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Dedication

Preface

Table of Contents

Chapter 1: Introducing Fusion 360

Installing Fusion 360

Getting Started with Fusion 360

Working with User Interface of Fusion 360

Application Bar

Toolbar

BROWSER

Profile and Help Menus

ViewCube

Timeline

Navigation Bar and Display Settings

Invoking a New Design File

Working with Workspaces

MODEL

PATCH

SHEET METAL

RENDER

ANIMATION

SIMULATION

MANUFACTURE

DRAWING

SCULPT

Managing Data by Using the Data Panel

Creating a New Project Folder and Sub-Folders

Uploading Existing Files in a Project

Collaborating with Other Users

Saving a Design File

Exporting Design to Other CAD Formats

Opening an Existing Design File

Opening an Existing File from the Data Panel

Opening an Existing File from the Open dialog box

Opening an Existing File from the Local Computer

Working in the Offline Mode

Recovering Unsaved Data

Sharing Design

Sharing Design Using a Link

Sharing Design to Fusion 360 Gallery

Sharing Design to GrabCAD

Sharing Design by Recording Screen

Invoking a Marking Menu

3D Printing

Exporting a Design in .STL File Format for 3D Printing

Summary

Questions

Chapter 2: Drawing Sketches with Autodesk Fusion 360

Invoking a New Design File

Creating Sketches

Working with Selection of Planes

Specifying Units

Specifying Grids and Snaps Settings

Drawing a Line Entity

Tutorial 1

Hands-0n Test Drive 1

Drawing a Tangent Arc by Using the Line Tool

Tutorial 2

Hands-0n Test Drive 2

Drawing a Rectangle

2-Point Rectangle Tool

3-Point Rectangle Tool

Center Rectangle Tool

Drawing a Circle

Center Diameter Circle Tool

2-Point Circle Tool

3-Point Circle Tool

2-Tangent Circle Tool

3-Tangent Circle Tool

Drawing an Arc

3-Point Arc Tool

Center Point Arc Tool

Tangent Arc Tool

Drawing a Polygon

Circumscribed Polygon Tool

Inscribed Polygon Tool

Edge Polygon Tool

Drawing an Ellipse

Drawing a Slot

Center to Center Slot Tool

Overall Slot Tool

Center Point Slot Tool

Three Point Arc Slot Tool

Center Point Arc Slot Tool

Drawing Conic Curves

Drawing a Spline

Fit Point Spline Tool

Control Point Spline Tool

Editing a Spline

Adding Fit/Control Points in a Spline

Controlling the Curvature Display of a Spline

Creating Sketch Points

Inserting Text into a Sketch

Tutorial 3

Tutorial 4

Hands-0n Test Drive 3

Hands-0n Test Drive 4

Summary

Questions

Chapter 3: Editing and Modifying Sketches

Trimming Sketch Entities

Extending Sketch Entities

Offsetting Sketch Entities

Creating Construction Entities

Mirroring Sketch Entities

Patterning Sketch Entities

Rectangular Pattern Tool

Circular Pattern Tool

Creating a Sketch Fillet

Scaling Sketch Entities

Breaking Sketch Entities

Tutorial 1

Tutorial 2

Tutorial 3

Hands-0n Test Drive 1

Summary

Questions

Chapter 4: Applying Constraints and Dimensions

Working with Constraints

Applying Constraints

Controlling the Display of Constraints

Applying Dimensions

Applying a Horizontal Dimension

Applying a Vertical Dimension

Applying an Aligned Dimension

Applying an Angular Dimension

Applying a Diameter Dimension

Applying a Radius Dimension

Applying a Linear Diameter Dimension

Modifying/Editing Dimensions

Working with Different States of a Sketch

Under Defined Sketch

Fully Defined Sketch

Working with SKETCH PALETTE

Look At

Slice

Show Profile

Show Points

Show Constraints

3D Sketch

Tutorial 1

Tutorial 2

Tutorial 3

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Summary Questions

