Fusion 360 Training
Fusion 360 Training
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Inhoud
Introduction ................................................................................................................................................... 4
1. Main User Interface ........................................................................................................................... 5
2. Data Panel Interface........................................................................................................................... 7
3. View Navigation ................................................................................................................................. 8
4. Workspaces ...................................................................................................................................... 10
5. Design History .................................................................................................................................. 12
6. Autodesk A360 ................................................................................................................................. 13
7. Hot Keys ........................................................................................................................................... 15
Sketching ...................................................................................................................................................... 16
8. Create Sketch ................................................................................................................................... 17
9. Base Sketch ...................................................................................................................................... 22
Sculpting ....................................................................................................................................................... 30
10. Create a T-Spline Primitive Form ................................................................................................. 32
11. T-Spline Form Creation – Revolve ................................................................................................ 33
12. T-Spline Form Creation – Sweep .................................................................................................. 35
13. T-Spline Form Creation – Loft ...................................................................................................... 39
14. Modify a T-Spline Form ................................................................................................................ 41
15. Add Details to a T-Spline Form..................................................................................................... 48
16. Delete T-Spline Edge .................................................................................................................... 50
17. Create a T-Spline Form from a Reference Image ......................................................................... 51
Solid Modeling ............................................................................................................................................. 59
18. Create solid body ......................................................................................................................... 61
19. Remove geometry for a slot ........................................................................................................ 66
20. Model from a Sculpted body ....................................................................................................... 68
Manage and Collaborate .............................................................................................................................. 87
21. Create and Manage Fusion 360 Group Projects .......................................................................... 88
22. Create new versions..................................................................................................................... 92
23. Add a user to your project ........................................................................................................... 93
24. Create a referenced document .................................................................................................... 95
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Introduction
Overview
Fusion 360 is a cloud-based CAD/CAM tool for collaborative product development. The tools in Fusion
enable exploration and iteration on product ideas and collaboration within a product development
team.
Fusion 360 enables fast and easy exploration of design ideas with an integrated concept to production
toolset. Fusion lets you focus on the form, function, and fabrication of your products. Use the sculpting
tools to explore form and modeling tools to create finishing features. These tools let you quickly iterate
on design ideas. Once you have settled on a design, you can create assemblies to validate fit and motion
in your design or create photo-realistic renderings to verify the appearance. Finally, you need to
fabricate your design. Use the 3D print workflows to create a rapid prototype or the CAM workspace to
create toolpaths to machine your components.
Fusion 360 also helps bring design teams together for collaborative product development. All your
designs are stored in the cloud, which means you and your team always access the latest data. Fusion
also tracks versions of your design as you work. You can use Autodesk A360 to view each version in your
web browser and promote an old version to the current version. Finally, use Fusion and A360 to share
your designs and track design activity. You can even provide controlled access to your designs without
requiring an Autodesk ID.
Fusion 360 uses a hybrid environment that harnesses the power of the cloud when necessary and uses
local resources when it makes sense and cloud resources. For example, your design data is store on the
cloud and renders amazing images every time you save a new version of your design. This happens in
parallel while you are creating and editing designs local on your machine. This allows you to harness the
power of your computer and the power of the cloud at the same time.
Throughout this course, you explore these areas of Fusion 360. This course will get you started designing
with Fusion and help you understand how it can improve your design processes.
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1. Application bar:
• Data Panel: Display or hide the data panel on the left of the
interface.
• File: Access file operations such as New Design, Save, Export, and
3D Print.
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• Project details: Opens the active project in Autodesk A360 in your default
internet browser.
• Search: Search the active project or all projects you have access to.
3. Data tools
• Upload: Upload files to Autodesk A360. Many CAD data types are supported
as well as standard files such as documents, spreadsheets, and presentations.
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3. View Navigation
Commands
Use ViewCube to orbit the design in the canvas. Drag the ViewCube to perform a free orbit. Click faces
and corners of the ViewCube to access standard orthographic and isometric views.
