How to change the position of a Primitive ( Box, Cylinder, coil, etc... )

How to change the position of a Primitive ( Box, Cylinder, coil, etc... )

jeanfabre
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Message 1 of 37

How to change the position of a Primitive ( Box, Cylinder, coil, etc... )

jeanfabre
Enthusiast
Enthusiast

Hi,

 

 I am having difficulties to find how to move a Primitive ( Box, cylinder, Coil, etc...)

 

 When you create a sketch you setup dimensions, however I can't find how to create dimensions to position the center of a sphere or other primitives. 

 

typical case, if I create a hole made with a sketch and want to have a coil inside it, I can't modify the position of the hole sketch and have the inner coil to follow. I am very puzzled by the use case of these primitives if they can't be constrained to positions.

 

Thanks for your hints and input,

 

 Bye,

 

 Jean

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Message 2 of 37

TrippyLighting
Consultant
Consultant

Things will get much clearer after less than 50 minutes of video 😉

A well placed click on that elusive "Learn" button would also do the trick.


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Message 3 of 37

Oceanconcepts
Advisor
Advisor

There are many ways in Fusion (align tool, joints tool, dimensional constraints) to position objects. What is best depends on you particular needs. In some cases if you want to dimension or use the Align tool on a particular shape, it may be necessary to create a construction feature, such as an axis, first to give something to snap to. 

 

As Trippy says, some time spent with tutorials will illustrate how Fusion differs from other CAD programs, and how to use its many options to reach your goals. 

- Ron

Mostly Mac- currently M1 MacBook Pro

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Message 4 of 37

jeanfabre
Enthusiast
Enthusiast

Hi,

 

 Indeed, I whish it was the case. Let me explain more in details what's missing in my understanding.

 

The cylinder on the top left of the box is a sketch, and that's all fine because I can setup dimensions to the sketch to position is exactly from the top left corner of the underlying Box.

 

 

 

 

However, the Current selectes Cylinder in the main screenshot, that is not made via a sketch but actually from the "cylinder" option in the Create menu, doesn't have any mean for me to tell it where to be position from the top right corner of the box... I can set it's diameter, it's height, but not its "Placement".

 

 and that I can not find in any of the tutorials and videos I watched so far ( more than 90 mn  or it 🙂 )

 

so, in short, when using sketch, I can define it's position, not just its shape, but when I create primitives, I can not, and I'd really like to know how to do this. I tried creating construction points, but it seems you must select a Plane, which means the primitive you creates is just "ruffly" placed on that plane, which is not acceptable, I want to setup parameters that will adjust the placement of these primitives and similar tricks.

 

Does my issue is a little clearer? and maybe/hopefully there is a tutorial or learning material that covers this case, but I haven't find it yet, so if you know the one thanks for pointing it to me 🙂

Thanks,

 

 Bye,

 

 Jean

 

Message 5 of 37

Oceanconcepts
Advisor
Advisor

One way:

Edit your sketch, create a sketch point (initial position doesn’t matter) and use sketch dimensions to position the point where you want the cylinder center. Use the Align tool under the Modify menu to snap the cylinder to this position. You could also use joints to accomplish the same thing. This will be editable parametrically.

 

Another way:

Make the Cylinder primitive into a component. Activate the component. Under Construction, select axis through cylinder, cone, torus. You can then use the Measure tool to measure the center of the primitive against the edges, and move appropriately using the Move tool.

 

There are probably many other ways, but these pop to mind first. These techniques are all covered in tutorials in the general sense, but the challenge for all of us is putting together the tools to accomplish our goals. 

- Ron

Mostly Mac- currently M1 MacBook Pro

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Message 6 of 37

jeanfabre
Enthusiast
Enthusiast

Hi,

 

 I see, the short answer is: it's convoluted 🙂 I understand now I should refrain from using primitives and instead sketch when possible, It will fall into a more flexible and mainstream workflow if done using sketches.

 

Thanks for your input guys 🙂 

 

 Bye,

 

 Jean

Message 7 of 37

TrippyLighting
Consultant
Consultant

I would recommend "the other" way @Oceanconcepts suggested. Actually the first thing you should to is create a component and activate it. Since the latest update a newly created component is automatically activated which indicates the significance of activating components before adding anything to them or modifying their geomerty.

 

Then you can go several ways.

 

One of them is to create a sketch with dimensioned points and you can use the actions in the"Assmble" menu to join the objects to these sketch points.

Another way is to add one or more joint origins in your example to the block annd move those into place and then join the cylinders to these joint origins again, using joints in the Assembly menu.

 

This is not convoluted! It provides you with a lot of flexibility, which you will appreciate as you get more confident and adventurous in your designs in Fusion 360.

Also, you can use primitives. the primitoives only create geometry/bodies and you can make thes into components. Righ-click on the body and selec make components.

 

For some applictions using a primitive is much quicker than using the sketch extrude, whatever method. If you ned to see how a populated PCB fits into an enclosure and you need to model 10 resistors and 20 capacitors etc. it's much quicker doe with primitives.