Chapter

5: Creating Base Feature of Solid Models

Creating an Extrude Feature

Creating a Revolve Feature

Navigating a 3D Model in Graphics Area

Controlling the Navigation Settings

Pan

Zoom

Zoom Window

Fit

Free Orbit

Constrained Orbit

Look At

Navigating a 3D Model by Using the ViewCube

Changing the Visual Style of a Model

Shaded

Shaded with Hidden Edges

Shaded with Visible Edges Only

Wireframe

Wireframe with Hidden Edges

Wireframe with Visible Edges Only

Tutorial 1

Tutorial 2

Tutorial 3

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Summary Questions

Chapter 6: Creating Construction Geometries

Creating a Construction Plane

Creating a Plane at an Offset Distance

Creating a Plane at an Angle

Creating a Plane Tangent to a Cylindrical or Conical Face

Creating a Plane at the Middle of Two Faces/Planes

Creating a Plane Passing Through Two Edges

Creating a Plane Passing Through Three Points

Creating a Plane Tangent to a Face and Aligned to a Point

Creating a Plane Along a Path

Creating a Construction Axis

Creating an Axis Passing Through a Cylinder/Cone/Torus

Creating an Axis Perpendicular at a Point

Creating an Axis Passing Through Two Planes

Creating an Axis Passing Through Two Points

Creating an Axis Passing Through an Edge

Creating an Axis Perpendicular to Face at Point

Creating a Construction Point

Creating a Point at Vertex

Creating a Point at the Intersection of Two Edges

Creating a Point at the Intersection of Three Planes

Creating a Point at the Center of Circle/Sphere/Torus

Creating a Point at the Intersection of an Edge and a Plane

Tutorial 1

Tutorial 2

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Hands-0n Test Drive 3

Summary Questions

Chapter 7: Advanced Modeling - I

Using Advanced Options of the Extrude Tool

Using Advanced Options of the Revolve Tool

Working with a Sketch having Multiple Profiles

Projecting Edges onto a Sketching Plane

Creating 3D Curves

Creating a Projected Curve

Creating an Intersection Curve

Creating a Curve by Projecting Intersecting Geometries

Editing a Feature and its Sketch

Editing the Sketching Plane of a Sketch

Applying Physical Material Properties

Customizing Material Properties

Calculating Mass Properties

Measuring the Distance between Objects

Tutorial 1

Tutorial 2

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Summary Questions

Chapter 8: Advanced Modeling - II

Creating a Sweep Feature

Creating a Sweep Feature with Single Path

Creating a Sweep Feature with Path and Guide Rail

Creating a Sweep Feature with Path and Guide Surface

Creating a Loft feature

Creating a Loft Feature with Profiles

Creating a Loft Feature with Profiles and Guide Rails

Creating a Loft Feature with Profiles and Centerline

Creating Rib Features

Creating Web Features

Creating Holes

Creating a Single Hole on a Face

Creating Multiple Holes on Points

Creating a Thread

Creating a Rectangular Box

Creating a Cylinder

Creating a Sphere

Creating a Torus

Creating a Helical and a Spiral Coil

Creating a Pipe

Creating 3D Sketches

Tutorial 1

Tutorial 2

Tutorial 3

Tutorial 4

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Summary

Questions

Chapter

9:

Patterning and Mirroring

Creating a Rectangular Pattern

Creating a Circular Pattern

Creating a Pattern along a Path

Mirroring Features/Faces/Bodies/Components

Tutorial 1

Tutorial 2

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Hands-0n Test Drive 3

Summary

Questions

Chapter 10:

Editing and Modifying 3D Models

Working with the Press Pull Tool

Offsetting a Face by Using the Press Pull Tool

Filleting an Edge by Using the Press Pull Tool

Extruding a Sketch Profile by Using the Press Pull Tool

Creating Fillets

Creating a Constant Radius Fillet

Creating a Variable Radius Fillet

Creating a Fillet by Specifying the Chord Length

Creating Rule Fillets

Creating Chamfers

Creating Shell Features

Adding Drafts

Scaling Objects

Combining Solid Bodies

Splitting Faces of a Model

Splitting Bodies

Tutorial 1

Tutorial 2

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Summary Questions

Chapter 11: Working with Assemblies - I

Working with Bottom-up Assembly Approach

Working with Top-down Assembly Approach

Creating an Assembly by Using Bottom-up Approach

Inserting Components in a Design File

Fixing/Grounding the First Component

Working with Degrees of Freedom

Applying Joints

Applying a Rigid Joint

Applying a Revolute Joint

Applying a Slider Joint

Applying a Cylindrical Joint

Applying a Pin-slot Joint

Applying a Planar Joint

Applying a Ball Joint

Editing Joints

Defining Joint Limits

Animating a Joint

Animating the Model

Locking/Unlocking the Motion of a Joint

Driving a Joint

Defining Relative Motion between Two Joints

Grouping Components Together

Enabling Contact Sets between Components

Capturing Position of Components

Tutorial 1

Hands-0n Test Drive 1

Hands-0n Test Drive 2

Summary Questions

Chapter 12: Working with Assemblies - II

Creating an Assembly by Using Top-down Approach

Creating Components within a Design File

Procedure for Creating an Assembly by Using the Top-down Approach

Fixing/Grounding the First Component

Applying As-built Joints

Defining a Joint Origin on a Component

Editing Assembly Components

Tutorial 1

Hands-0n Test Drive 1

Summary Questions

Chapter 13: Creating Animation of a Design

Invoking the ANIMATION Workspace

Capturing Views on the Timeline

Capturing Actions on the Timeline

Transforming Components (Move or Rotate)

Creating an Exploded View of an Assembly

Toggling on or off the Visibility of Components

Creating a Callout with Annotation

Customizing Views and Actions on the Timeline

Deleting Views and Actions of a Storyboard

Creating a New Storyboard

Toggling On or Off Capturing Views

Playing and Publishing Animation

Tutorial 1

Hands-0n Test Drive 1

Summary Questions

Chapter 14: Working with Drawings

Invoking the DRAWING Workspace

Creating the Base View of a Design

Creating Projected Views

Working with Angle of Projection

Defining the Angle of Projection

Defining Drawing Preferences

Editing Annotation and Sheet Settings

Editing and Inserting New Title Block

Creating Section Views

Creating Full Section Views

Creating Half Section Views

Creating Offset Section Views

Creating Aligned Section Views

Creating Detail Views

Creating an Exploded Drawing View

Invoking DRAWING Workspace From Animation

Editing Properties of a Drawing View

Editing Hatch Properties of a Section View

Moving a Drawing View

Rotating a Drawing View

Deleting a Drawing View

Adding Geometries in Drawing Views

Adding Centerlines

Adding Center Marks

Adding Center Mark Pattern

Adding Edge Extension between Two Intersecting Edges

Applying Dimensions

Applying Linear, Aligned, Angular, Radius, and Diameter

Dimensions

Applying Ordinate Dimensions

Applying Baseline Dimensions

Applying Chain Dimensions

Editing a Dimension

Breaking Dimension Lines

Adding Text/Note

Adding Text/Note With Leader

Adding the Surface Texture Symbol

Creating the Bill of Material (BOM)/Part List

Adding Balloons Manually

Renumbering Balloons

Adding Drawing Sheets

Creating a New Drawing Template

Creating Outputs of a Drawing

Creating Output of a Drawing as a PDF File

Creating Output of a Drawing as a DWG File

Creating Output of the Drawing Part List as a CSV File

Tutorial 1

Hands-0n Test Drive 1

Summary Questions

Preface

Autodesk Fusion 360 is a product of Autodesk Inc., one of the biggest providers of technology for engineering, architecture, construction, manufacturing, media, and entertainment industries. It offers robust software tools for 3D design, engineering, and entertainment industries that let you design, visualize, simulate, and publish your ideas before they are built or created. Moreover, Autodesk continues to develop a comprehensive portfolio of state-of-the-art CAD/CAM/CAE software for the global market.