Use the commands in the Navigation bar to pan, zoom, and orbit the canvas. The menus on the right end
control Display Settings and Layout Grid options.
Mouse
SCROLL
Click and hold the middle mouse button to pan the view.
HOLD
Hold the SHIFT key and click and hold middle mouse button to orbit
SHIFT the view.
KEY +
Mac Trackpad
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SHIFT +
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4. Workspaces
Fusion 360 uses workspaces control the commands that are available and the type of data that is
created. There are multiple workspaces available depending on the work you plan to perform.
You also have a drawing workspace for documentation, render workspace for creating photo-realistic
renders, CAM workspace for creating toolpaths.
It’s obvious when to use some workspaces. If you need a 2D manufacturing drawing, you use the
drawing workspace. What about model and sculpt? They are both used to create 3D designs so how do
you choose to use one over the other?
Use model to create designs with hard edges and flat faces. Model creates bodies requiring exact sizes
and edges. Entering exact values is not required but is typical.
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Use the sculpt workspace to create bodies with organic shapes. Sculpt bodies are highly curved and the
shape is more critical than exact size.
Very frequently, your designs will require that you work in both sculpt and model workspaces, back and
forth. You might even throw patch in there to stitch surfaces together into a solid. You can work entirely
in sculpt, entirely in model, or you can combine the two. You can combine sculpt and model to create
the shape required as well as precise manufacturing features. Create the organic shape in sculpt then
use model for manufacturing features afterwards.
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5. Design History
Fusion 360 can work with or without recording design history. Design history refers to the operations
you perform on the design to create and modify geometry. Operations are recoded in the timeline at the
bottom of the interface.
When using parametric modeling, the design history is captured in the timeline at the bottom of the
interface. Operations are captured in the order they are performed in. History is captured for commands
in the Model and Patch workspaces. You edit the operations in the timeline to make changes to your
design.
When using direct modeling, design history is not captured. The same commands are used from the
toolbar but there is no timeline. You use commands like Press Pull or Move to move faces and change
your design.
So, why use one over the other? Using history allows you to make precise predictable edits to one or
many components and allow the model to rebuild reliably. History is also useful if you plan to go switch
between the model and sculpt workspaces. This allows you to create your outer shape, then create
model operations (shell, split, hole, etc.) then go back and change your shape. If history is enabled, the
model operations will recalculate to fit the new shape.
With direct modeling (history is off), you change geometry by moving faces. There are no operations to
edit and therefore, no relationships between features in the design. Direct modeling works well for
quick concept design or when working the imported data.
You can control the default behavior for new designs using preferences or you can turn design history
on/off in the browser after a model is created.
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6. Autodesk A360
Fusion 360 uses Autodesk A360 to manage data and collaborate with teams. When you access your
designs in Fusion, you are actually using A360 under the hood. You can also access your data in a web
browser using A360. A360 provides access and management of the versions of your designs. You can
also upload other supporting design documentation. A360 lets you manage who can access your design
data. All these tools within A360 make it easy to collaborate with team members.
Get Started: To get started with Fusion 360, we will log in, create a project, and save a design to the
project.
Step 2 – Log in to Fusion
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7. Hot Keys
Command Windows Mac
Undo Ctrl + Z Command + Z
Redo Ctrl + Y Command + Y
Copy Ctrl + C Command + C
Paste Ctrl + V Command + V
Cut Ctrl + X Command + X
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Sketching
Overview
Many features that you create in Fusion 360 start with a 2D sketch. In order to create intelligent and
predictable designs, a good understanding of how to create sketches and how to apply dimensions and
geometric constraints. Fusion does support 3D sketches although, in this module we will cover basic
sketching tools to create and edit a 2D sketch.
