Hi,
In response to your summary.
Move is not problematic, it has a valid use under certain circumstances. The problem
is that some users, and particularly new users, do not understand when to use Move.
One of the most common uses for move with new users is to literally move a body or
component out of the way of their assembly because it blocks their view. This is a
huge no no because doing this forces fusion to do a recalculation that can seriously
affect performance. String several moves along the timeline and fusion recalculates
for EVERY one, even if the last entry on the timeline just did exactly the same thing.
Move can and should be used in very specific circumstances and most people only
learn when this is with experience. The correct way to "move this part out of the way"
is to either use a Joint between two components or to simply turn on and off the
visibility on the Browser Tree.
Cut and Paste are also not problematic when used correctly. The problem, again, is that
some users don't know when that correct time actually is. Cutting and Pasting various
Bodies and Components is reasonably common. Doing so in a sketch is often wrong. A
sketch is ONE of the tools in fusion but many people make them way to complex and try
to do way too much in a single sketch. The issue with sketches are that they are easy to
break, and a broken or unconstrained sketch can cause major problems in a design way
after they were created in the timeline. In many designs a sketch is the base that the rest
of the design is built on, but it is also the "weakest" part of the design in some cases.
When designing, patterns and symmetry are your friend. You should always be looking for
them and incorporating them into your designs. I have seen many newer users copy and
paste all over the place when a simple rectangular pattern or circular pattern would have
sufficed. Similarly the Mirror tool could be used. Fusion software is under constant
development and the tools are quite powerful. Sketches are only one of the tools and you
should use the right tool for the right job. There are many similar tools to manipulate solids
that are also used in sketches, fusion handles these operations on the solids way better
than in sketches. An example, a fillet on a solid will not usually break the model, a fillet on
the same two lines in a sketch will often blow away constraints and break the sketch.
I agree that fusion does have its issues with the UX. Fusion is also under constant development
and many tools and behaviours have been implemented solely from users like you and me asking
for particular features to be implemented. This does not mean that fusion is just "slapped together"
but it does mean that sometimes there are inconsistencies between features that seem logical
they should be similar but are not. Sometimes a "work around" is just a workable method to achieve
an end result until an issue can either be fixed or implemented by the Devs. They are not all bad,
they have just persisted a long time for some of them. Remember that this is mainly a Help forum
and so the users share techniques that "work" and so these "fixes" will come up time and again.
There IS actually a way to tell if a Sketch is fully defined but it is not always obvious to newer users.
An unconstrained line is Blue, and a constrained line is Black. An unconstrained point is a Circle, where
a constrained point is a Dot. You must actually LOOK for them and they can sometimes be easy to miss.
There is also a Text Command "Sketch.ShowUnderconstrained" that will highlight everything that is
not constrained in a sketch.
From your comment about fasteners and inserts and countersinks I am beginning to wonder why you
are using sketches for these features. If I need to put in a countersunk bolt or screw in a model, I don't
sketch it, I will put a Point in my sketch to use as a locator and then use the Hole tool in the model. I
can set everything I need from that tool. I actually WANT to do the modelling that way because when
I create the Engineering Drawings, they are created from the Model based on actual measurements of
the Model, the sketches are completely irrelevant in this process.
I am a little confused about why ordering of sketches in the timeline are an issue for you. This seems
that maybe your issue here is not managing the timeline properly. There are a couple of schools of
thought about how to manage sketches in the Browser Tree that will directly translate to how they
will be added in the timeline. One workflow chooses to create all sketches as part of the Top Component
so they all end up at the top of the Browser Tree and are easy to locate. Some people do this as a preference
and some do it as a Design Standard. A common issue with this method is that people fail to "Name their
stuff" and so locating what Sketch 234 actually refers to can be a problem. The other common workflow is
to carefully manage the Active Component so that the Timeline remains nice and clean and every sketch
and tool operation remains nicely grouped within each component. This makes it much easier to locate
which sketches relate to which component but doesn't help with the Sketch 234 problem in the Timeline
so it is also encouraged to Name Your Stuff.
I agree that there are times when it is better to group some items together within a sketch. The problem
is knowing when to STOP. If a sketch is becoming too complex, save the sketch; start a new one; project
the MINIMUM you need from the previous sketch; continue on with the sketch.
I haven't tackled the Fusion API yet so I cannot offer any help on your "more visibility into the document
model from the browser". I am not 100% sure what you mean here.
Hope this helps.
Cheers
Andrew