Can I convert a component BACK to bodies?

Can I convert a component BACK to bodies?

Anonymous
Not applicable
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49 Replies
Message 1 of 50

Can I convert a component BACK to bodies?

Anonymous
Not applicable

Is there a way to convert a component back to its original form in bodies?

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Accepted solutions (1)
67,262 Views
49 Replies
Replies (49)
Message 2 of 50

jeff_strater
Community Manager
Community Manager
Accepted solution
outside of undo, the only method is to drag each body back to the root component (top browser entry), then delete the empty components

Jeff Strater (Fusion development)

Jeff Strater
Engineering Director
Message 3 of 50

Anonymous
Not applicable

Suppressing the component function in the design timeline will move the extruded body back to the Bodies folder. However doing so will also suppress any changes that were made to that part of the design after applying the component function. 

Message 4 of 50

TrippyLighting
Consultant
Consultant

@Anonymous wrote:

Suppressing the component function in the design timeline will move the extruded body back to the Bodies folder. 


That is only true in case you created the component from an existing body. I many situations that is not a recommended workflow.

 

Also, in Fusion 360 you are always working inside of a component, because each Fusion 360 design is its own component already.


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Message 5 of 50

chrisplyler
Mentor
Mentor

 

Why would you ever WANT to move a Component within the top level Assembly back to just a Body?

 

 

Message 6 of 50

Anonymous
Not applicable

SolidWorks...

Message 7 of 50

chrisplyler
Mentor
Mentor

 

Is that intended to be an answer to my question? It seems nonsensical.

 

 

Message 8 of 50

Anonymous
Not applicable

So this is probably super late to this discussion, but I got here because I was using a bunch of freeform bodies, and to avoid errors with complex bodies refusing to exit the "freeform editor" due to discontinuities and overlaps that seem to be impossible for me to find and impossible for the computer to cope with, I'm sure if I am more careful with the actions I take I can prevent the majority of these errors, but sometimes they seem to pop up out of nowhere and I am a bit lost as to how to debug them short of the very disheartening process of deleting faces.


I was hoping to avoid the issue of errors that prevent me from saving my files in a useful way by sticking to simple (but separately saved) freeform bodies and combining them into one larger body that I could touch up a bit with the more traditional sketch and create tools, however the more I read the more it becomes apparent I am just expected to create an errorless complex freeform body and should have never had any hope of ever combing simpler pieces and touching them up later. 

I would want to convert components into bodies because I want to avoid the errors involved in freeform editor as well as more easily adjust complex freeform shapes with the traditional tools. It would appear that the nature of "Components" prevents this however. 

This could be avoided if I could insert prebuilt bodies as bodies and not components. 

Its a bit unintuitive that I cant just mash 3d objects together into a larger 3d object, but after reading a bit about this it seems to just be a quirk of fusion 360.

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Message 9 of 50

TrippyLighting
Consultant
Consultant

If you've got a problem with a workflow or model, please export the model as a .f3d and attach it to your next post.


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Message 10 of 50

Anonymous
Not applicable

Hey, 
I'm also late to the conversation but I've found an easy solution!
One that isn't laced with jargon nobody understands or trying to justify a lack of features due to workflow. 

Right so this will only work if your piece is flat but it may help you...
Simply highlight the component you want to convert back to a body press E for extrude and extrude it to the same thickness as the original part.  Select NEW BODY Make sure JOIN isn't selected and extrude. You should now have your component and a body available. 
If you delete the component it usually gives some bs that it'll effect the timeline and mess up your project because well...that's fusion for you so I suggest sweeping the component under the proverbial rug and clicking the eye icon and forgetting of its existence. 

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Message 11 of 50

laughingcreek
Mentor
Mentor

@Anonymous wrote:

...
If you delete the component it usually gives some bs that it'll effect the timeline and mess up your project ...


That's what "remove" is for.

Although I wouldn't suggest the rest of your suggested workflow either.

Message 12 of 50

michaelWDJZX
Enthusiast
Enthusiast

Why make bodies from components? 

In my case I am modelling an electrical panel. In my model I have sub-assemblies for things like pushbuttons which are made of several parts that must be ordered individually. 

To generate a BOM, I create a drawing, and add a BOM table. I must select the option to include sub-components so that it includes all the parts needed to assemble a pushbutton. 

This works great until I import a speed drive from a manufacturer's website that is made up of about 20 sub-components, and some of them have sub-components.

This fills the BOM with spam.

Converting the sub-components back to bodies solves the problem, and now my BOM is accurate again.

I used the combine feature, since I am happy to have one amalgamated body that represents the size and shape of the speed drive, and looks vaguely similar, although the colors are all uniform.

Message 13 of 50

Anonymous
Not applicable

I know this is late but if you copy the component ctrl c>ctrl v it will create a new body from the copied component.  This only works on the body underneath the component sub selection or from directly selecting the object in the 3d view.  You can also use the move tool and create a copy with the checkbox and that will auto create a new body.  However this requires the movement of the object.

Message 14 of 50

TrippyLighting
Consultant
Consultant

Well … late ant your statement is incorrect. Copying a component does not create a new body.


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Message 15 of 50

spencer5UXYQ
Explorer
Explorer

Yes thank you. I knew I had done this once before. Idk what trippy Lighting is nay saying this but it does in fact work. 

I have an instance where this is valid imo. I made a part A. I imported part A as a component to an assembly. I now find that it would be better machined if part A was just a part of part B. Therefore I want to extrude and intersect with part A but cant because it is not a body like part B. 

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Message 16 of 50

TrippyLighting
Consultant
Consultant

Can you demonstrate this working in a screencast and perhaps share a model?


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Message 17 of 50

etfrench
Mentor
Mentor

@TrippyLighting is correct.  Copy/Paste a component and you will get a component.  The original component may or may not contain a body while the clone will contain the same bodies and sketches as the original.  You can copy a body, then paste it into another component including the top node of the browser.

ETFrench

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Message 18 of 50

spencer5UXYQ
Explorer
Explorer

Well i tried using the screen cast hoping that audio works but I see there is still an open item for this on mac.

https://forums.autodesk.com/t5/screencast-forum/mac-audio-recording-not-working/td-p/8902770

 

Copying component body to a usable body in assembly model. i.e. converting component back to a body.  

I've noticed this works for some imported bodies and not others. definitely does not work after implementing joints in an assembly. 

 

Notice that the suggestion was not copy the whole component but rather the individuals bodies in that component then paste in open assembly/ model space. 

 

I made a video and then realized that the content was proprietary. Will make a usable video over the weekend. 

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Message 19 of 50

zHNY8G
Observer
Observer

Because critical actions like "split body" do not work on components

 

Message 20 of 50

hamid.sh.
Advisor
Advisor

Split body do work on any body wether or not it's inside a component.

Hamid