Learning Objectives
• Create a 2D sketch
• Create geometry in a sketch
• Use constraints to position geometry
• Use dimensions to set the size of geometry
A Fusion design can contain multiples sketches. The sketch is an object that contains the geometry to
define profiles. Your sketches are listed in the browser. Sketches are also listed in the timeline in
parametric designs.
Sketches must be created on a plane. You can use the origin planes, construction planes, or a flat model
face to define a sketch.
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8. Create Sketch
In this exercise, you create a new Fusion design then create a new sketch in the design.
Step 1 – Create a new design
Sketches contain vector data. They are made of lines, circles, arcs and other curves. They are not artistic
sketches or renderings.
There are many commands available to create and edit sketch geometry.
Basics: This exercise uses a few sketch commands to get you comfortable. We will delete the geometry
later.
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Overview
Many features that you create in Fusion 360 start with a 2D sketch. In order to create intelligent and
predictable designs, a good understanding of how to create sketches and how to apply dimensions and
geometric constraints. Fusion does support 3D sketches although, in this module we will help you to
nurture sketching tools to create and edit a 2D sketch.
9. Base Sketch
Now we will begin to create some real sketch geometry that will be used to create 3D geometry.
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Relationships: Now we will see how to create dimensions and constraints for our sketch.
Step 1 – Display the Constraints dialog box
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The end result of a sketch is often to create a 3D feature. Fusion automatically discovers closed profiles
that can be used in 3D features.
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Creating Sketch References: Here will use the geometry we just created to make more sketches.
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Challenge: Congratulations you have finished the model! If you want to challenge yourself try to use the
techniques in here to finish the model. Otherwise you will learn a slightly different method of creating
this part in the modeling lesson.
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Sculpting
Overview
Sculpting in Fusion 360 allows for the intuitive freeform creation of organic solid bodies and surfaces by
leveraging the T-Splines technology. In the Sculpt Workspace, you can rapidly explore forms by simply
pressing and pulling on subdivided surfaces. This “hands-on” approach to 3D modeling allows for fast
iteration and early stage conceptualization within Fusion 360. Sculpted forms are easily converted to
solid bodies, and can be used in conjunction with Fusion 360’s solid modeling commands.
Modeling with T-Splines is unlike any other subdivision-modeling tool. One of the main advantages of
TSplines is the ability to add detail only where necessary.
This may not sound like much, but this is one of the biggest challenges in most subdivision 3D modeling
tools. By only adding data in necessary locations, a single T-Spline surface can be incredibly smooth,
while still having areas of high detail and remaining easy to manipulate.
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Learning Objectives
Open Fusion 360 design file and enter the Sculpt Workspace: In this section you open the introductory
design file and go to the Sculpt workspace to create T-Spline forms.
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In this section you learn how to create a T-spline form using the revolve command and a sketch. The
Revolve command creates a form by rotation 2D geometry about a fixed axis.
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Edit Form: In this section you learn how to modify a T-Spline body with the primary T-Spline modifying
command, Edit Form. We start by editing the first T-Spline primitive that we created, the Box.
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Edit Form – Rotate and Scale: In this section you learn how to modify T-Spline geometry using the rotate
and three scale manipulators.
Step 1 – Rotation
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Edit Form – Add Geometry: In this section you learn how to use the Edit Form command to add
geometry to your T-Spline form, rather than “stretching” it.
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Insert T-Spline Edge: In this section you will learn how to insert an edge in a T-Spline form and how this
affects the shape.
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There are many more commands for adding addition detail to a T-Spline form, but knowing how to insert
and delete edges is at the core of sculpting in Fusion 360.
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In this section you learn how to create a T-Spline form based on a calibrated reference image. With the
freeform capabilities that come along with sculpting Fusion 360, this is a very common workflow. Let’s
get started by creating with a blank slate by creating a New Design.
Design Setup – Attach Canvas: The first step is to learn how to attach a reference image to a particular
plane and calibrate it to ensure an accurate design.
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Create Primitive Form: With the canvas in place, the next step is to create a T-Spline primitive form on
the proper plane.
