Agreed. Also an excellent voiceover. Very pleasant and natural presentation with just the right amount of tonal variation in Elizabeth's voice to remain engaging, without straying into "corny TH-cam voiceover voice" territory that is so common on instructional videos.
Ultimately, you are quite right! With this video not focusing on joints we made the decision to focus on the Move & Align tools and keep everything else as simple as possible, but in reality the joints structure would likely be done differently ☺️ Good catch!
Well done, helpful video! When you made the first revolute joint joint between the gear and the shaft, should that have been a rigid joint, then a revolute joint between the bearing and the shaft?
Hi Adam, Glad you enjoyed the video. In reality, yes, your way would probably be how you would do it. For this tutorial, we wanted to keep the focus on the move and align tools so kept the joint structure as straightforward as possible, but good catch!
Absolutely! Whilst we decided to keep the model as simple as possible for this tutorial, keyways would make a lot of sense in this design if it were to be made in real life ☺️
That last move command can be dangerous, if any of the changes to the gear reference things that arent going to move back when you delete the move command. I'd much rather just isolate the gear and make edits. You also mention having more control with as built joints, but Ive found the opposite, that they're really not as editable as a regular joint. Care to elaborate on how they allow more control than a regular joint?
Hi! Thanks for your questions ☺️ With the move command, it is certainly something you need to keep in mind! The isolate tool is great for doing this as well but moving components out like that is very popular so we thought it was important to explain how to do it in the video! Both normal joints and as-built joints have advantages and disadvantages over the other. As-built joints will typically lead to fewer lost reference errors in your timeline as they don't rely on specific reference points (that can be deleted), and it can sometimes be more flexible when using motion in joints, allowing you to select a snap point for the motion without that needing to also locate your components in their place. Hope this helps!
Hi Rick! If a component is not restricted by a joint or grounding, you can click and drag on it from within the main window at any time to move it ☺️ This does not work with bodies, so make sure you are trying to move a component if it isn't working!
This is one of the clearest information videos fusion has ever put out, on a subject that almost everyone needs help with. Good job.
Thank you! We are so glad you found it useful! Keep an eye out for more videos to come ☺
Agreed. I think you could do a more in depth video of the move tool and it would be appreciated!
Agreed. Also an excellent voiceover. Very pleasant and natural presentation with just the right amount of tonal variation in Elizabeth's voice to remain engaging, without straying into "corny TH-cam voiceover voice" territory that is so common on instructional videos.
Very clear and understandable explanation with the right speed and clearness of speaking. 👍👍👍
Great Video, really liking these new tutorials, they are so helpful, please keep them coming 👍
Glad you like them! We have lots more to come, so keep an eye out (and subscribe 🤷)
Hi, please do part 2 where you'd sync gear rotation with each other.
Thanks for the suggestion! We will look into creating a video that covers this ☺️
Great job, I’m an experienced Fusion user and teacher and even I learned stuff from this. Yes, please to a video showing the cogs driving each other
Very good explanation! Thanks so much!
Thank you so much with love Elizabeth Bishop - PERFECT TUTORIAL - FUSION 360 is the best software with myself
Very helpful thank you
Great Teacher - Thank you 👍
Yeah, nice little video, BUT ...
It should be the gear AND the axle that is rotating as a rigid group in the bearings - right ? 🤓
Correct. Not many uses for a gear that rotates on a shaft.
@@twm4259 : Idler gear, or layshaft cluster? The bearings in the housing would be a bit redundant though. 😜
You are right. But for understanding the main topic it is quite unimportant. 🙂
Ultimately, you are quite right! With this video not focusing on joints we made the decision to focus on the Move & Align tools and keep everything else as simple as possible, but in reality the joints structure would likely be done differently ☺️ Good catch!
Very clear explanation, thanks.
That last trick was my favorite... Deleting a move in the time line after an edit to recapture position 👍🏻
Great video. Some of the older ones I am finding are confusing and also are based on old UIs or older workflows.
Well done, helpful video! When you made the first revolute joint joint between the gear and the shaft, should that have been a rigid joint, then a revolute joint between the bearing and the shaft?
Hi Adam, Glad you enjoyed the video. In reality, yes, your way would probably be how you would do it. For this tutorial, we wanted to keep the focus on the move and align tools so kept the joint structure as straightforward as possible, but good catch!
This is perfect for the project I’m currently learning with. Can you also use the align tool on sketches? Or is it only available for components?
Very clear explanation. However, the constraining of components is not very user friendly compared to other design software.
From where did the keyed boss come from at the end - it wasn't here when you moved the gear wheel out.
Hi thanks for the video, kindly pin the link of the playlist.
Would be nice to use keyways
Absolutely! Whilst we decided to keep the model as simple as possible for this tutorial, keyways would make a lot of sense in this design if it were to be made in real life ☺️
i adore your voice. will you please narrate a dictionary next..?
Weird comment bud
I would be lulled to sleep half way through the letter "B"!
That last move command can be dangerous, if any of the changes to the gear reference things that arent going to move back when you delete the move command. I'd much rather just isolate the gear and make edits.
You also mention having more control with as built joints, but Ive found the opposite, that they're really not as editable as a regular joint. Care to elaborate on how they allow more control than a regular joint?
Hi! Thanks for your questions ☺️
With the move command, it is certainly something you need to keep in mind! The isolate tool is great for doing this as well but moving components out like that is very popular so we thought it was important to explain how to do it in the video!
Both normal joints and as-built joints have advantages and disadvantages over the other. As-built joints will typically lead to fewer lost reference errors in your timeline as they don't rely on specific reference points (that can be deleted), and it can sometimes be more flexible when using motion in joints, allowing you to select a snap point for the motion without that needing to also locate your components in their place.
Hope this helps!
Day 52 of asking for Dark Mode in Fusion 360
You better just put sunglasses before opening it 🤝🏻😂
This would be the most useless feature ever.
Buggiest software I've ever used...
'CAD' for Blender is over there as you are clearly unhappy here again this week🤦♀
@@seabreezecoffeeroasters7994 Why would I want to use Blender? Can the software I pay money for just work as intended?
How are you moving around components without using the Move Tool?
Hi Rick! If a component is not restricted by a joint or grounding, you can click and drag on it from within the main window at any time to move it ☺️ This does not work with bodies, so make sure you are trying to move a component if it isn't working!
@@adskFusion Thanks for that clarification!