How do Fusion 360 experts build an assembly like this without using joints?

How do Fusion 360 experts build an assembly like this without using joints?

mgianzero
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How do Fusion 360 experts build an assembly like this without using joints?

mgianzero
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So I've gotten fairly good at some drawings using F360.  However, now I was thinking of designing and building my own 3D printer using Fusion.  I've seen a few completed models like this one (https://gallery.autodesk.com/fusion360/projects/97840/voron-1?searched=) on the Fusion 360 gallery.  But how to they position parts like the frame and all the parts without using joints? 

 

I'm fairly new to assembly using rigid joints, but I don't see that they did this in this example or others I've seen.  It would seem like a really tedious job to do if they did.  So how does one create such a parametric model and place all those parts exactly where they want them?

 

Marc G.

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Message 21 of 52

davebYYPCU
Consultant
Consultant

Gooday Marc, 

I do not have extensive assembly experience, 

Your Linked components, can not be used the way I would do it,

 

I figure I would want to insert and break the link, so editing things works the way I like to do it. (I would want the joint origin inside these components, if moved the sketches will go too.)

Because it is an Assembly file, I am not aware of how to send the file back, yet.

 

that said, I have adapted what I would do to this file, and there may be others who could correct me if wrong, 

 

First I activate the root component, made a sketch on the facing side of the first linked component, (for reasons already stated)

projected the points on the end of the face near the t slot fillet,

line from those points, and

a line from midpoint of the first line, inward by 15mm.  (2 in the pic)

I added a line at the centre of that sketch face, and mirrored those two lines to the other end, (lines in space with red loop in pic)

 

Added Joint origins on both end points of the 15mm lines.

 

Made a joint with the centre circle face of the moving component, to the joint origin.

 Joints2.PNG

Joints.PNG

 

 

Might help, demo purposes, at this stage....

 

 

Message 22 of 52

mgianzero
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Advocate

Dave -

 

Thanks for giving me your feedback.  So it looks as though you are suggesting you would draw a sketch on the end of each extruded piece and make a center point rigid joint.  I guess that works, but would that necessarily orient the parts perpendicular to each other?  It also seems cumbersome to have to draw a sketch on every piece in order to join them.  Is that how others usually do it?  I don't know.

 

Peter -

 

I have gone through quite a bit of tutorials already on F360 and haven't seen what I am asking.  But I think my situation is a little unique in that I am trying to join pieces that are perpendicular to each other and doing it repetitively.  Thought it was a question that would benefit greatly from a quick video snippet on how to do this.  If you can reference me something that explains this for me, that would also be greatly appreciated.

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Message 23 of 52

TrippyLighting
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@mgianzero wrote:

 

 

I have gone through quite a bit of tutorials already on F360 and haven't seen what I am asking.  But I think my situation is a little unique in that I am trying to join pieces that are perpendicular to each other and doing it repetitively.  Thought it was a question that would benefit greatly from a quick video snippet on how to do this.  If you can reference me something that explains this for me, that would also be greatly appreciated.


 

Ahhhh...Ha! Got ya!

 

Yes, that sort of requirement of efficient machine design where you repetitively have to assemble similar parts into a design is not covered often.

 

It takes a little forethought and preparation but then it can be fairly efficient. Let me see what I can come up with.


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Message 24 of 52

davebYYPCU
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but would that necessarily orient the parts perpendicular to each other?

 

Yes, the joint origins are placed on planar faces.  So that is default orientation.

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Message 25 of 52

mgianzero
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I started this thread about 2 weeks ago and still have not gotten an solid answer, hopefully with an example (I had included my linked model in previous posts).  Any one have a good solution to my problem?

 

One thing I've been toying with, which I think is the simplest solution, is that when I create my "distributed design" (i.e. a model with links to components that are imported), I can simply place those extrusion components where I want to using the "move/copy" feature and I'm done.  I thought of first drawing a semi-opaque box or square that outlines the box to place my extrusion pieces and then use the "point-to-point" move option, but I couldn't select the center point of the extrusion piece in order to move it.  I just need someone to show me an easy way to do this and I think I can complete my full model.