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Edit the T-Spline Form: Our T-Spline primitive is now in place, but we need to edit its geometry to better
match our reference picture. In the following steps, we’ll edit our existing geometry to match the canvas
as best as we can. After that, we can add and subtract more edges to fine-tune our design.
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Add Additional Details – Insert Edge: Our T-Spline form is starting to resemble our reference image, but
there are without a doubt some details that we need to add! As the form is right now, there simply are
not enough edges available to capture all of the details that we would like. To combat this, you
implement the earlier-discussed method of inserting and deleting edges into a T-Spline form.
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Add Additional Details – Insert Point: To insert the final two edges we need, we’ll actually learn a new
command, the Insert Point command. Slightly different from Insert Edge, the Insert Point command will
easily insert an edge by connecting two points together.
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Solid Modeling
Overview
Modeling in Fusion 360 is quite a different experience from how you would model in conventional
history-based CAD software. Some users have expressed that it is a different mindset, but once they get
it, it makes so much more sense to them. Modeling in Fusion 360 is essentially a series of workflows that
include a whole bunch of different commands, and when they’re used together, it makes the experience
faster, easier, and more intuitive. In many cases, bodies, sketches, and planes in Fusion 360 can be used
not only to help create additional geometry, but also help subtract geometry. In this module, you are
introduced to this mindset.
Learning Objectives
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Before moving on, make sure you have uploaded 04_Model_from_sketch design to your A360 site. If
Open Fusion 360 design file: In this section you will open the introductory design file.
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Note: Make sure you select the line sketch and not
the rectangle sketch. When you’ve done this, the
extrusion will automatically terminate at that
point, hence why we selected the Extents as To.
Step 5 – Set the distance for the right side
1. Repeat Step 4, but now for the right side.
2. Click OK to finish the extrusion.
You now should have the basic shape of the rocker
arm.
Cut holes: In this section you use the sketch profiles to cut holes in the body.
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Note: You can also enter the value and then hit
Enter twice.
Step 11
1. Use the arrow manipulator and drag it
across to the other side. Don’t worry
about the depth of the cut, as long as it is
through the entire body.
2. Click OK to finish.
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Fillet sharp edges: Now we finish off the design by adding fillets to round off sharp corners.
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In this lesson we’re going to work on a sculpted utility knife handle. We’re going to look at how to create
mechanical features based on a sculpted body. We’ll be using tools that we used in the previous lesson,
as well as learn some new ones.
Before moving on, make sure you have the 04_model_from_sculpted_body design open and in your
design environment.
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04_model_from_sculpted_body.f3d file to
complete the exercise. If you haven’t set up a new
project and uploaded the necessary designs, please
follow the steps in the Introduction module.
Shell a sculpted body: In this section you hollow out a body using the shell command.
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Create a sketch: In this section you create a 2D sketch that will be used for web features.
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Create a web: In this section you create a strengthening web from a 2D sketch.
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Create another web: In this section you create a web on the opposite side of the design.
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Create a boss: In this section you create a boss on the web features.
Circle.
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1. Click OK to finish.
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Combine bodies: Now you combine bodies. The end result is two bodies.
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Modify shape: Finally, you edit the sculpted body to see how this affects downstream operations.
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Fusion 360 organizes and manages data using a centralized, cloud-based, collaboration platform. This
enables designers and engineers to work more easily and efficiently together. Use this powerful and
secure set of tools to dramatically improve the way you design, visualize, simulate, and share your
work, on demand.
Learning Objectives
• To complete the mobile section of the tutorial, install the Autodesk 360 App to your mobile
device.
• Partner up with a friend who also has Fusion 360. There is an exercise where you have the
option to grant access to your project.
• We recommend installing Google Chrome to best utilize the collaborative capabilities of Fusion
360 (the in-browser 3D viewer is not yet supported for IE, Firefox, and Safari).
