Let's dive into your project with a strong start. 1
First and foremost, I recommend saving your project immediately. 2
This simple habit keeps your work organized 3
and safeguards against any unexpected data loss. 4
Now let's get into creating your components. 5
For this project you'll be working with two essential parts, a hexnut and a bolt. 6
Right click in your browser to create them. 7
Since this isn't a sheet metal project, choose the standard type. 8
We'll be using a top down 9
modeling approach, so selecting internal is the way to go. 10
Naming your components clearly is crucial. 11
It makes everything easier to manage. 12
Your top level component will act as the parent, 13
which is perfect for our setup. 14
Typically, you'd leave 15
the activate option checked to start working on your new component immediately. 16
However, since you're creating both components right from the start, 17
you can leave activate unchecked for now. 18
This keeps you in the main component, 19
making it easier to manage your initial setup. 20
Once you click OK, your bolt component 21
will appear in your browser, ready for you to start building. 22
This organized approach sets a solid foundation for the rest of your project. 23
Imagine the small anchor symbol as a sign that this component is firmly attached 24
to the parent component, much like a rigid joint. 25
While you won't need to worry about this for our project, 26
I thought it would be useful to mention in case you were curious. 27
Every action you 28
take is recorded in the timeline of the active component. 29
This handy feature allows you to easily navigate through your model's history. 30
Just ensure you're working in the correct component 31
to keep everything organized and aligned with your plan. 32
We'll start building our 3D model from a sketch. 33
I'm creating a bolt that will stand upright, 34
so using the horizontal construction plane is ideal. 35
You have several polygon options, but I suggest using the top two 36
since they let you create a polygon from a central point. 37
Using the origin as your center point is 38
particularly helpful because it provides a consistent reference, 39
which you will see in action later in our project. 40
You can size your polygon any way you like, 41
but it's important to understand what the measurement represents, 42
the distance from the center of the polygon to its side. 43
Notice the blue infill? 44
That means our sketch is closed 45
and a polygon constraint has been automatically applied. 46
Change the length to one side and all sides will adjust accordingly. 47
Now here's a time saving tip. 48
Instead of exiting the sketch before 49
making your next move, go straight to the next step. 50
For instance, if you press the “E” key, you will exit 51
the sketch environment and jump directly into the extrude command. 52
For this example, I'll set the height to ten millimeters, 53
but feel free to experiment with different dimensions. 54
We need a closed profile that starts from the profile 55
plane extending ten millimeters without the taper angle. 56
This setup is 57
perfect for creating a new body within our active component. 58
You've built the foundation for your first component. 59
Great job. 60
Before we move forward, it's a good idea to save your work. 61
This way you can always return to this version if needed. 62
When I hit save, it still says V1, version one. 63
But as soon as we start 64
the next step, which is sketching, the file will update to version two. 65
Let's dive back into sketching our bolt component. 66
This time we'll use the face of the component instead of a construction plane. 67
This approach lets us sketch 68
exactly where we want the next part of our design. 69
For this part of the design, we need to create a circle. 70
It's a good habit to use keyboard shortcuts to speed things up. 71
By pressing the “C” key, the circle command becomes active, 72
which you'll notice by the blue highlight behind the circle icon in the toolbar. 73
Remember, I asked you to center your polygon above the origin. 74
This is the second time we're using the central point over the 75
origin, ensuring that both our circle and polygon 76
are perfectly positioned relative to each other. 77
I'll give the circle a diameter of 20mm, 78
but feel free to experiment with other dimensions. 79
You can always right click your sketch in the timeline to edit it later. 80
Any changes you 81
make will update all subsequent actions in the timeline. 82
To save some time, press the “E” key to activate the extrude command. 83
For the extent type, we'll type a distance since we're not extruding through 84
or to another object. 85
We'll start at the profile plane 86
where we made our sketch with the direction being one sided. 87
The taper angle isn't relevant for our design here. 88
Lastly, don't forget the operation drop down menu. 89
Autodesk Fusion suggests a join operation which works for us 90
