Fusion 360 Motorized Transport Step-By-Step Workshop

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Fusion 360 Motorized Transport Step-By-Step Workshop URLs for Other Resources:   

Video: Gallery: Design Academy:

Key: Toolbar -> Command Name (dimension) !! – Common mistake Dialogue Box Input

Part 1: Sculpt - Chair 1. 2. 3. 4. 5.

Create Form Create -> Quadball Choose a plane on the origin (doesn’t matter which) Select the origin point to center the quadball !! Use the dialogue window to change your settings to (1m) & mirror symmetry about the X-axis Note: Due to the non-parametric nature of the sculpt environment, this is the ONLY opportunity you have to easily adjust the Diameter & Number of Span Faces. Symmetry may be later added or removed using the Symmetry Toolbar. Note: The number of Span Faces dictates the amount of control points added to the body. More faces = more control points = more precision, but also more adjustment required during fine tuning and more computing time. It is generally recommended to start out with a low # of faces, and insert additional edges as needed later.

6. Highlight faces using shift and delete them using the delete key

7. Drag the body into whatever shape you want. Modify -> Edit Form (or by using the right click shortcut) Explanation of the Grab Handles:       

A B C

Arrows – 1 Axis Direction Movement Boxes – 2 axis movement Outer Dots – rotational movement Inner Dot – 3D scaling Flat lines – 1D scaling Corner lines -2D scaling Box – typed input for any movement/scaling

Sculpting Techniques: A. Face movements are big, broad changes, especially when multiple are selected. B. Lines made medium adjustments C. Vertexes make the smallest adjustments Pro Tips: 1. Double Click on a line to select the entire chain. 2. Press the ALT key before moving to add new material to the body 3. For additional fine tuning, Insert Lines and vertices in the modify menu 4. If your adjustments are affecting too much, use the Soft Modification option in the dialogue menu

8. Add volume to your chair by using the Thicken command. Modify->Thicken (25mm). Be sure to change the type to Soft if you want to keep your ergonomic shape. Advanced Note: If you edit the form after thickening you can play with both the inner and outer walls, but you run the risk of dragging the inner wall past the outer wall and thus making an impossible shape which will not save. If this happens, clicking on the error message in the corner will display the affected areas that require adjustment.

9. !!!! Click the Finish Form button on the toolbar to exit the sculpt environment. Note: If you want to make additional changes to this body in the future, you may return to this particular sculpt environment ONLY by double clicking the purple ball in the timeline. Clicking Create will start a completely different body.

Finished Part 1

Part 2: Model - Frame 10. Sketch -> Create Sketch on the origin plane about which the chair is symmetrical Beginners Note: “Sketches” are the fundamental unit of parametric modeling. They are 2D drawings assigned to a specific plane from which 3D “bodies” can be created using the press pull command. Sketches are frequently associated

11. Sketch -> Circle -> Center Diameter (50mm). Create two Center Diameter Circles under the chair. The outer edges should touch or even go inside the chair. You can click the middle and move them as necessary after creation 12. Stop Sketch. 13. Modify -> Press Pull. Select both circles then pull the drag handle until the body is wider than the chair. Change direction to Symmetric and operation to New Body.

14. Sketch-> line. Click the end of the cylinder you just created to begin sketching on that plane. 15. Draw a path for the frame that goes through the middle of both cylinders.

Pro Tip: click and hold after finishing a line segment to switch to an arc.

Advanced Note: Sketches typically have associated “Constraints” and Dimensions (found under Sketch). Fusion 360 automatically assigns constraints based on how you drew the lines, but you may need to go back and adjust afterwards using the sketch palette on the right. For practice, use the tangent constraint to line up your arcs and lines.

16. Stop Sketch. 17. Construct-> Plane along Path. Select the path you just created, then either use the drag handles to move the plane to the end, or type 1 into the dialogue box.

18. Sketch -> Create Sketch. Select the new plane you just created. 19. Sketch -> Project/Include. Select the path created in step 15. Note: Project/Include allows you to reference geometry from existing sketches & bodies.

20. Sketch a (50mm) Center Diameter Circle based around the point you just projected.

21. Stop Sketch 22. Create -> Sweep. Select the circle you just created as your profile, and the frame as your path, then change the operation to New Body.

Beginner Note: Sweep is a 3D modeling technique that allows sketches to be transformed along a multi-dimensional path, overcoming the 1D limitations of a Press-Pull or Extrude.

23. Create -> Mirror. Change !!Pattern Type -> Pattern Bodies!!, then select the frame you just swept. The mirror plane is the symmetrical plane from step 10. Note: There are 2 mirror commands, one for bodies (found under the Create menu) and one for sketches (found under the sketch menu).

24. Create the Axles. Sketch -> Circle (35mm) -> 2-point circle. Select the center plane (same as the previous step), and position the circle at the end of the frame. Note: Turning on our earlier path sketch by clicking the lightbulb in the browser allows us to see and select the line, thus ensuring precise positioning of the axles along the frame.

25. Stop Sketch, then Press Pull the circle until it is past the frame. Set Direction = Symmetrical, Operation = New Body. (step 13). 26. Create -> Pattern -> Pattern on Path. Change the Pattern Type = Bodies, select the axle as the object, and the frame sketch (step 15) as the Path. Use the drag handle to pull the axle to the end of the frame. Change Quantity = 2 and Orientation = Path Direction.

27. Modify->Combine and select the base, axles, and sides. Check the box New Component.

Note: Bodies are 3D objects that are still subject to modification as opposed to completed “Components.” In order to perform higher level operations such as Joints for Assemblies, bodies must first be transferred into components by operations such as the combine used here, or by right clicking on the body in the browser and selecting “create component”. There are many advantages and disadvantages to working with bodies over components, and you can find more information in the help forum.

Part 3: Assembly - Wheels 28. Insert. Open the “Data Panel”, navigate to the Whee!Chair Project, right click on the Wheel and select “Insert”. Note: If you have not been previously invited to the A360 project, you can find the dataset in the Fusion Gallery here. You’ll need to download the assets, then upload them to Fusion 360 using the blue button in the data panel.

29. Use the movement grab handles to position the wheel near the axle. If they don’t appear after the insert, you can use Modify>Move and click on “Wheel” in the Browser. 30. To properly connect the wheel to the frame, go to Assemble -> Joint. Set Motion Type = Revolute, then click the outside of the Wheel Mount, followed by the Outside of the Axle. An animation will display the degrees of freedom permitted by the joint, it should look like a wheel rotating around the axle (ignore the tire, that will update after you click ok). Joints are used to connect components within assemblies and allow for the proper motion to result. This makes it possible to run motion studies to test designs and clearances.

31. Right click on “Wheel” in the browser and select Copy. Right Click again and select Paste to create a duplicate wheel component. Repeat steps 29 and 30 to add all 4 wheels. 32. If you have time: a. Assemble the Steering Wheel and Engine(s). b. Insert -> Decal

Part 4: Render 33. Navigate to the Render Workspace 34. Select Setup->Appearance 35. Open the Wood Library, then click and drag the Cherry – Semigloss onto the Chair 36. Select different materials for the frame 37. Click the Render button 38. Click Capture Image, and save it to your computer

Part 5: Share 39. Save your design. 40. File->Share->Publish to Fusion 360 Gallery 41. Create a new project with a cool title & description. Be sure to include “Whee!chair workshop” as a tag!