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Fusion 360 allows you to securely access data from anywhere. You also control who else has access. The
main way Fusion 360 controls access is by using “group projects.” Group projects are the control
mechanism for how you define who has access to specific sets of information. Group projects ensure
that only the correct collaborators have access to your data.
Group projects are like folders in that they allow you to organize partitions of data, but they have the
unique ability within Fusion 360 to explicitly define who may access data within it. Projects are unique
locations where teams keep all related information in one shared place. People can share and access
design data, discuss challenges and successes, and stay current with project activities. Each project has
its own data, people, calendar, and wiki.
Common Configurations:
Some companies like to use group projects to separate between different jobs or work orders. Others
prefer to use group projects to separate between different customers. Students commonly segment by
specific assignments or by class. Whatever your configuration Fusion 360 offers flexibility to adjust and
adapt as you evolve in your requirements.
Open Fusion 360 design file: In this section you will open the introductory design file.
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1. Click +Project to
create a new project.
2. Name the project
“New Design Project”.
3. Select Save.
Upload data to a project: In this section, you upload data from your local drive to the project you just
created.
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1. Click Upload.
2. Click Select Files and navigate to the
Chapter 5 dataset and upload:
• 05_Mountain_Bike_Simple.f3d
• Wheel.SLDASM
• Flega.SLDPRT • Opona.SLDPRT 3.
Click Upload.
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1. Click Save.
2. Enter the comment:
“Switched material
from orange to
green.”
3. Click OK.
We will explore where this
new version is stored shortly.
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1. Left-click on the
drawing sheet to place
the base view.
2. Click OK to create the
view.
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Display versions and use the viewer: In this section, you use the viewer to display the different versions
of the utility knife. You also use the viewer to investigate the design.
Cloud based
rendering is
discussed further
in the Rendering
chapter.
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1. Select an item.
2. Right-click and select
Isolate to display
only display the
selected item.
3. Right-click and select
Show all objects to
display the entire
design.
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Document design decisions: In this section, you add a message to the design in A360. Messages can be
seen by anyone with access to the project.
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Promote a previous version: In this section, you promote a previous version to be the current version.
This let’s you “rollback” your design.
View associated data: In this section, you view a list of data associated to the utility knife design then
close the view of the design.
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Customize your project: You can add a custom logo to your project. This makes it easier to differentiate
between projects.
1. Click Save.
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Access data from a mobile device: In this section, you access the project from a mobile device.
Step 2 – Sign in
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Revoke access to the project: Fusion 360 allows the moderator of a project to add or remove access to
that project. Revoke the access of a project member.
Manage data: Familiarize yourself with common data management operations like move, rename and
delete by moving the Utility Knife into a new folder.
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1. Right-click on the
05_Utility_Knife
design and select
Rename.
1. Right-click on the
05_Utility_Knife
drawing and select
Delete.
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1. Double-click the
Mountain Bike design
to open it.
2. Right-click on the
Wheel design and
select Insert to insert
the Wheel into the
Bike Design.
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27.Share designs
In this section, you create a public link to share your design. Then paste the link into a browser to see
what other stake holders see when using the link. Finally, you download the file from the public link.
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1. A 3D preview is
displayed in the
browser.
2. Select a CAD format to
download.
3. Click Download.
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Assembly Design
Bodies and Components
If you’re more familiar with a CAD system that references external parts in an assembly, the first thing to
know is that Fusion’s equivalent to a “part file” is a “component,” and all components exist in the same
working Fusion file – there are no external references. Component groups act like sub-assemblies, and
bodies are physical objects that exist either in the global space, or in a component. There can be
multiple copies or instances of one component, and in that case, modifying one will modify all other
instances similarly.
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Open Fusion 360 design file: In this section you will open the first design file.
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Working with Components: In this exercise, we’ll be exploring the different tools used work with
components and component groups.
“assembly.”