since we want everything we've modeled so far to be included in the same body. 91
But remember, there will be times when you'll need other options 92
from this menu, so keep an eye on it. 93
Your bolt needs a thread, which you'll find in the create drop down menu. 94
The image shows an internal thread, 95
but this tool works just as well for external threads. 96
Our entire bolt will be threaded, but you can easily uncheck the full length 97
option if you want to set a custom start distance 98
and thread length. 99
This thread is just a visual representation. 100
If you want to 3D model the thread, which you might need to do 101
if you're planning to 3D to print it, you can check the modeled box. 102
Keep in mind that modeling the thread makes your design more complex. 103
While this won't be an issue for a small project like ours, 104
it can slow you down on larger projects. 105
So unless you need the fully detailed thread for printing 106
or other purposes, you can leave modeled unchecked. 107
Regarding thread type, size, designation, class, and direction. 108
We'll just note that standardized options exist for these settings. 109
However, we won't dive deep into those details for this project. 110
By using the default settings, you'll still get 111
a functional and visually accurate thread for your bolt. 112
This approach keeps things straightforward and efficient, 113
allowing you 114
to focus on the overall design without getting bogged down 115
in complexities that aren't necessary for this tutorial. 116
Every action you take is recorded in the timeline below. 117
This timeline is specific to the bolt component. 118
When you move on to the hexnut component, a fresh timeline 119
starts capturing your actions there as well. 120
Now, as you begin sketching, it's important to utilize the bolt component. 121
While we could create a new polygon, that would be a mistake and add 122
unnecessary work since we want the hexnut to match the size of the bolt exactly. 123
Instead, let's make use of your original bolt sketch, 124
which is conveniently located within the bolt component. 125
To do this, go to the create menu and select Project. 126
The selection filter allows you to choose 127
whether you want to project from the sketch or the body 128
By using the projection link you are ensuring that any changes made 129
to the original sketch or body will automatically update the projection. 130
This is especially useful if you ever decide 131
to adjust the bolt size, as the hexnut will adjust accordingly. 132
Now you'll see a polygon sketch on top of the bolt. 133
The purple color and the projection symbol indicate 134
that this is a linked projection. 135
Next, activate the extrude command by pressing E 136
and create the extrusion. 137
I'll measure the bolt 138
to ensure the hexnut matches perfectly in size. 139
If you get an incorrect measurement, no worries, 140
just right click and select Repeat Measure to correct it. 141
We obviously need a hole in our hexnut. 142
Instead of just drawing a circle and cutting it out, 143
we're going to use the hole command, which you'll find in the create dropdown menu. 144
It's a good habit to use keyboard shortcuts whenever you can, 145
so I'll go ahead and activate 146
Design Shortcuts by pressing S and searching for hole. 147
Now, while the quickest way would be to press H for the Hole command, 148
searching is a great backup 149
if you ever forget the shortcut or haven't learned it yet. 150
We need to position this hole correctly and once again 151
will align it with the central point at the origin. 152
It can be tricky to spot the origin behind all the other components, 153
but here's a tip. 154
Press and hold the left mouse button to reveal a menu. 155
Then select O to move your hole to the origin. 156
For quality assurance, it's 157
always a good idea to check your work from different angles. 158
While the hole command might look perfect from the top view, 159
a different perspective could reveal some issues, like accidentally 160
cutting into parts of the design that you want to keep intact. 161
We certainly don't want to cut through our red parts. 162
To fix this you can adjust the hole settings. 163
Changing the extent type to all 164
isn't helpful here, because it would drill through the entire bolt component. 165
Instead, I'll set the depth to match the thickness of the hexnut, 166
In some cases, you might prefer 167
to link the depth to another object so it updates automatically, 168
but that's more advanced than we need for this basic 169
tutorial. 170
As for the hole type, let's go with the threaded hole 171
matching the settings of your external bolt thread. 172
Everything's looking 173
good so far, so let's continue refining the design. 174
In the Modify drop dropdown menu, 175
you'll find a wide range of commands to tweak and refine your design. 176
As you might expect, the Create dropdown is where you build your components 177
and the modify menu is where you fine tune them. 178