Autodesk Fusion 360 delivers a rich set of integrated tools that are powerful and intuitive to use. It is the first cloud-based 3D CAD/CAM/CAE software that combines the entire product development cycle into a single cloud-based platform. It allows you to design feature-based, parametric mechanical designs by using simple but highly effective 3D modeling tools. Fusion 360 provides a wide range of tools that allow you to create real-world components and assemblies. These components and assemblies can be converted into 2D engineering drawings for production, used for validating designs by simulating their real world conditions, and assessing the environmental impact of your products. It also enables you to create photorealistic renderings, animations, and toolpaths for CNC machines, in addition to creating rapid prototypes of your design by using the 3D printing workflow.

Autodesk Fusion 360: A Power Guide for Beginners and Intermediate Users (2nd Edition) textbook has been designed for instructor-led courses as well as self-paced learning. It is intended to help engineers and designers, interested in learning Fusion 360, to create 3D mechanical designs. This textbook is a great help for new Fusion 360 users and a great teaching aid for classroom training. This textbook consists of 14 chapters, total 734 pages covering major workspaces of Fusion 360 such as MODEL, ANIMATION, and DRAWING. The textbook teaches you to use Fusion 360 mechanical design software for building parametric 3D solid components and assemblies as well as creating animations and 2D drawings. This textbook has been developed using software version: 2.0.5519.

This textbook not only focuses on the usages of the tools/commands of Fusion 360 but also on the concept of design. Every chapter in this textbook contains tutorials that provide users with step-by-step instructions for creating mechanical designs and drawings with ease. Moreover, every chapter ends with hands-on test drives that allow users to experience for themselves the user friendly and powerful capacities of Fusion 360.

Who Should Read This Textbook

This textbook is written to benefit a wide range of Fusion 360 users, varying from beginners to advanced users as well as Autodesk Fusion 360 instructors. The easy-to-follow chapters of this textbook allow you to comprehend different design techniques, Fusion 360 tools, and design principles.

What Is Covered in This Textbook

Autodesk Fusion 360: A Power Guide for Beginners and Intermediate Users textbook is designed to help you learn everything you need to know to start using Fusion 360 with straightforward, step-by-step tutorials. This textbook covers the following topics:

Chapter 1, “Introducing Fusion 360, ” introduces Fusion 360 user interface and various workspaces of Fusion 360. It also explains how to manage data by using the Data Panel, save a design file, export design to other CAD formats, open an existing design file, work in the offline mode, recover unsaved design data, share design, and invoke a Marking Menu.

Chapter 2, “Drawing Sketches with Autodesk Fusion 360, ” discusses how to invoke a new design file in Fusion 360 and start creating a sketch by selecting a sketching plane. It explains how to specify the unit system as well as the grids and snaps settings. Besides, this chapter introduces methods for drawing lines, rectangles, circles, arcs, polygon, ellipses, slots, conic curves, splines, and so on by using the respective sketching tools. This chapter also discusses methods for editing a spline, creating sketch points, and inserting text in a sketch.

Chapter 3, “Editing and Modifying Sketches, ” introduces various editing and modifying operations such as trimming unwanted sketched entities, extending sketch entities, offsetting, mirroring, patterning, scaling, and breaking sketch entities by using various editing/modifying tools.

Chapter 4, “Applying Constraints and Dimensions, ” introduces the concept of fully defined sketches encompassing the application of constraints and dimensions. It discusses various types of constraints and the application of constraints and dimensions to sketch entities. It explains the method for controlling the display of applied constraints and how to modify or edit dimensions of sketch entities. This chapter also introduces you to different states of a sketch and various tools of the SKETCH PALETTE dialog box.

Chapter 5, “Creating Base Feature of Solid Models, ” discusses how to create

extrude and revolve base features by using the Extrude and Revolve tools. This chapter also explains how to navigate a model by using mouse, ViewCube, and navigating tools such as Pan, Zoom, and Fit. It also teaches how to control the navigating settings similar to other CAD software you might be familiar with. Additionally, this chapter discusses changing the visual style of a model.

