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Ohai folks! I've been using Fusion for 4-5 years now in a pseudo-hobby capacity. I say pseudo because I design keyboards/pedals/devices that help me keep working through chronic health issues, probably 2000+hrs a year?; my day job is not product design/cad. (Intel Macbook Pro, 32gb)
While I've hit limits in the past, I've always come away with 'it's just bad practice on my part'. And I'm pretty sure that continues to be the case today.
The archive file is too large to upload (145mb), so here's a dropbox link: mk21-components
I would note that the project is in the middle of a refactor, so there might be a few oopsies - but generally as a rule I aim to keep the design timeline clean of errors. Also, I'm only halfway through the project at this point - this components assembly will then be inserted into a shell assembly where I'll hash out the aesthetic coverings.
Previous examples to give more flavour:
I compiled a list of actions (incomplete...but tells the story) that cause a ~10s spinning beachball.
- sweep using guide-face that is a complex loft, several minutes
- fully constraining a profile and orbiting
- editing a sketch such that more profiles are added
- editing an extrude/join to include more profiles
- hitting escape on a chamfer command that was not computing
- hitting escape on a feature edit
- hitting escape on a dimension that was aligned wrong (so it forces a dimension anyways)
- making a sketch visible
- deleting a horizontal/vertical constraint in a sketch
- hitting escape to clear a selection
- deleting a line in a sketch
- renaming a sketch
- creating a sketch on a plane
- unisolating a part
- deleting a line w. constraints
Of note, the behaviour comes and goes, but every minute or two I'll have to sit for ~10s while it chugs on one particular action.
On this design:
Component.Counts
With Overrides: LeafOccurrences 798: Bodies 1947: VisibleLeafOccurrences 256: VisibleBodies 568: LeafOccurrencesWithVisualMaterialOverrides 0: OccurrencesWithTransformOverides 0
Some notes on my workflow:
- Lots of inherited assemblies; e.g. the components assembly has a trackball assembly which has its own sub-assemblies including a STEP file of a pcb
- If rework is required, I go back on the timeline and fix it, then fix any downstream explosions (vs. applying patches over patches over...)
- I try to avoid sketch patterns, but lately I've taken to doing things like fillets as arc+tangents+dimension (because I find it easier to update sketches than figure out where that fillet operation was on the body that was radically changed; fusion sometimes loses the ref entirely and then you're guessing)
- Joints for locating sub assemblies in the main assembly
- Rigid groups for holding simple small assemblies together
- 'ground to parent' is on unless there's a joint in play
- Inherited 'cutter bodies' over duplicated sketch/extrude-cut situations (so I can combine/cut once)
- Parameters wherever a dimension is used more than once; or for joint fine-tuning; in sketches I then have dimensions reference other dimensions
- I try to keep sketches locked as a rule
- Where possible, use a single sketch to perform multiple operations (to reduce sketch/plane/etc operations)
- Don't model things like threads
Much of the above is learned through failure and very helpful forum posts. Certainly more to learn.
Specific things I've tried...
- Fusion is set to 'performance' graphics
- Turning off analytics (didn't think it would help, lol, it didn't)
- Running the Fusion repair/cache delete
- Ran through the performance troubleshooting doc, and the Phil Eichmiller pdf
Things still on my mind to try... (sourced from other Fusion support threads)
- replacing the pcb step files and key components (e.g. the switch itself is not simple) with simplified stand-ins
- finding base-level (no inheritance) components/assemblies and turning off their timeline
- try to reduce components with only an inserted project
- go back and find any duplicated/overlapping rigid groups
- maybe my emphasis on sketch constraints is a problem? removing built-in fillets maybe?
The project has basically ground to a halt, so any design practice pointers or 'hey dum dum you should/shouldn't be...' nuggets would be deeply appreciated. Thanks!
Solved! Go to Solution.