One useful tool here is the chamfer tool, 179
which lets you remove material from your edges. 180
To get started, select the edges you want to chamfer. 181
If the distance value window gets in your way, no problem, 182
just press and hold your mouse button until a small hand appears, 183
allowing you to pan around your workspace and get a better view. 184
As you select more edges, keep an eye on the bottom right corner of the canvas. 185
You'll see the number of selected edges update in real time, 186
so you can be sure you're working on the right parts. 187
Once you've made your selections, go ahead and add a distance, 188
but don't stop there. 189
There's more to the chamfer tool than just setting a distance. 190
For example, you can experiment with the blend corner type, 191
which I think will give our hexnut a nice smooth finish. 192
If you prefer a different look like a sharper edge, try 193
the chamfer or miter corner types. 194
The key takeaway isn’t to memorize every corner type, but to stay curious 195
and explore the different options available in various command environments. 196
Once you're happy with the settings, press OK. 197
Personally, I think the hexnut is looking even better than the bolt, so let's apply 198
the same chamfer to your bolt and keep that sleek finish consistent. 199
Before you dive into any work, 200
make sure to activate the component you intend to work with. 201
This is crucial, especially if you're planning 202
to tackle more complex projects down the line. 203
We're going to keep reinforcing the use of shortcuts. 204
Instead of going through the modify drop down menu this time, 205
I’ll simply right click and choose Repeat chamfer. 206
This saves time and keeps the workflow smooth. 207
Now go ahead and select all your edges. 208
There should be 18 in total, which you'll see confirmed in the chamfer menu. 209
We're going to stick with the same settings 210
a one millimeter chamfer with an equal distance type, 211
and the blend corner type to give it that smooth, polished 212
look. 213
You can bring your components 214
to life by working with either materials or appearances. 215
Think of appearances as purely cosmetic. 216
They're all about the look. 217
Materials, on the other hand, not only change the look, 218
but also add physical attributes like weight and strength. 219
In simpler terms, appearances handle the color, while materials 220
bring in both the color and the engineering properties. 221
Now, in this project, we're not diving into the engineering side of things, 222
but let's apply a material just to get familiar with the process. 223
Materials are organized in folders, 224
and all you have to do is drag and drop them onto your component. 225
You'll notice 226
that many commands and workflows in Fusion are designed to be intuitive, 227
so even if you haven't used them before, you can often guess your way through. 228
Let's switch over to the hexnut component 229
and repeat the process with the physical materials command. 230
I'm going to choose a sleek red metal, but you're welcome to explore the Fusion 231
Material library and pick whatever color and material you like best. 232
It's time to bring your components together. 233
To do that, head over to the joint command or simply press the keyboard shortcut J. 234
Whenever a command has a shortcut, 235
you'll see it listed right there in the dropdown menu. 236
Before selecting your components, make sure to choose 237
the correct joint type. 238
For this project, we want our hexnut to both slide and rotate 239
around the vertical axis, making the cylindrical joint the perfect choice. 240
When you start selecting components, remember that the first one you pick 241
will move first, so we'll select the hexnut component first. 242
As you can see, 243
I made a mistake trying to place the joint exactly centered above the hole. 244
Here's a pro tip to make it easier. 245
Hover your mouse over the face while holding down control if you're on a PC. 246
This trick helps you snap right to the center with ease. 247
You can use the same method when snapping to the bolt. 248
Now your hexnut will reposition itself 249
according to your joint and you'll see the joint appear in the model. 250
Next, let's talk about motion limits. 251
You have two options here. Rotate and slide. 252
We'll start with the slide. 253
You can set limits for how far the hexnut can move. 254
For instance I'm setting the maximum slide distance to 50mm. 255
And you will immediately see a demonstration of that limit. 256
The rest position is where the joint will naturally settle. 257
Since I set the slide limit to 50mm, it rests there. 258
But if I had set it to 25mm, the joint would rest at 25mm. 259
The hexnut moves deep into the model. 260
So let's set the minimum slide limit to 0 mm. 261
This is where we initially set the joint snap. 262
Meaning any positive value moves above that spot 263
and any negative value below it. 264