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Step 4 – Instances/Referencing
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Step 1 – Move
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Rigid joints, it’s easy to use the Rigid Group command and constrain multiple objects at once. The Rigid
Group function locks the relative position of the selected components. The components are then treated
as a single object when moved or when joints are applied.
Launch Video
Step 2 – Expand a component group
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30.Joints
In this exercise, we’ll use the joints tool to align a component to others in an assembly. These joints will
also define the degrees of freedom by which these parts can move. Joints are enacted between
components, but are defined by certain features within the component, like a body face or edge. They
ultimate define how components can move and animate, and they drive motion studies.
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31.As-built Joints
An as-built joint is used in the case of imported geometry or top-down design when the components to
be constrained are in the correct positions relative to each other, i.e. they don’t need to be moved. An
as-built joint maintains the position, and defines the relative motion.
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32.Contact Sets
Contact sets designate which components do not interfere once they contact each other. A contact set
can be used to define the limits of motion allowed because the motion stops when the components
come into contact.
Step 1 – Continue with 06_As built joints
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33.Motion Study
A motion study in Fusion 360 allows the user to animate the motion of the design based on the joints
and limits placed.
Step 1 – Open the design
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In top-down assembly design, one or more features of a part are defined by something in an assembly,
such as a layout sketch or the geometry of another part. The design intent (sizes of features, placement
of components in the assembly, proximity to other parts, etc.) comes from the top (the assembly) and
moves down (into the parts), hence the phrase "top-down".
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Challenge: Add two additional holes to the rocker based on the provided geometries and add any filets
to complete the rocker in the assembly. Add a brushed steel appearance, and render the full assembly.
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Rendering
Overview
Rendering is the process of generating an image by combining geometry, camera, texture, lighting and
shading (also called materials) information using a computer program.
Before an image can be rendered Appearance Materials are applied to the various parts of your design to
visualize how your design would look in the real word. Materials contain the visual properties of plastic,
glass, metal, paint and wood (and pretty much anything else you can think of) to create photorealistic
images.
Learning Objectives
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37.Apply Materials
Now that the model is in the Rendering Workspace you can begin assigning appearance materials. There
are two types of materials in Fusion360:
Physical Materials dictate what the object is made of and is used in mass calculations. In the absence of
any appearance materials that have been applied to your design, you will see the default physical
material. The default physical material can be changed in your preferences.
Appearance Materials dictate how the object will look when rendered.
Note: in absence of Appearance material the Physical material will be shown in the render.
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38.Editing Materials
Now that you have all the base materials applied to your design, you can customize the materials to look
the way you want.
There are two levels of editing for materials. The basic or “lite” editor window enables you to quickly
change:
The options in the advanced editor will differ depending on the material you are editing. The example
below is for textured plastic.
Texture Mapping is a process in which a 2-D image called a texture map is wrapped around a 3-D object.
In the physical world this is similar to applying wallpaper or veneer to a real object. The texture map can
be used to change various properties of a material including the color of the material as is seen in the
Wood materials, or the way highlights hit a surface as in the Rubber materials.
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Bump Mapping is a technique for giving a 3-D surface the appearance of deformities and depth (e.g.:
wrinkles or bumps). Although a surface that has a bump map applied will appear to have real depth, the
surface of the underlying object is not actually changed. The textured plastic materials all use bump
maps.
You can use the scale and rotate tools in the material editor to change size and orientation of the images
that control the texture and bump results.
Projection Mapping is a method for placing one texture across several separate faces in order to give the
illusion that it is one solid or continuous object. The texture map is applied to the projection type and
“pushed through” the surfaces it projects on to. Fusion 360 has 4 projection types to choose from:
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To change the way the maps are projected on the surface right-click the body of the object in the
browser and select Texture Map Controls from the drop down menu.
In this section you will swap out one material for another and change the parameters for several of the
materials.
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39.Apply A Decal
In this section you will apply an image of the Autodesk logo to the body of the utility knife using the decal
tool.