 

Hope I'm making sense here.

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Message 26 of 52

TrippyLighting
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Consultant

You have gotten a solid answer with the first response "use joints", but you've evidently ignored it.

Then I took time to analyse the design you referenced just to find out that this was imported and not assembled in Fusion 360 at all.

So we're back to joints.

I've used Solid Works for 15 years and there you use mates, which are equivalent to joints. The same in Alibre Design which I used for 4 years, and now ZW3D. I know that same concept exists in Solid Edge, On Shape  and a good number of other CAD systems. 

 

The best practice to use joints.That answer was  provided to you. Solidly.


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Message 27 of 52

etfrench
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See post #2. 

 

When you create your extrusion, you can also create the joint origin if it doesn't exist at the point you expect it.  When you actually create the joint, you can use offsets to precisely place the extrusion relative to the other side of the joint.  In other words if you have an extrusion which is 25mm square and you want the edge aligned with the end of another extrusion, enter offsets of 12.5mm in the appropriate directions.  You can use User Parameters to make entering and changing these easier.

ETFrench

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Message 28 of 52

mgianzero
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Okay, fine, let's use joints.  But how do I do this when aligning bodies that are perpendicular like in a frame?  Especially when there's really no points on these components that are obvious to align with (i.e. the frame pieces have so many faces).

 

"When you create your extrusion, you can also create the joint origin if it doesn't exist at the point you expect it.  When you actually create the joint, you can use offsets to precisely place the extrusion relative to the other side of the joint.  In other words if you have an extrusion which is 25mm square and you want the edge aligned with the end of another extrusion, enter offsets of 12.5mm in the appropriate directions.  You can use User Parameters to make entering and changing these easier."

 

Okay.  I'm not really following here.  So how are you entering offsets?  Are you creating a sketch on top of your bodies or components to do this or are you changing the joint origins?  Like I've mentioned earlier, I have limited joint experience so I can do some simple joints, but haven't really used these features.

 

As an example, I have a model that I attached below which is a frame that has a few components that has been moved out of position.  So how do I reposition this components to the correct place using joints?

 

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Message 29 of 52

davebYYPCU
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Consultant

Like most dialogue boxes in Fusion, select each item in the dialogue box from top to bottom.

 

Select the component to move, then the snapping position, (if there is no appropriate snapping position, create a Joint origin first)

select the component to connect to, then the snapping position,  (if there is no appropriate snapping position, create a Joint origin first)

select the type of joint (rigid in your case)

There will be a preview, 

select OK.

 

That file has no history, so you can't edit or revert the move out of position, 

 

That file has no joints, without a timeline, I am lost....

What part of my previous answer - confused you?

 

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Message 30 of 52

TrippyLighting
Consultant
Consultant

Give me 30 minutes and you'll have a screencast!


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Message 31 of 52

TrippyLighting
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Accepted solution

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Message 32 of 52

mgianzero
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Aaah, yes!  That screencast explains a lot.  Thank you so much!  This is what I was looking for.

 

So, if I understand correctly, you try to find a point (preferably a midpoint on a face) that can serve as your first joint location and a similar point on the target component.  I didn't think to use those points.  Also, I now see the rational for using joint origins.  The thing that confused me about this was that (if I understand this correctly) each component (whether linked or part of same model) has an origin associated with it.  So component origin is different than joint origins, correct?

 

So, if you were making a similar drawing, would you have made a distributed design with linked files for all your parts, or a single multi-body design context?

 

 

Also, when we were discussing repetitive parts management, you said in your previous post  ...

"Yes, that sort of requirement of efficient machine design where you repetitively have to assemble similar parts into a design is not covered often.

 It takes a little forethought and preparation but then it can be fairly efficient. Let me see what I can come up with.  "

 

What exactly were you planning on showing me there?

