Join Taylor Hokanson for an in-depth discussion in this video Motion study, part of Learning Autodesk Fusion 360.
- [Voiceover] So now that we've played around with our parameters, we're probably not gonna make anymore modeling or joint changes, and now it's time to move on to some polished rendering and animated documentation. In order to do that we'll be creating a special kind of animation known as a motion study. That can be found under Assemble and Motion Study, but before we do that, something I like to do when making these renderings is to set up that initial drive joint to zero degrees. All right, let's head back to Assemble and Motion Study.
You can see here we need to pick the joint to animate, so I'll pick the same one we were just working on. And if I slide over here to the right, you'll notice that our degrees still aren't exactly precise, it's 0.1 degrees, but I think that's close enough that we'll be able to move forwards. Now, if we take a look over here on the left side of the window, you can see a sort of play head, and numbers, 20, 40, and so forth. And these appear to pertain to specific units of measurement, but really they're just about proportions. So say, for example, part of your animation takes 40 units, and part takes 20 to get us up to 60.
That's just gonna give us a sense of the rough proportion of the animation that area will occupy. It doesn't necessarily feed out into an explicit number of seconds. So now if I click here on the line, I'll have an opportunity to enter in the angle and the step. The step just comes from the location I'm at, so I'll say 360, or a full rotation. Drag the play head back to the beginning, and then I want this to carry on over and over, so I'll click on the loop button. And then if I hit play, we'll see our animation taking place. Now, if you want, you can also drag the speed back and forth with this slider, and then we move it around until we get something that we like.
So, one bug that you may run into that I certainly ran into, initially I was trying to change my rotation to a full 360 degrees, and that seems to just totally quirk my whole design up, all the struts got kind of jacked in place. If you run into the same thing, try starting at a lower degree, 180 and so forth, and then sort of sneak your way up towards your definition. If you do it the same way I did, hopefully you won't have any problems.
This course is an overview of the interface and the modeling, sculpting, and rendering workflows in Fusion 360. Taylor Hokanson shows how to import reference images, use the sketching tools, extrude 3D shapes, combine components into assemblies, and render animations that show your designs in action. Plus, learn how to sculpt organic shapes by editing T-Spline forms. This course has everything you need to use Fusion 360 to translate your ideas into elegant CAD drawings and fabrication-ready designs.
- Navigating the Fusion 360 interface
- Sketching triangles and struts
- Geometric modeling
- Organic sculpting
- Combining geometry
Skill Level Appropriate for all
Q: This course was updated on 10/30/2017. What changed?
A: The following topics were updated: drawing struts, copying the master strut sketch, and using the T-Spline box.