When I try to join these bodies, it looks like they join but they don't.
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If I understand correctly the problem is you have Keep Tools enabled so body3 ends up as a combine of all 3 bodies and you're left with the tools, bodies 18 and 19.
Mark Hughes
Owner, Hughes Tooling
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I've tried both ways and it doesn't make a difference. I have attached the file.
I'm not sure if part of the confusion is your combine cut where you remove the sphere leaves 2 small bodies as well as the larger one.
Apart from that the design has some errors and I'm not sure why you move the sphere around several times and save it's position. Personally I never use the primitives, you have far more control if you sketch a D shape and revolve, you already have a circle in the sketch you can use. Below is a screencast that shows how I'd make the design and at the end I only have one body, files attached. Thinking about it a bit more there's no need for the extra component, you could just create a body in the main component.
Mark
Mark Hughes
Owner, Hughes Tooling
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Dude, Thank you! That was driving me insane. I also do not use primitives very often. But I am designing fidget spinners that have varying sizes and locations of ball bearings and figured it would be easier to use a primitive in these cases. I am still trying to figure out the best way to go about it. Should I just create a single size of each ball bearing as a component and then when I need to put them in each of the designs, use the "Move" Component command with "Create New component", "Capture Move", and "Create Copy" all checked. The end goal is to create a Render of each design as well as use the ball bearing as a cutout for it.
If you want to use a sphere primitive this is what I'd do. Create a new component and create the sphere at the origin. Then in your spinner component create a Joint Origin where you want the centre of the sphere then use a joint to position. I'd rather use a joint than move as it's easier to edit in the timeline if needed.
Mark
Edit
Here's a picture creating the Joint Origin using a sketch point as the snap point.
Mark Hughes
Owner, Hughes Tooling
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Another option when creating the joint origin on the spinner is use the centre hole as the snap point then drag to the position. Done like this it's easy to edit the position with parameters.
Mark Hughes
Owner, Hughes Tooling
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