 

 

Marc

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Message 33 of 52

TrippyLighting
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Consultant

@mgianzero wrote:

Aaah, yes!  That screencast explains a lot.  Thank you so much!  This is what I was looking for.

 

So, if I understand correctly, you try to find a point (preferably a midpoint on a face) that can serve as your first joint location and a similar point on the target component. 

 

Exactly!

 

I didn't think to use those points.  Also, I now see the rational for using joint origins.  The thing that confused me about this was that (if I understand this correctly) each component (whether linked or part of same model) has an origin associated with it.  So component origin is different than joint origins, correct?

 

Yes, correct!

 

So, if you were making a similar drawing, would you have made a distributed design with linked files for all your parts, or a single multi-body design context?

 

It depends. For a 3D printer I'd probably try to do all of it within a single design. For a more complex device/machine I'd break it down into several larger assemblies that would be linked into one design, which would be an assembly only and might even be a design without history enabled, just joints. 

Within these larger sub assemblies I'd then also try to very judgmental about when and when not to use linked components.

 

Also, when we were discussing repetitive parts management, you said in your previous post  ...

"Yes, that sort of requirement of efficient machine design where you repetitively have to assemble similar parts into a design is not covered often.

 It takes a little forethought and preparation but then it can be fairly efficient. Let me see what I can come up with.  "

 

What exactly were you planning on showing me there?

 

Exactly this sort of setting up your parts so they can be assembled quickly and breaking down a larger assembly into smaller self contained sub assemblies 

 

 

Marc


 


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Message 34 of 52

PhilProcarioJr
Mentor
Mentor

@mgianzero

Even though Joints are the proper way to do assemblies you can build them without joints also like this:

https://knowledge.autodesk.com/community/screencast/2eb26123-61d2-4bbf-add5-f2140536a604

 

My entire Train model was built without adding a single joint and it was way more complex then stuff like this. In addition to the point snapping you also have the align tool....



Phil Procario Jr.
Owner, Laser & CNC Creations

Message 35 of 52

mgianzero
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YES!  This was what I was attempting to do.  I knew it could be done!  I just wasn't thinking to rotate my part first using move command before I used the "point-to-point" feature to move in place.  And, to be honest, I don't find this to be any harder to implement over joints.

 

I find there are many advantages of using Move/Copy (not sure if joints can do this) but, first off, it doesn't complicate the file by adding lots of joints everywhere. For me, I'm all about simplicity.  Also, Move/Copy allows you to easily copy your component (or body) in place and move your copy elsewhere.  In addition, you can make all these moves parametrically, so you can keep track of how you moved it (if you want this feature but you can easily turn it off). 

 

So what are the drawbacks to Move/Copy?  I guess with joints you don't risk accidentally move components when working with your design.  But again, I didn't find that to be a high likelihood.  Any other inherit limitations to NOT using joints?  I was planning on only considering joints in areas where it would be nice to animate my model.  But that wasn't really my plan with this model.

 

What I didn't fully understand is the strong push to use joints in my model by other forum readers, suggesting that other methods would be far more difficult or had many drawbacks.  

 

So other F360 experts following here, please share with me -- why the need for joints here?  Again, I'm only asking because I wanted to learn the simplest way of doing this.  I'm thinking, if my model were to be imported into another program such as Inventor or even Solid Works, would the joints still be there?  Seems to me if I don't have them because I don't really need them, then I don't need to be concerned about this.

 

 

Marc. G.

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Message 36 of 52

TrippyLighting
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Consultant

I'll let @PhilProcarioJr explain that considering he did a half assed job stating that this can be done but then probably hoped that others pick up his slack! 


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Message 37 of 52

huszak.marcell
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First of all, it's awesome to read this post, people arguing with reasons in an interesting topic, and even I can't read every comment, I had to join. (so Hi to everybody, my name is Marci 🙂 )

 

"I'm thinking, if my model were to be imported into another program such as Inventor or even Solid Works, would the joints still be there?  Seems to me if I don't have them because I don't really need them, then I don't need to be concerned about this."

