Sir Isaac Newton's law of motion states that an object at rest stays at rest and an object in motion stays in motion. So the real question I had was: How to get it into motion?
I want to discuss motion as it relates to Fusion 360. If you haven't tried it yet, I challenge you. One thing you will notice is that it is different.
If you've used a traditional CAD system there are ways we do things that are a little different. One of those is mates and constraints. We call them Joints and they enable motion rather than limiting motion - like you've seen in traditional CAD systems.
For example: if I want something to slide amongst another part/component, I simply add a “Slider” joint.
Another example would be: if I have a ball joint, then I assign it as ball joint. If you want a good overview of Joints check out this video…
Welcome back. Now that you know everything about “Joints”, here’s what we can do with them: we can Drive 'em, Lock 'em, Animate 'em, and one of my favorites Render those motions.
Let me explain all of those with a video. As the canvas for highlighting these joint examples, I’ll be using a custom 1982 International bus I'm converting into a RV/tailgater. So let's take a look…
In summary:
- Drive Joints allows you to manually move your component through its range of motion.
- Edit Joints Limits allows you to specify the range your component can move.
- Locking Joints, does just that locks a joint so you can test the other ranges of motion it can have or just minimize the motion.
- Animating Joints give you a nice preview of the Joints motion.
- Animate model animates your joint but also takes into account the relationships your components has with other surrounding components and those components come a long for the ride in the animation.
- Motion studies allow you to analyze the kinematic motion based on a joint or joints. You can also use these studies to create animated renderings.
So thank you Sir Isaac Newton for your Fusion 360 motion tips.
- Travis @travis36evans
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