Chapter 6, “Creating Construction Geometries, ” explains that the three default planes: Front, Top, and Right may not be enough for creating models having multiple features. Therefore, this chapter discusses how to create additional reference planes. Additionally, methods for creating a construction axis and a construction point are discussed.

Chapter 7, “Advanced Modeling - I, ” introduces advanced options for creating extrude and revolve features. Methods for creating cut features and creating features by only keeping the intersecting material between them, are discussed. This chapter explains how to create a new body and a component by using the Extrude and Revolve tools. Besides, it teaches how to work with a sketch having multiple profiles and project edges of existing features onto the currently active sketching plane. This chapter also discusses how to edit an existing feature, a sketch, and a sketching plane. Additionally, this chapter discusses about creating 3D curves by using the Project To Surface, Intersection Curve, and Intersect tools.

Chapter 8, “Advanced Modeling - II, ” discusses how to create sweep features, loft features, rib features, web features, holes, threads, and primitive shapes such as solid rectangular box, cylinder, sphere, and torus. It also discusses methods for creating helical and spiral coils, pipes, and 3D sketches.

Chapter 9, “Patterning and Mirroring, ” introduces various patterning and mirroring tools. After successfully completing this chapter, you can create different types of patterns such as rectangular pattern, circular pattern, and pattern along a path in addition to mirroring features, faces, bodies, or components about a mirroring plane.

Chapter 10, “Editing and Modifying 3D Models, ” discusses how to modify or edit a 3D solid model by using the Press Pull tool. By using the Press Pull tool, you can offset a face of the model, fillet an edge of the model, and extrude a sketch profile dynamically in the graphics area. It also discusses about creating constant and variable radius fillets to remove the sharp edges of a model. Besides, it explains how to create a fillet by specifying its chord length and various methods for creating chamfer on the edges of a model. This chapter also discusses methods for creating the shell feature, adding drafts, scaling objects, combining solid bodies by performing different boolean operations, and splitting faces/bodies.

Chapter 11, “Working with Assemblies - I, ” discusses how to create assemblies by using the bottom-up assembly approach. This chapter introduces the application of rigid, revolute, slider, cylindrical, pin-slot, planar, and ball joints to assemble components and define relative motion with respect to each other. It also explains how to insert components in a design file, ground the first component, apply various types of joints, edit joints, define joint limits, animate a joint, animate a model, lock/unlock the motion between two joints, and group components together. Besides, this chapter discusses about enabling contact sets between the components and capturing position of components.

Chapter 12, “Working with Assemblies - II, ” discusses how to create assemblies by using the top-down assembly approach. This chapter introduces the application of as-built joints between the components of the assembly by using the As-built Joint tool. Besides, it explains defining a joint origin on a component and editing components of an assembly.

Chapter 13, “Creating Animation of a Design, ” discusses about creating animation of a design/assembly in the ANIMATION Workspace. To animate an assembly, you need to capture various views and actions on the Timeline of a storyboard. This chapter explains how to capture views and actions on the Timeline. It also discusses methods for introduces about capturing actions on the Timeline by creating exploded views of the assembly (manually or automatically), turning on or off the visibility of the components, and creating callouts. Besides, it teaches customizing and deleting views and

actions on the Timeline, creating new storyboards, turning on or off the recording of the views, and publishing animation as .avi file format.

Chapter 14, “Working with Drawings, ” discusses how to create 2D drawings of components and assemblies. This chapter introduces the concept and definition of angle of projections, and editing the annotation and sheet settings. In addition, this chapter introduces you to applying dimensions, adding notes, geometries such as center marks and centerlines, and surface texture symbol in drawing views. Besides, it discusses about creating the Bill of Material (BOM)/Part List, adding balloons, renumbering balloons, adding drawing sheets, creating a drawing template, and creating outputs of a drawing.

Icons/Terms used in this Textbook

The following icons and terms are used in this textbook:

Drop-down Menu

A drop-down menu is a menu in which a set of tools is grouped together, see Figure 1.

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