 

This question just stuck in my mind, as far as I know, assemblies are transferable between different CAD softwares, but it's not as easy as opening a .step file for example. Most of the times it is not neccesary. But answering your your other question, I think there is many times when you need them. For example, imagine a big assemblie, with many parts, like a car. Most of the parts are designed by different people, and usually there are many changes after the main assembly created. If every part is having it's own place, it's own function, it is way easier to change one component, than redrawing it in the middle of a big pile of bodies, and I didn't talk about systematization yet. But yes, with little project, what you make alone, and do not have hunderds of components, I think it can be your personal comfort not to use this function.

 

I am sorry if this approach of the topic already was brought up by somebody, I did not have the time to read every comment ,and this question was interesting 🙂

Student Expert
Student In Industrial Design Engineering
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Message 38 of 52

PhilProcarioJr
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@mgianzero

"So what are the drawbacks to doing it this way?"

For one thing you have no parametric updates to the assembly at all. Yes you can accidentally move any component. You can not simulate any motion at all without joints.

 

Honestly if you need parametric updates to your assembly or need to simulate motion use joints...period.

 

If all you want to do is put the thing together, make a simple print or render then the move and alignment tools work fine.

 

Personally I rarely use any joints until my assembly is completed unless I need to figure out motion of an assembly, then I assign Joints only where I need them until the end.

If I am doing client work then I always assemble with joints....period.

 

Again these are only my observations....I still recommend using joints as others have stated in this thread...the only real problem I have with adding joints as you build is it becomes easy to create problems you can't solve unless you really understand how they work and how to apply them correctly.

 

In the beginning of this thread you contradicted yourself based on what you said you wanted to do and what you expect to happen.

 

For instance you said "But how to they position parts like the frame and all the parts without using joints?"

I answered this with the move tool and align tool.

 

Second you said "So how does one create such a parametric model and place all those parts exactly where they want them?"

This was answered by @TrippyLighting you use joints and he showed you how to do that. 

 

Why he got his panties bunched up I don't know as I was only answering the first part of your question as no one else was.

 

In short what you should do depends on what you plan to do with the assembly. If you never plan to do anything past a static model or if you plan to export to another CAD system then the move and alignment tools work. On the other hand if you need parametrics or motion in your assembly you need joints.

 

Also I might add if you plan to export your assembly to other CAD systems make SURE you DON'T use joints as the assembly can explode on import to the other CAD package.

been there done that and it sucked....

 

Cheers

Phil



Phil Procario Jr.
Owner, Laser & CNC Creations

Message 39 of 52

mgianzero
Advocate
Advocate

Peter,

 

I don't understand the hostility here.  There are definite needs to have joints when making a true assembly, but I know there are many situations where it is not necessary. 

 

I've watch quite a few screencasts put on by the "AutoDesk experts" where they show different ways of doing the same things, which can be tailored according to your needs.  For many of us hobbyists, we are only using F360 to possibly build a prototype to simply see what our model would look like in 3D space.  We are not necessarily building for a high-end engineering firm.

 

If there are definite "no no's" with designing in F360 because of certain problems you may encounter down the road, then please share.

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Message 40 of 52

TrippyLighting
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Consultant

Phil is a personal friend of mine (believe it or not 😉 and very experienced in many CAD systems, much more so than I am.

Your response to his post was very predictable and was precisely what I was trying to avoid, because if you open that can of worms than often you'll have to start explaining too many other things.

 

He needed to finish that job! He did, so he deserved and received kudos for both posts.

 

From the perspective of a CAD software it is irrelevant whether you are a hobbyist or a professional. You also need to realize that when you ask question here on the forum it is hard to as to what you personally want to do with the given project and even that might be irrelevant. Even if you are only want to create a rendering it is a good idea to use the software properly.

Picking up bad habits from incomplete explanations on public forums or terrible youtube tutorials is never a goo thin.

 

 


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