Step 1 – Download the image file
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40.Environment Settings
The Environment Setting controls the lighting, background color, and visual effects in the rendering
workspace. In Fusion 360 an environment dome with an environment image map (called a high dynamic
range image or HDRI) attached to it constantly surrounds the 3-D model. These images reflect in the
surface of your model and are used to simulate lighting.
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In this section we will choose the environment, change the background color and turn on effects.
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41.Rendering
Now that the design has materials applied and the environment is set correctly it is time to create a
rendered image. There are 2 types of rendering methods in Fusion 360:
Graphics Processing Unit rendering (GPU) is the rendering you see in the modeling window and uses
your computer’s graphics card to show the materials and lighting that have been assigned to your model
and is similar to the technology used in computer gaming. This method uses the least amount of
resources on your computer to create the images. It shows the materials assigned to your design in real
time but is not photo-realistic. The analysis tools in the Model >Inspect dropdown (zebra, draft and
curvature map) also use GPU rendering to show the results.
Rapid Ray Tracer (RRT) in the Rendering Workspace can be used to create photo realistic images from
your Fusion 360 models. Ray Tracing attempts to simulate the natural flow of light in your scene using a
technique called Global Illumination (GI) which takes in to account not only the direct light that comes
from a light source but also indirect light that reflects off of other surfaces in your scene. The Real Time
Ray Tracer requires you to let the rendering engine complete multiple iterations in order to get a high
quality image – during this time you cannot interact with the workspace or the rendering will restart.
Under Render – Ray Tracing there are 3 quality settings Quick, Normal and Advanced
Advanced: This setting does a full physically based rendering with full and accurate simulation of direct
and indirect light and a full simulation of all material properties. In this mode the image will start off
noisy before the image has converged and can take a long time to generate a photo realistic image.
Explore Fusion 360 rendering: In this section you will change the settings of the Render > Ray Tracing
quality settings to observe the differences, and use Render > Capture Image to save a PNG file to your
desktop.
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(Sample screenshot)
Step 2 – Change the Quality setting
The Rapid Ray Tracer is a real-time ray tracer, meaning that as soon as you click on the Enable Ray
Tracing icon your computer will start rendering the image immediately. The image will start off noisy
and will start clearing up. If you change the orientation of the model or change materials and
environment the Rapid Ray Tracer will restart the rendering process.
The length of time needed to create the image is dependent on the Quality setting and the number
iterations (or passes) that are needed to create the image.
Because materials and lighting are approximated, Quick mode creates an image in a short amount of
time.
For the Normal mode you usually only have to run around 10 iterations to get nice anti-aliased edges
and get the noise in shadows to disappear. This will vary somewhat depending on materials and lighting
but in general you would need quite few iterations. Once the image is free of noisy shadows or aliasing
the image will not get better by letting it render longer.
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For the Advanced mode the amount of time needed to create a good image will vary a lot more. Some
scenes and some materials will take a lot longer to get noise free. Frosted Glass is one such material for
instance. In general you usually need a couple of hundred iterations for a relatively complex scene to get
totally noise free. The length of time needed is totally scene and material dependent so really complex
scenes may need up to 500 iterations or more. In the Advanced mode you can generally see if that if an
image looks noisy, it will benefit from longer rendering time.
For the image above a range of 1500 – 2000 iterations should be sufficient to create a high-quality
image.
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You can also click on the Disable Ray Tracing icon in the
tool bar to disable the render.
A360 Cloud Render is also a ray trace renderer that uses the cloud resources in A360 to do the image
calculation rather than your desktop resources so you can continue to work while the images are being
created. The cloud renderer automatically creates small sized rendered images based on the Top, Front,
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Right and Home named views in your browser every time you save a new version or an auto save is
done.
If you want to create an A360 Cloud Render of a specific view you need to create a new named view.
In this section you will locate the cloud rendered versions of the knife design and create new named view
for a custom rendering.
