Move Body Into A New Component At Earlier Point In Timeline

Move Body Into A New Component At Earlier Point In Timeline

Anonymous
Not applicable
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Message 1 of 6

Move Body Into A New Component At Earlier Point In Timeline

Anonymous
Not applicable

So, I found this old post where another user was having the same problem: https://forums.autodesk.com/t5/fusion-360-design-validate/why-can-t-i-move-bodies-into-a-new-compone...

 

And here was the reply: 

 

"Can you check if the timeline marker is NOT at the end of the timeline? If the marker is not at the end (i.e. rolled back), the moving (i.e. cut/paste) operation is blocked to prevent some potential re-structure problems.

 

Imagine that you may cut/paste bodies to component A and add downstream features under component A. After that, roll back the timeline before the cut/paste & cut/paste bodies to component B, all the downstream features would be failed.

 

You may try it again after moving the marker to the end. Does it make sense for your workflow?"

 

My question: Is there any way to turn off this 'safety' feature and place the bodies in the components earlier in the timeline? I don't care if it creates re-structure problems or fails later features. I am rebuilding an old model and changing everything along the way as I go anyway. I mainly just didn't want to lose my order of features, sketches, etc. I can handle it if references are broken or features fail.

 

I pretty much had an assembly made out of four components. I did this by creating four bodies using the same set of sketches, then breaking them out into four components. Now, I realize it is better if each of those four bodies was actually two bodies - still four components, still the exact same shape they were before, just two bodies instead of one body in each one. So I go back *before* I separated the bodies into components and use 'New Body' instead of 'Combine' in some of my features. Now I have eight bodies. All good. 

 

Except. When I roll forward, the new component features don't use both of the bodies they are supposed to, they only use one, and the extra body is just hanging out in my browser. Okay, I thinks, I'll just drag the body into the component where it belongs. Except I can't. 

 

I think it would break more of my build to NOT have these bodies added to the components at this stage, considering a lot of things I then did inside each component relied on them being there. 

 

Any help?

 

Edit: I should add, this is a proprietary design for a client, so unfortunately I can't upload the file itself for anyone to look at. 

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Message 2 of 6

Beyondforce
Advisor
Advisor

Hey @Anonymous,

 

If I were you and from what I understand, I would rebuild all the part from scratch! Don't forget to follow R.U.L.E #1!!!! There are only few parts so it shouldn't be a problem and it will also be much faster than trying to fix it!

 

Cheers / Ben
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Check out my YouTube channel: Fusion 360: NewbiesPlus

Ben Korez
Fusion 360 NewbiesPlus
Fusion 360 Hardware Benchmark
| YouTube

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Message 3 of 6

Anonymous
Not applicable

It would be, if it weren't for the massive history inside each individual component after the start. Once I had the four components down and separated, I built a lot into each of them, and I'd really rather not do the whole thing from scratch again. 

 

This just feels really inflexible. I was expecting the timeline to act like... well, a timeline. Set yourself at a point in it, and it's as if the rest hasn't happened yet, right? I had no idea there were things I straight up wouldn't be allowed to do if I wasn't at the end of the timeline. Is there anything else restricted like this???

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Message 4 of 6

Beyondforce
Advisor
Advisor
Without actually seeing the model, it is very difficult to give you a professional advice on what to do and to explain why things doesn't work they way you want!
I understand you cannot share the model, but you have 3 options:

1. Send me a PM with the file and I'll check it out.
2. Send a PM to @jeff_strater who works at Autodesk.
3. Do what I suggested in the first post.

Ben.

Ben Korez
Fusion 360 NewbiesPlus
Fusion 360 Hardware Benchmark
| YouTube

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Message 5 of 6

Anonymous
Not applicable

I really can't share the file, but it is pretty much exactly the same situation as the previous poster. Have a bunch of bodies, want to move them into components, can't do it because I'm not at the end of the timeline apparently. 

 

"Start over entirely" isn't a solution. The whole point of history-based modeling is that you shouldn't have to do that. If you can't make certain changes at earlier stages in the modeling process, then it's not really working as advertised, is it? This is something I could have done very easily in Solidworks. Why it is arbitrarily restricted in Fusion, I don't understand. 

Message 6 of 6

jeff_strater
Community Manager
Community Manager

No disagreement that this shouldn't be a limitation.  However, it turns out that this is a pretty thorny problem.  There are technical reasons why this is hard (most of which I've forgotten, to be honest).  So, while I think everyone agrees that this limitation should not exist, unfortunately it does, and, again being honest, I don't expect it to change in the near future.

 

There might be some techniques you could use to try to fix your model, but it's going to be hard to do so without more information.  Is there any way that you can put together a simpler version of a design that shows the same problem?  Maybe with just blocks as bodies, etc?  There isn't enough information in your description for me to be sure I am reproducing your problem, unfortunately.

 

Jeff

 


Jeff Strater
Engineering Director
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