 

Also, again, as you get more experinece with Fusion360's tool set you will understand when it is advantageous to work with multiple bodies in a single component as that also has it's applications.


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Message 8 of 37

jeanfabre
Enthusiast
Enthusiast

Hi,

 

 If I turn it into component, than it's indeed not the same anymore as I won't be able to ( for example ) create a chamfer between that cylinder and the box, which is something I can do if I don't turn the cylinder into a component when creating it.

 

 So, I do understand all the things you say, but I am also pretty sure about what I am questioning regardless of the context ( within Fusion or another 3d modeling software), that "not" being able to modify the "placement" of a primitive is odd, compare to the expectations you get with dimensions within sketches, hence my question to triple check I am not missing anything here, because I failed to see any deep explanations of Primitive placement.

 

Instead of saying "convoluted", I should say that now, given your very informative answers, I know there is no "hidden" feature within the creation/editing of a primitive to define it's placement other than ruffly ( I noticed the corner and tangent snapping, but that's not enough for parametrics to come into play). That's all I am interested in so far, to truly properly understand the primitive creation and edition range of possibilities.

 

I'll be watching more videos in the coming days, so I'll come back to this thread if I stumble upon a video clearly showing placement of a primitve using dimensions constraints.

 

 Bye,

 

 Jean

 

 

Message 9 of 37

TrippyLighting
Consultant
Consultant

Aha, that is what you want to do.

 

  1. You create a component and activate it.
  2. You start a sketch ("Sketch" menu) for the base profile of the box and dimension it. Then you push/pull it to extrude it to the thickness you want it. You can also use a primitive from the"Create" menu for the box.
  3. Then you create a new sketch on to pf that box surface and start sketching a center pont circle, for example.
  4. Dimension the location of the center point using the dimension tool from the "Sketch" menu.
  5. Then you push-pull the circle into the cylinder of your liking. IIRC the push-pull command will ask you if you want to join the cylinder to the box or cut a hole or create a new cylinder body.
    The default is join if you pull the circle up into open space. If you pull it down into the cylinder it turns red indicating that it will cut a hole into the cylinder. You can change these defaults to your liking.
  6. Then you can fillet or chamfer the ege between the cylinder and the box.

 

Then you have your first component 😉

 

Please watch the introductory videos that show that workflow over and over again.

 

 

 


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Message 10 of 37

Oceanconcepts
Advisor
Advisor

Fusion’s workflows often differ from other CAD packages. But there are good reasons, it’s definitely not arbitrary. Some confusion flows from Fusion designs not really using a single origin for the entire drawing, but each component having its own origin. Because Fusion works for everything from rough concept design to engineering and CAM, every workflow needs to be considered. You can be very precise and tightly define a part using sketches, or you can throw up a lot of shapes and try to piece them together freely. I use primitives a lot when doing concept designs, and find that using Align, Joints, and move tools becomes very fast and natural. If you already know what you want to do, and it’s just a matter of building the parts and maybe tweaking dimensions parametrically, then sketching as described by Trippylighting makes the most sense. 

 

One tool in Fusion I use a lot is Move- then changing the manipulator position (click “show manipulator” in the dialog) to the face, edge, or surface I want to align with, starting a drag, then snapping to align to any face or point in the design- it’s quick and precise. In most cases it works with faces as well as with bodies and components.  In your case, I might well have just used the Move tool, set the manipulator to the center bottom of the cylinder (I’m assuming it is still a separate body), snapped the cylinder to an edge, then moved orthogonally the distance I wanted to offset from the edge. 

 

If I knew I wanted to place the cylinder at a point, you could also just place that point on the sketch and use it for the center of the primitive when creating. There are many ways to approach this. 

 

Making a component is not a one way street. You can combine components together, creating a single component. Then you could do your chamfer.

- Ron

Mostly Mac- currently M1 MacBook Pro

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Message 11 of 37

Anonymous
Not applicable

The thing I am still missing is the ability to move a primitive (feature) within a body relative to another primitive (feature).

 

The move command will not move the second primitive relative to the first within a body. It will only allow to select either a body, or a sketch object. But the underlying sketch of a primitive is unreachable.

When choosing to edit the second primitive from the timeline (right click the primitive you would like to relocate) the underlying sketch of the primitive can be seen in the tree and it's origin can even be seen in the model, but that vanishes again when ending the edit or activate the move command.

I find it slightly disappointing to have to refer to sketching or turning the bodies into components first. Especially knowing that the sketch (including its origin) is already there, it is just doesn't have a handle for the move command. When the sketch and its origin are visualised (when editing the feature), why isn't it possible to reactivate "placement" in the "edit feature" dialog box?

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Message 12 of 37

Oceanconcepts
Advisor
Advisor

I’m a little lost as to what you are trying to accomplish, and exactly what you are meaning by “primitive”- maybe you could post some example screenshots or a screencast?
I think what you are seeing is one of the differences between direct modeling and modeling with the timeline. In direct modeling it is possible to select a feature on a body, such as a single face, and edit it an a variety of ways. Within the timeline it is necessary to go back to the sketch to change a basic feature of a body, though you can add features or edit the body in many ways, such as drafting a face or adding fillets. But I may not be understanding your question.