Step 1 – Open data details in A360
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Drawings
Overview
This drawings functionality allows you to create 2D drawings from your Fusion 360 designs and supports
core drawing tools, which give the ability to generate PDF and DWG documentation of your Fusion 360
model. When you create a drawing, it is created as a derived document of a Fusion 360 model, and it
shows up in the Data Panel as a unique derived item in the active project.
Learning Objectives
• Create Views
When you create a drawing from the Fusion 360 modeling environment, the system automatically
launches a new tab of the Drawing workspace and generates a 2D projection of the components you
select. The drawing view generated is referred to as a base view. Once you place the base view in the
drawing, you can generate orthogonal and isometric projected views from it.
Projected views inherit the properties of the base view by default. When you change the properties of
the base view, the projected view properties also change. However if you override a property of a
projected view, that property stops following the changes you make to the base view.
Note: When creating a drawing, the system picks up settings such as the projection angle, annotation
format, and the drawing border and title block from Preferences.
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42.Create a Drawing
In this section you will open the design file for the Utility Knife and learn how to create a new drawing of
the assembly.
Step 1 – Open the Data Panel
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Projected views maintain a parent-child relationship with the base view it was generated from. They
inherit their properties from the parent base view. If necessary, you can override them after you create
the projected view.
The projection angle defines the method employed to generate projected views.
When you use first angle projection, projected views placed to the right of a base view depict the
appearance when viewing it from the left. Projected views placed below the base view depict the
appearance from above. The ISO drafting standard specifies that drawings use first angle projection.
When you use third angle projection, projected views placed to the right of a base view depict the
appearance when viewing it from the right. Projected views placed below the base view depict the
appearance from below. The ANSI drafting standard specifies that drawings use third angle projection.
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View Properties
Hidden Lines – Select On or Off from the drop-down list to display hidden lines within the selected base
view. The Hidden-line representation suppresses or exposes lines, edges and other objects that are
located behind other three-dimensional objects. This view property can be particularly helpful when
trying to visually communicate the inner workings or dimensions of a complex assembly or part.
Tangent Edges – Select Full length, Shortened or Off from the drop-down list to display Tangent edges
within the selected base view. Tangent edges mark the transition between a flat surface and a rounded
edge, most commonly seen as filleted edges. Tangent edges can be set to Full Length, Shortened, or Off.
Tangent Edges Off Tangent Edges Shortened Tangent Edges Full Length
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Interference Edges – Select On or Off from the drop-down list to display of Interference edges within
the selected base view. An interference edge occurs when two faces of two components intersect.
When Interference Edges are turned on, an edge is displayed that shows where the two components
meet. When selected, associated drawing views are to display both hidden and visible edges that
were previously excluded due to an interference condition (press, or interference fit conditions,
threaded fasteners in tapped holes where the hole feature is modeled with the minor diameter).
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Dimension: Linear
Dimension: Aligned
Creates a linear dimension that is aligned with the origin points of the extension lines.
Dimension: Angular
Dimension: Diameter
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Dimension: Radius
Text
Leader
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47.Dimensions
In this section you will learn how to create, reposition and edit a variety of dimension types in the
drawing.
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The default settings are applied whenever you create a new drawing. If required, you can override some
of the settings once the drawing is created.
Change Drawing Settings: Making adjustments to the Drawing Settings are local and drawing-specific.
These preferences will be used as the default override for the active drawing only.
Note: If you would like any of these settings to permeate as a default in future drawings, you can use the
same workflow as below in the Preferences dialog. The Preferences dialog can be found in the
application bar under Your Name:
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Any change you make to the model's geometry, the drawing views are immediately updated to reflect
the changes.
The 3D models are likely to change even after drawing views are created and annotated.
If any annotations associated with the drawing view geometry get disassociated because of the model
change, badges are displayed on the screen. To delete or manually re-associate these badged
annotations to the view geometry, you can snap to specify the points or select the objects you want the
dimension to get re-associated.
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