You can preview how both rotating and sliding 265
limits will look by selecting those options. 266
It will be more realistic and frankly, more impressive 267
if the joint rotated back once it reached the top. 268
Let's make that happen. 269
Find your joint in the browser and model, right click it and choose Edit Joint. 270
In the 271
Joint Motion Limits options, go to the rotate section. 272
Once you activate the limits and set some degrees, you'll see 273
an illustration of your settings right around the joint in the model. 274
For this basic tutorial, I'll set the minimum rotation 275
to zero degrees and the maximum to 180 degrees. 276
Make sure to check all limits before previewing. 277
Now the hexnut rotates 180 degrees, pauses, 278
and then returns another 180 degrees backward. 279
It's pretty mesmerizing to watch, but let's keep moving forward 280
with our project. 281
When it comes to renderings, you've got options. 282
You can do them locally or in the cloud, 283
and some are free, while others might cost you. 284
For this tutorial, we'll keep it simple and create an In-canvas rendering. 285
First, switch your workspace to render in the top left corner. 286
You'll be rendering exactly what you see on the screen, 287
so it's a good idea to hide any elements, like joints, 288
that you don't want to include in the final image. 289
You can easily do this in the project browser by toggling visibility. 290
To get started, right click and open the scene settings. 291
You'll notice that many of the settings and shortcuts feel familiar 292
if you have used other computer programs before, 293
like right click contextual menus and various keyboard shortcuts. 294
Rendering in Autodesk Fusion is straightforward. 295
One of the basic settings you'll need to decide on 296
is whether to use a solid color background or an environment. 297
Simply drag and drop your preferred environment into the scene, and don't 298
forget to change the background setting from solid color to environment to match. 299
Adjusting the brightness, positioning, and other settings 300
like shadows and reflections is intuitive and easy to grasp. 301
If your chosen environment has lamps, you can easily position them in relation 302
to your object using the rotation command under the position settings. 303
There are, of course more advanced settings 304
you can explore later, but for now we're focusing on building a broad skill set. 305
We'll get into the more specialized features of Autodesk Fusion 306
once you've got the basics down. 307
You can start your render directly 308
in your Fusion canvas using the In-Canvas Render feature. 309
It's straightforward. 310
Just press the in Canvas Render Play button to begin. 311
As the rendering process unfolds, you'll see the elapsed time and iteration 312
number appear in the bottom right corner 313
while your image gradually takes shape on the canvas. 314
If you want to increase the number of rendering iterations for a sharper result, 315
just drag the little icon that looks like a cat ear to the right. 316
When you're happy with how everything 317
looks, simply press the capture image button to save your rendering. 318
Once you're happy with the settings, validate the first menu by clicking OK. 319
If you'd like to rename your image, now's the time 320
to change the image name and select your preferred file type. 321
I'm going to save this project to my local computer, but remember, you 322
also have the option to save your image directly to a project in the cloud. 323
Our image turned out fantastic, especially considering this was a free 324
rendering done with standard settings and completed in just a few minutes. 325
And there you have it. 326
You've successfully completed your hexnut project using a top down design approach. 327
You probably recognized many of the commands from earlier, 328
but we also introduced some new ones along the way. 329
I believe the three key takeaways from this project are. 330
First. Stay organized. 331
Think of it as an investment. 332
Taking a little extra time at the beginning to set up your components 333
properly, name them clearly and switch between them as needed, will save you time 334
and open up more possibilities as your designs become more complex. 335
Second, make 336
the most of symmetry and preset design resources. 337
In this project, we frequently returned to the origin, 338
which allowed us to work quickly and maintain high quality throughout. 339
And third, make smart choices. 340
Instead of manually sketching out a polygon with lines and angles, 341
we used the polygon command to speed up the process. 342
If you ever find yourself needing a particular command, 343
chances are that others have needed it too, 344
so it's likely available within the software. 345
Next time you're unsure if a command exists. 346
Take a moment to search for it. 347
You can activate Design Shortcuts with the S key and see what's available.