In this lesson, we'll apply adaptive clearing tool paths to open pockets. After completing this lesson, you'll be able to analyze the difference between 2D and 3D adaptive clearing. In Fusion 360, we want to carry on with our 2D pocket ready to program, as well as open up a new design pocket selection. We're going to be taking a look at programming open pockets for both of these. So for this first one, we're going to first take a look at a 3D pocket operation. So we'll start by selecting pocket clearing, and we want to use tool number 10. So we'll come into our uploaded cloud library and we'll select tool 10, the half inch flat end mill. We're going to take a look at the geometry and what some of our options are. We have Boundary box, Silhouette, and Selection. And I'm going to use selection, and I want to grab this area or this chain to confine my tool to. I only want to take a look at this open pocket. We don't need to add any additional offset, but we just want to kind of see how it handles it. We're going to say, okay, without changing any of the other settings, and we'll take a look at what the pocket does. Instead of showing the stock removed, I'm going to turn that off, and I want to instead show the links leads and cutting moves. So we can see that with the pocket, it treats it as a close pocket. It's not able to know that it's open like it is if we used a 2D pocket operation. So this isn't going to really be helpful for us to clear it, but let's take a look at adaptive clearing instead. I'm going to use the same tool, and I'm going to use the same containment. I don't want to take a look at the entire part or use rest machining. Instead, I want to take a look at the selection and just say, okay, not changing any of the other defaults. So you can see, this takes a little bit of a different approach. It is machining that pocket, but it's also machining outside of that area. It is not containing the tool inside, but instead, it's machining a lot more. So if we take a look at this from a 2D perspective, a 2D adaptive clearing, the same tool and the same selection. And we simply say okay without changing anything else. Look at the way that it handles this geometry. So it's able to come in and make that clearing by simply selecting that bottom face. It knows that it's open, it can come in from the outside edge. So just because we have 3D tools that seem to be sort of a magic button and can analyze the geometry, it doesn't always mean that it's going to be the right choice for what we're machining. There are plenty of cases where to the adaptive, to the pocket, or even to the contour are going to make more sense for your geometry than going with a 3D pocket or a 3D adaptive. I'm not going to save any of this work, necessarily don't need it, but I'm going to leave these in here, and I'm simply going to suppress them for now, and then save this design. Then I want to move on to my pocket selection. The pocket selection is going to be very similar, but what I want to talk about here is the difference between 2D adaptive, selecting a face, or selecting an edge. When we look at this part, the first thing I want you to notice is that it has stock extending outside of the open pocket area. And the second thing is that it has two slots. So we're going to get started by taking a look at 2D adaptive clearing, we're going to use that same tool number 10, that half inch long end mill. And then in the geometry section, I want to start by selecting this face. When I select this face, notice that it's not grabbing the chains from those slots. If I say, okay, and take a look at the results, one thing you're going to notice is that the tool path actually changes once it gets over those slots. You can see that it has that normal adaptive motion we would expect at the start. But when we get closer to those slots, what it's actually doing is modifying it because it thinks they're open and they're already machine. If we instead go back in and we make some adjustments to the geometry, instead of selecting that face, we simply grab the chain. I want to note two things that happen here. The first is that it's no longer changing over those slots. It doesn't know that they're even there because we grab that chain. Remember that the 2D operations are not necessarily model aware like the 3D operations are. They're not going to calculate based on the stock that is still there like some of the 3D operations would. But the second thing I want to note is that the stock is extended pretty far outside of this part. And by selecting that chain, it actually was able to calculate and know that there's extra stock here. So once again, let's go ahead, instead of making a change, let's go ahead and duplicate this to make our adjustments. So in the duplicate, I'm going to make some edits, make some changes. And instead of that chain, once again, I'm going to select that face, and simply say, okay. So here, you can see that it's quite a bit shorter. And if we turn our stock display back on, what you're going to see is that this operation is able to come from the outside. But if we suppress it and we're no longer counting it, this operation is essentially making a close pocket because it doesn't really know that there's anything there. If we make an edit to it, and we go back into geometry, and we allow it to use the stock contours, now, it knows that there's extra stock here. It knows that there's more to be had, but we had to make sure that we added that stock contours option. But also, note that it's still making the change over that pocket. When we're going over those slots, it still thinks that the geometry is actually there, it's actually different until we turn on that stock contours option. When we turn on stock contours, we're actually getting the same result between the two operations. We're going to have to recalculate this by using control or command G or by going to actions and regenerating it. But you can see here that using stock contours gave us the same between the two. But that was an option that we needed to manually select when we use the faces, our selection. When we grabbed that chain or that edge, it automatically knew to use that as an open slot or an open pocket, and that it was able to come in from the outside of our stock. So these are important considerations when we're making our selections for our operations, but also when we're looking at the results on the screen. If we didn't have stock turned on, if we didn't know that there was that additional stock from the outside, we may have missed that, and we may have create a situation where we plunge into the stock when we're not expecting to. From here, let's make sure that we save this. And with that in mind, when you're programming your own parts, always keep in mind that the selection does matter. If you're selecting a face as opposed to an edge or a chain, then you want to make sure that you understand what the implication of that is. And always make sure that you preview those, whether it's in simulation or just looking at them on the screen. With both of these saved, we can now move on to the next step.