Manual XYZ Data Input

Manual XYZ Data Input

Anonymous
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Message 1 of 13

Manual XYZ Data Input

Anonymous
Not applicable

This is something I am familiar with using in other programs, but it appears to be missing in Fusion 360. I want to be able to click an object, then specify it's XYZ coordinates specific to the desired origin point (center, left edge center, top right corner, etc.). I have attached an image of what I am referring to below. 

 

XYZ_Coordinates.PNG

 

Does this functionality actually exist, but I am just missing it? If not, then it seems a bit ludicrous to me that this feature does not exist, as it personally makes working in Fusion 360 a bit frustrating at times.

 

Thanks for any help in advance!

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Message 2 of 13

HughesTooling
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@Anonymous wrote:

 

Does this functionality actually exist, but I am just missing it? If not, then it seems a bit ludicrous to me that this feature does not exist, as it personally makes working in Fusion 360 a bit frustrating at times.

 

Thanks for any help in advance!


The idea with a program like fusion that use a sketch solver is you must always dimension and constrain everything in a sketch. If everything is constrained with dimension you can move it accurately by editing the dimension. For anyone experienced with solidmoders the functionality you want is not very useful.

 

Mark

Mark Hughes
Owner, Hughes Tooling
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Message 3 of 13

Anonymous
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@HughesTooling wrote:

 

The idea with a program like fusion that use a sketch solver is you must always dimension and constrain everything in a sketch. If everything is constrained with dimension you can move it accurately by editing the dimension. For anyone experienced with solidmoders the functionality you want is not very useful.

 

Mark


I get the constraints, but I am probably still missing something with the small amount of experience I have with the program. Let's say, for example, that I want to create the typical block robot, and I am starting with the block head, cylinder neck, and block body. For sake of this discussion, let's assume they are all separately designed pieces. How would I go about taking those pieces, having their edges connected, and lining up their center-centers?

 

Thanks!
Corey

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Message 4 of 13

HughesTooling
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First don't use the primitive shapes, use sketches and extrudes. Then you can sketch in place or create at the origin then use joints to position.

 

Take a look at the hands on exercises in the help. First on sketching  then modeling and assembly.

 

Mark

Mark Hughes
Owner, Hughes Tooling
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Message 5 of 13

TrippyLighting
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There are several valid answers to this, which you cannot see because you have not proceeded to this area of Fusion 360 yet.

 

But first things first. The 3D  origin in CAD is important and each object has its own 3D origin.

Sketches also have an origin and you should always reference that origin either using constraints, dimensions or both.

Sketch objects that are fully defined meaning they are fully cnstriand and fully dimensioned  will turn in color to indicate that.

 

In case of the Blockhead, use a create point rectangle and start with it at the sketch origin.

 


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Message 6 of 13

Anonymous
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Okay, thank you. It looks like I just need to wrap my head around this way of thinking compared to my other programs.

Yea, I went through the Sketch tutorials, but it didn't say anything about having separate objects that you want to combine and have lined up at a specific point. I guess I will need to go through the Modeling and Assembly tutorials now to learn about that.

 

Thanks for all your, help, Mark!

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Message 7 of 13

Anonymous
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@TrippyLighting wrote:

There are several valid answers to this, which you cannot see because you have not proceeded to this area of Fusion 360 yet.

 

But first things first. The 3D  origin in CAD is important and each object has its own 3D origin.

Sketches also have an origin and you should always reference that origin either using constraints, dimensions or both.

Sketch objects that are fully defined meaning they are fully cnstriand and fully dimensioned  will turn in color to indicate that.

 

In case of the Blockhead, use a create point rectangle and start with it at the sketch origin.

 


Whoa, you can see how far I have progressed in my tutorials, or was that just an educated guess based on my post and replies? Haha.

Yea, I get the Sketch part for individual objects. I have gone through all of those tutorials. My point was more for having completely separate objects that you now want to combine and line up at a specific point. It appears, from Mark's response, that I need to go through the Modeling and Assembly tutorials to learn about all of that.

 

Thanks!
Corey

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Message 8 of 13

HughesTooling
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Before going too much farther with assemblies you should also read @TrippyLighting's thread on Rule#1.

 

Mark

Mark Hughes
Owner, Hughes Tooling
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Message 9 of 13

Anonymous
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Thanks, Mark. Looks like that was all from the video, but it was a good refresh nonetheless.

 

In that regard, though, let's say that the three robot pieces I mentioned earlier (head, neck, and body) were all separate components, as they were designed by three different people. How would I go about lining those up to make the robot one piece? 

 

Corey

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Message 10 of 13

HughesTooling
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@Anonymous wrote:

Thanks, Mark. Looks like that was all from the video, but it was a good refresh nonetheless.

 

In that regard, though, let's say that the three robot pieces I mentioned earlier (head, neck, and body) were all separate components, as they were designed by three different people. How would I go about lining those up to make the robot one piece? 

 

Corey


You'd hope each component would have a feature where they join together and you'd use those features with joints. The advantage of joints rather than just moving into place is any edits to the part and the positions will update.

 

Here's an example of what's possible in the assembly section in the help

 

Mark

Mark Hughes
Owner, Hughes Tooling
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Message 11 of 13

Anonymous
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Looks like I definitely need to go through the Assembly tutorials, then haha.

 

Thanks for everything!
Corey

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Message 12 of 13

davebYYPCU
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Open the Design with the Head, If it opens with the Component Origin in a symmetric position, centre of the Head at the Origin in two / three directions, fine. If not place the head at the Origin.

 

Insert the neck into current Design, it will also likely be overlapping the file Origin and the head when arriving but don’t accept that, move the neck to a logical position, to Join it with a Joint, later.

 

Repeat for body file.

 

Use Assembly > Joint, Revolute, Select the top centre face snap point on the neck, select the bottom centre snap point on the head. Fusion will present a preview animated and dialogue box, for offset and angle adjustments.  Add any corrections before OK.

 

Repeat for Body. Joint would be Rigid.

 

If not making sense to you, learn about Rule 1, Joint discs, and Joints.

 

Message 13 of 13

Anonymous
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Thank you!

 

I also had another user PM me with a video about this, so that explanation makes perfect sense.

 

Thanks again!
Corey

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