Diagnosing and fixing Time Line Warnings and Errors???

Diagnosing and fixing Time Line Warnings and Errors???

rbtyod
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Diagnosing and fixing Time Line Warnings and Errors???

rbtyod
Enthusiast
Enthusiast

Here is a public link to the current copy of my model of a railroad car.

 

http://a360.co/1OjBVg9

 

There are 4 groups of yellow high lighted entries in the timeline.

Can someone help me diagnose why these warnings have appeared and what I can do to correct them?

Without doing my work for me, just pointing me to a good explanation of how these errors occur and/or how I can fix them would be a great help.

 

Thanks.

...Bob

 

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TrippyLighting
Consultant
Consultant

Possibly. But first:

 

1. Learn the difference between a body and a component.

2. Learn how to use the pattern tool before proceeding too far in your design.

 

You used a staggering amount of copy-past body operations that would hvve been easier with the pattern tool without cluttering your timeline.

 


EESignature

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Message 3 of 5

jeff_strater
Community Manager
Community Manager

Hi @rbtyod, it was nice meeting you the other night at the Portland area Fusion meetup.  

 

II took a look at your warnings.  I didn't look at every one, but the ones I looked at seemed to have a common theme.  These were all "missing body references".  These are warnings generated when an operation that requires a body to be selected can no longer find that body.  Normally, body references are pretty stable (as opposed to edge references, which can sometimes fail due to edits), but these errors can occur at times.

 

So, as an example, let's look at the first warning in your design:  "CustPasteBodies1" in the "Roof Pieces" component.  It's a little less than halfway down the timeline.

 

timeline errors0.png

 

the problem with an error in this particular feature is that there is no Edit Feature for it.  So, you have to kinda poke around a bit to debug it.  In this case, the clues are that the target component is "Roof Pieces", so we know to start there.  I then just rolled the end of design marker back and forth over this feature to see what I could notice.  The "CutPasteBodies" feature is pretty much what it says it is:  a cut and paste of a body.  Or, a "restructure" operation (dragging a body from one component to another), which is what I suspect this feature is.  Looking at the before and after picture, we can see that the result of this feature was to paste a body called "Left Gable End" into the "Roof Pieces" component.

 

Before:

timeline errors1.png

 

after:

timeline errors2.png

 

So, I looked around for that body in the "before" state.  I could not find a body anywhere that matched the "Left Gable End" body, either in name or in geometry.  The closest thing that I found was a body in the "End Pieces" component called "End" that includes the geometry from "Left Gable End", but not as a separate body:

timeline errors3.png

 

So, I can't really debug it much farther without input from you.  Do you remember this body?  Was there a separate body for just the gable at one time?  If so, did you by any chance delete it?

 

The thing to remember with these type of body-level operations is:  they are strictly history-based.  If you do something like:

 

  • create a box, call it body A
  • split the box using Split Body, into Body A and Body C
  • create a new component called NewComp
  • drag Body C into NewComp
  • roll back before the CutPasteBodies feature
  • Remove Body C
  • roll forward

you will get a similar error.  Or, even if you make some other edit, such as changing the splitting plane so it no longer intersects BodyA, you can also get this type of error.

 

So, if you have any more information on the whereabouts of "Left Gable End", we can go from there.

 

One last point:  When these failures occur, Fusion allows the rest of the compute to happen.  This is because we cache the body in the CutPasteBodies feature.  So, we do have a body that we can copy, it is just not the original body, and won't correctly update if changes are made to the sketch that created this body.  We consider this to be a warning (the yellow coloring as opposed to an error, which is red).  Whether this caching is a good thing or a bad thing is debatable (and we do debate it internally a lot).  One the one hand, it allows the design to successfully compute.  But, that success is misleading, because the design is still not quite right.  And, you may not find this out until you make some upstream change, and everything falls apart.  So, it's a mixed blessing.

 

hope this helps,

 

Jeff

 


Jeff Strater
Engineering Director
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Message 4 of 5

jeff_strater
Community Manager
Community Manager

One more debugging tip (as we discussed last week, but for the benefit of others):  for those of you that are also familiar with writing software, debugging feature failures is like debugging software compile errors.  Your best bet is to fix the first error, then go from there.  Often, an entire string of failures is caused by one root failure.  Fix that one, and the rest will be fixed for you.  If you try it the other way (fixing the last one first), you will get yourself all tangled up.

 

Jeff

 


Jeff Strater
Engineering Director
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Message 5 of 5

rbtyod
Enthusiast
Enthusiast

@jeff_strater and @TrippyLighting  ,

 

Thank you for your comments and suggestions. The design file I showed you is far from a clean, step by step construction. It represents several false starts and rework cycles I had to go through as I learned the right ways to use F360. (The use of components and how they differ from bodies for example.)  In my naivete, I had assumed that as I added, combined and deleted bodies and components that the time line would automatically be corrected to eliminate obsolete operations and references to non-existent bodies. I now realize that does not happen as I thought it did and that I must be much more careful not to allow the timeline to get messed up.

 
Unfortunately, I'm still pretty fuzzy as to exactly what messes up the timeline and what is acceptable.
 
My current plan is to start again - almost from scratch. I plan to keep only the sketches and the canvases, delete all the bodies, components and all the timeline entries except the sketches and canvases and then rebuild all the bodies based on the sketches.
 
What is going on with "gable ends" stuff is that because I needed to maintain one flat side on every component to allow 3D printing on a laser-resin based machine, I needed to lop off the pointy (gable) part of the end and combine it to the roof to eliminate overhang in the roof.
 
As I go through the process once again I will keep a careful watch on the timeline and try to understand what is happening every time I get an error or warning message.
 
Thank you for your help. I'm sure you will be seeing more questions from me on the F360 forum in the future.
 
...Bob
 
 

 

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