How to move one object to another object

How to move one object to another object

whittakerdw1216
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How to move one object to another object

whittakerdw1216
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I am needing to move the smaller cylinder to the larger one connecting the points circled. I am following a video tutorial and the way described in the video makes sense and is saying to click on the lower circled point and then click the other blue point but there is not a point there for me to click.

Point to Point.PNG

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Accepted solutions (4)
4,938 Views
9 Replies
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Message 2 of 10

whittakerdw
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With sketch open, click the create drop down menu and select point. Then put a point at the location that does not have a point.

Message 3 of 10

laughingcreek
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You're following a tutorial that has you modeling in this manor?   Would you mind posting a link to it?

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Message 4 of 10

chrisplyler
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Stop moving bodies away from their sketches. The only thing you achieve is creating a convoluted mess.

 

If these to objects are discreet parts, create them as components, and use the Joint tools to position those components relative to each other as desired.

 

 

Message 5 of 10

whittakerdw1216
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Here is the link to the video. It was on youtube for an M&M dispenser in a series called Fusion 360 or die trying.

https://www.youtube.com/watch?v=_NoACbz-tmo

 

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Message 6 of 10

whittakerdw
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I don't understand why they had you create the second cylinder and then rotate it, like @chrisplyler said, away from the sketch. I would have thought it to be easier if the second cylinder were drawn on the correct plane to prevent having to rotate it away from the sketch. Other than that, after watching the video, it does seem to be a pretty detailed video showing what needs to be kept in consideration when creating something like that, such as the size of the M&M and giving allowance for any variation.

Message 7 of 10

chrisplyler
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The guy in that video seems to be a good teacher, but he just might be a moron otherwise. He says he can't think in negative space. He says this complex shape would be very hard to create without these techniques.

 

Here is my version of the M&M cylinder. Exactly the same results. Much simpler. Parametric. Only one sketch. Even if you DID feel the need to make a positive tool and then combine/cut, you could make that tool as a separate body in the right place to begin with.

 

 

 

Message 8 of 10

whittakerdw
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I agree. He seems to be a good teacher. He makes the most important point before starting on the model. Grab a cup of coffee. I've never heard a better statement. Your screencast was very simple and like you said you got the same results in less time. I still just don't understand the point of having the sketch on the wrong plane and then rotating it. It would have made more sense, and, in my opinion, easier to follow sketching it the way you did it.  

Message 9 of 10

chrisplyler
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I think @whittakerdw1216  has gone nutty with the power of the Solution button.

 

 


Message 10 of 10

chrisplyler
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Also watch this video. See how I can easily control the cylinder and the hole in the side of it? The other guy is going to struggle to do that. Also notice that he controlled the depth of his hole by dimensioning his point 18mm out from the axis (he wanted 7mm deep, and it's a 25mm radius cylinder)? Well, what if he changes the cylinder diameter? Will the hole stay 7mm deep? No. He's going to have to do his math again and also change the hole depth to match the new cylinder diameter. Instead, I controlled the 7mm depth directly from the outside, so no matter what diameter I change the cylinder to, the hole goes with it at the right depth.

 

These are the simple sorts of things that you've got to think about to be a good modeler. Think about what you might want to change, and then about which elements should be dependent upon, or referenced to, which other elements. In this case, the depth of the hole (one M&M depth plus a tolerance) should be dependent on the outside of the cylinder, not the axis of it. There may be cases where you want the depth of a hole referenced from the axis, but it doesn't make sense in this case, right?

 

Also you might have noticed in my previous video that the arc defining the hole's bottom was blue in my sketch. That's because I started with a 3-point circle and then trimmed most of it away. Before I started this second video, I had changed it to a tangent arc and constrained it properly, so it's black now. You'll want to try to fully define everything in your sketches such that they turn black. There are a few bugs where things will show blue even after they are fully and properly constrained, but don't let that bother you. Learn how to fully and properly constrained your sketch elements as a habit. It will save you lots of frustration in the future.

 

Why do I feel like I'm teaching you a lot more than that video guy did? Just want you to see what good parametric practices allow for. Once you learn enough, you'll be able to learn more even faster, because you'll be able to watch videos like his and pick out the useful info from the crap. Anyway here is my second video:

 

 

 

 

A link to it, just in case the forum gives me trouble:

https://knowledge.autodesk.com/community/screencast/cfb6a17b-35d3-4fba-bc7c-50cf00e1229d

 

 

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