- Ron

Mostly Mac- currently M1 MacBook Pro

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Message 13 of 37

jeanfabre
Enthusiast
Enthusiast

Hi,

 

 Simply put, stay away from primitives, they are not  flexible enough and will give you trouble down the road in terms of flexibility. to make a box, create a sketch of the rectangle and extrude it, it's definitely better in the long run.

 

Moving primitives and components isn't really the best feature of fusion neither. Prefer using assemblies and fixed joints for example. I know it may sound overdoing and complex solution for something actually so simple in many other "artist-oriented" 3d packages , but it's again better in the long run and how fusion was designed to work basically.

 

And so, indeed ALWAYS create components, don't leave anything at the root of the design, else it's going to backfire: it's almost guaranteed if you are building multiple pieces in the same design. The negative effect of this is cross components shared variables, it becomes tedious to share common data for dimensions between sketches of various designs, it's a pain, and against intuitive and flexible complex designs, but I am sure they are working on this ( Or I missed that feature all together, but unlikely, else please link to actually help files or videos if there is solution for this indeed)). Fusion is already so practical, that I think these are little glitches, but no show stoppers.

 

Bye,

 

 Jean

 

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Message 14 of 37

Anonymous
Not applicable

I don't consider Fusion to be designed to stay away from primitives. It would have neither the primitive shapes in the create menu, nor would it show the underlying sketch, insertion point or the "placement" switch in the "edit feature" dialog box if it was. It just hasn't been implemented. I think it should be, swiftly.

 

When one browses the learning pages there is a fine statement about bodies and components. From it I deduct e.g. a block with blind threaded holes should be just 1 component, build with features. And the features being based on underlying sketches, just like the primitive shapes already are.

Don't bother pointing out the workarounds. I have found them, but I strongly feel I shouldn't need them.

 

Isn't it rather odd that when one has created a primitive shape (modelling environment, menu "create", primitive like "cylinder") ended the creation and then reopened it (by "edit feature" in the context menu upon right click in the timeline) one can't move the sketch that shows upon editing?

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Message 15 of 37

TrippyLighting
Consultant
Consultant

No, in fact that's not odd.

 

The purpose of the primitives is to be mainly used for direct modeling. To stay with your exampe of the cylinder, in order to change the diameter you'd select the cylindrical surface and use the push-pull command. Direct modelng as the name suggests does not store previpous information, all changes are in relation to the currnt dimensions.

If you wan to change the location of such a cylinder you'd use the move tool.

 

If you do want to edit the sketch the you have to model parametrically. In essence you'd create a sketch and then extrude, refolve etc. to create the desired shape. Then you can go back and edit the sketch to change the iameter of the cylinder for example.

 


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Message 16 of 37

Anonymous
Not applicable
No, I wouldn't use push/pull and I wouldn't be using any other form of direct modelling either.
I would right-click the cylinder in the timeline and choose "edit feature". I would then enter the new diameter in the dialog window. An absolute value, not relative to the present one. This would parametrically change the "underlying" sketch that is visible as long as the " edit feature" dialog is active. (just as the insertion point of the sketch is visible at that time)
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Message 17 of 37

TrippyLighting
Consultant
Consultant

I am less concerned with wat you would do.

I am more concerned with what you should do. That I described in my last post.

 

I don's see missing feature implementation. You simply need to use the right tools for your work.

If you have an idea of how to improve on the existing tools please post them in the Idea Station.


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Message 18 of 37

Anonymous
Not applicable
My statement was a reply to your statement "in order to change the diameter you'd select the cylindrical surface and use the push-pull command.", which isn't what I do.

Do you agree that the "edit feature" dialog is not a form of direct modelling?
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Message 19 of 37

TrippyLighting
Consultant
Consultant

You're correct, it is not purely a direct editing dialogue when you are in timeline mode. In direct editing mode there is no edit option as there is no timeline

 

But then again, if you feel so strongly about it, please put it into the idea station.

 

An alternate workflow that is very easy to apply, creating a sketch first and then extruding it is not a workaround. It is simply an alternate workflow allowing for more flexibility.

 


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Message 20 of 37

whpthomas
Participant
Participant
I have found the tone of this conversation rather disappointing. The implementation of primitives in Fusion seems broken to me - and very frustrating - when compared to the behaviour and implementation of primitives in other parametric CAD programs that we are familiar with. One should be able to reposition by editing the feature. Yes I can rewind the timeline and insert a move into the timeline after the primitive was created, but none of the subsequent primitives anchored to it, move with it. They stay where they were. This would be fine if one could edit each feature to move it. But joined primitives can't be moved independently in the timeline. I like using primitives for constructive solid geometry - normally they are handy for quick changes, boolean operations, etc. But in Fusion, their usefulness seems arbitrarily limited by this lack of ability to reposition or anchor primitives to other features. Fusion is after all a parametric CAD program. I think it is not helpful to respond by implying we don't understand how to use Fusion properly either.