
Message 4 of 7

davebYYPCU
Consultant
Consultant

Your confusion  - that's how history modelling works.

 

From the beginning - 

You have a Tspine body, created in the top level of the file.

You then put the body into a new component.

You make a Trigger in the top level of the file.

 

When you Edit Feature, (1st body) Fusion goes back to the Sculpting environment and allows edits in that position of the timeline, so your Original 1st body is ghosted in the future while you edit the (current editing) present.  About this time, the Trigger does not exist in the timeline, (gone but) it is going to come back when you finish the edits to the other body.  Your ghosted body will update with any edits and all returns to normal, when done.

 

Might help....

Message 5 of 7

rushabhthakkar_910
Advisor
Advisor

@jonathan.garrison wrote:

 

Bonus question, I have yet to see "Paste New" option ever appear. I have been trying to copy the OriginalHandle body and create a new handle next to the first one that I can edit by itself. No matter how I copy and paste, or create new components, the two handles are always linked. Perhaps this is related to my same conceptual problem above?

For your Bonus Question, See this Screencast Video.. 👉https://autode.sk/3wca78H  

Thanks and Regards,


Rushabh Thakkar.


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Message 6 of 7

TrippyLighting
Consultant
Consultant

I understand  you have not asked for feedback on the quality the T-Spline, but it's got some problems more experienced user can spot with their bare eyes.

 

If you want T-Splines with good topology and smooth surfaces, then model 80% in box view mode and check the shape in smooth-view mode.

 

My measuring gage for the quality of T-Spline tutorials starts with box view mode. If the author of a tutorial does not use box view mode to model or at least check the topology of the model at least once, the tutorial is not worth watching.

 

Here's a screenshot of your model in box view mode:

 

Screen Shot 2021-06-10 at 7.26.55 PM.png

 

 


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Message 7 of 7

jonathan.garrison
Participant
Participant

Really amazing feedback from everybody, thank you.  It seems this basic question reveals a lot of complexity.  I appreciate the level of detail provided.