Good observations. A few comments re. your notes:
Note A: In general, deleting in the drawing in a timeline design is a bad idea (there are exceptions, but it’s important to understand why this can cause problems). Rather, go back the the point in the timeline, and delete the original operation. If you make a sketch, extrude something, then delete that extruded part, all of those will be recorded as events in the timeline. If instead you go to the timeline and delete (or suppress, another option) the original extrude operation, you will be back to ground zero with your sketch. Deleting a sketch, or any operation in the timeline which has downstream dependencies will create errors. It’s important in history based modeling to keep a logical structure in the timeline, part of the reason why activating components is so important. Fusion warns you of those errors when they occur, and highlands with red markers problematic issues in the timeline. It’s best to fix those right away when the warning comes. This isn’t unique to Fusion, it’s a fact of life with any parametric modeling program. Note that you can also drag operations to different positions in the timeline, sometimes that can fix conflicts.
But Fusion also (unlike most other programs) has a direct (“do not capture design history”) modeling mode, where you can create parts, move, add, subtract, move sketches around, and pretty much do anything, and since there is no history or timeline you can’t get into trouble for what you do. I work in direct modeling a lot, particularly when I’m developing concepts. It’s an easier space to noodle around in. Both modes have strengths and limitations, but in may ways direct is an easier place to learn 3D basics.
Note B: If you are talking about a solid cylinder, placing an axis will give you a line through the center, but if you want the actual center of the entire solid, then yes, that would require another step. If the ends of the cylinder are co-planar, you could use the combination of an axis and a mid plane to position a sketch and sketch point. But it seems that a tool to find the mid point of a solid would be a good thing to have.
Note C: Yep, more sketches and referencing other sketches, helps maintain logical order.
Note 😧 Order of operations can be important, but what you describe here is a basic Fusion convention that operations like cut are dependent on body visibility. You will cut through everything that is visible, and nothing that has visibility turned off. This is distinct from operations like split body or combine, where you define the bodies that are involved. You can also use faces as splitting tools with the split body command.
re. components jumping around:
I’m wondering if it would be better from a UI standpoint to have the marker move back to the point in the timeline where a user is editing something, just to make the relationships obvious. The rest of the timeline is still there, and will remain unless you explicitly delete it, but the only things that will ultimately change are things dependent on the aspect of the design (sketch, for instance) you are editing. As soon as you exit the sketch, Fusion tries to update the downstream operations that are dependent, and takes you back to the end. Yes, you are correct, when you go back to edit something, you are going back to a frozen snapshot of the design at that time, and have the ability to alter all downstream dependencies with your edits. That is the power and the peril of the timeline.
There is a timeline intro here: http://fusion360.autodesk.com/learning/learning.html?guid=GUID-FA6C0CA9-DCEA-4ADD-B993-6594FE28457A
- Ron
Mostly Mac- currently M1 MacBook Pro