![]() ![]() You’ll want to use components every time your design consists of multiple parts that may be assembled to one another. You can think of components as parts that are manufactured with multiple pieces. So what the heck are components and why should we use them? Components in Fusion 360Ĭontrary, components represent real-world parts. Whereas if they were components the other “parts” would update accordingly So if you alter one body, you’ll notice the others don’t change. Patterned bodies will act independently from their parent.They won’t show up in a parts list, which could be troublesome if you need to create a drawing with all of the parts.New bodies will be created any time you turn a sketch into a 3D object. You would create one body for the cylindrical part of the cup and another body for the handle, and of course, join them together. An example of a body could be a ceramic mug. You use separate bodies to add or remove geometry to achieve the final shape of your design. Bodies in Fusion 360īodies can be seen as modeling tools. (Although, remember that technically you can use Fusion 360 the Bottom-Up Assembly way as well). Now that you know the main idea behind Fusion 360 is based on the “Top-Down Assembly” technique, let’s take a look at the difference between Bodies and Components. You can still get yourself into a pickle, especially with large assemblies, which is why it’s important to plan out your model before you even start your very first sketch. This top-down technique is intuitive and much quicker, but it does still have some drawbacks. This is a great way of ensuring that parts that need to fit together always fit together, without you having to go back and manually edit the parts each time. The benefit of top-down assemblies is that we can reference other sketches and parts, so if we change one thing the other features or parts change accordingly. In Fusion 360, each new document you create can be treated as an assembly, which is why you’ll never see “create new assembly” under the file menu (but you will in Autodesk Inventor and SolidWorks). Fusion 360 falls in the top down assembly category, although technically you could also use Fusion 360 as a Bottom-Up assembly. On the other hand, we have “Top-Down Assemblies” which means you start with an assembly file and build all your parts within the context of the assembly. If you change one part, you’d better know which other parts will be affected by the change and make sure that they are also updated accordingly. together because you designed them to fit together. There is NO link created between parts, so the parts fit (keyboard shortcut “f6”) Makes the current file fill the screen. The essence of the “Bottom-Up Assembly” Technique is that each part is created individually, and then all the parts are inserted into an assembly document and constrained to each other. If you’re coming from Autodesk Inventor or another CAD program then you’re likely already familiar with it. This is the traditional assembly modeling technique. Let’s take a look at Re-arranges screen to look at selected object. Bottom-Up VS Top-Down Assembliesīefore we dive right into the world of bodies and components it’s important that you understand the difference between Bottom-Up Assemblies and Top-Down Assemblies – which will help you better understand WHY Fusion 360 is set up the way it is. Whether you’re an experienced CAD user coming from Autodesk Inventor or SolidWorks, or you’re completely new to the world of 3D modeling, this is the place to start.īy the end of this article, you’ll have a solid understanding of the difference between Bodies and Components and we’ll talk about the dubbed Fusion 360 Rule #1 and Rule #2. Understanding the difference between bodies and components is an important first step to becoming proficient in Fusion 360. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |