[MUSIC] [SOUND] Welcome today's talk on bodies and components. Critical tools that you need to understand as you start to explore and build Infusion 360. As you guys know you can come to the create tab and you can create either primitive construction, or sketch based construction. I'm going to start out with a simple primitive box. When you click on the box tool, it want you pick the face. I'll draw out my rectangle, I pull it up and I say, OK. Now, I have body one inside my body's folder. I'll come to create and I grab a cylinder. I draw on the top face of the box. I drag out my cylinder and I push into the box to cut and say, OK. Now, keep in mind I have one body in my body folder. It is made up of two actions in my timeline. So, if I do another body, I'll do a cylinder on this plane. I'll drag it up, wonderful. And I'll do a box on top of this one, drag out my rectangle. Wonderful. I'll pull it up. It's set to join. Say OK Now I have Body 1 and Body 2. The key is, as you build, as you iterate, as you explore, every body is put into the body folder that allows you to explore and iterate as you design and build on each of those bodies. But in real life products, items are made up of parts and components and when you're building in 3D. Your ultimate goal is to head towards that organization in your digital world. Fusion allows you to promote any current body to component status. It's a simple process but you have to think real as you build digitally. If this is a body, it's another test pad for you to explore. If I want to make this body a part or component, all I have to do is promote it. To component status, to right click on the name mouse over create component from body. When I do that it will take bodies one out of the bodies folder and create my first component. If I open component one It has its own origin and its own bodies folder with body one now contained in it. What this has done is created a component or a part notice body one is not in the original bodies folder. One of the first steps I like to do when creating a new component is change the name. I'll change it to base one so I know exactly what I'm looking for. Now I have a very quick reference when I'm looking for my components in the file. I'm going to do the same thing for body two. Right click, create component from body notice I have no bodies folder in my general file, because I have no bodies in the general file. But I do have component 2 and again I will rename it and name it pin 1. If I open pin 1, I have an origins folder for it and I have a bodies folder for it. As I've changed the name on component two to pin one, I'm going to move forward with my design. If I create a new generic body. I'll build here notice that as I build that cube, my body's folder in my main file returns, and body three is housed inside of it. If I turn off the bodies folder in my main design, notice the component or base 1 is still shown. And component or pin 1 is still shown, even though the main body folder is turned off. That's always a very good visual test to give you quick information if a body is a body or if it's a component. The whole point behind your browser list is to create digitally a mirror of the real world between components, parts, subassemblies, and assemblies. It's not about the manufacturing system. It's about knowing the end result on how things go together. The key to components is creating assemblies and sub-assemblies to line up with your final intent of what you want to build and what it is. The assemble drop-down toolbar gives you the power to control and promote movement between components. You can only do joints with components. You cannot create joints between bodies. That is why components are critical. The first tool that I want to show you is joint. Joint allows you to create and promote movement between components that can be scattered or moved around your world. An as-built joint creates and promotes movement of components that are built in the precise correct location. Both of these joints are built on the design intent of joint origins as I assemble my first joint. I'll give you a little more information on joint origins. The key to joint is joint origins as you see me build my first joint. You'll see that every piece of geometry has predetermined joint origin In the geometry but keep in mind you can always build custom joint origins later. As I open my joint tool, note here component one is the one that will move. Component 2 is stationary and component 1 moves on it, so selection order is important for joint command. So I have not grounded one of these yet but while I am here in the tool look at this circles those represent your joint origins. As I mouse over the geometry you can see the joint origin snap to predetermine the location. So let me close this tool I'm going to come over to base one I'm going to right click and I am going to say ground. As this is my first component, right now everything has freedom of movement. So by grounding this one, it gives my world a foundation to start from, I'll come back to assemble, go to joint. Notice that the first component ghosts out. That's the one that's grounded, as I mentioned, component one moves. That ghosted out says you cannot pick this one because it's grounded. So, let's come to pin one, rotate the view down slightly. And I want the joint origin that's at the center of the cylinder on the base That first selection goes out because i already pick that component. And i move to the component 2 I can now select my base 1 component. Notice as I mouse over it's giving me the option for where free determine joints portions are but I want this cylinder at the bottom in the center as well. Notice that as it moves pin one over to base one, it shakes. That lets me know visually it's grounded in position. The default is a rigid joint. As I move down the toolbar you'll notice that it's set to rigid but as I open that drop-down menu, I have several other options. Just like when I am creating a primitive, and I have options for adding or subtracting material. The joint tool is built for flexibility. I have options of how this joint will function and what movement it will restrict or promote. Okay, so what I've done by setting this off as rigid is it's a locked in place. I cannot move either component. One tool locked these two components. In position, in 3D, that's fast and powerful but at the same time. I can come back into that joint and edit it, so when the joint tool opens again I can come down to the type,switch it to level loop. And it previews what that joint implication now look's like and if I hit animate,iI can allow it to play that movement. And then hit stop to stop the animation. I can also control the starting angle of the joint and the gap distance, let's say I wanted five millimeters off this face. All I did was edit the existing joint. And now I've changed how it reacts, and it has promoted the rotational movement. So if I show you a section analysis, let me turn on my origin. I'll go to Section Analysis, Analysis. And as I pull back the section you'll see that it's five millimeters off the bottom surface as well. And that allows me in one tool to control and promote movement. So let's turn my analysis off, and let's go back in and edit that joint one more time. So instead of Revolute, now let's switch it to Cylindrical. Now it's going to allow me complete Freedom of movement along the center line of the cylinder. So now my parts function and move up and down and rotate based on the parameters of the adjusted joint. So as I move this, notice that I can actually move it through the other component. So, that's not quite reality is it? If you want to explore reality, what you shall do then Let's go to assemble, enable contact sets. What this allows you to do is tell Fusion to stop components when they physically touch each other. So I'll come under assemble again, I'll grab new contact set. I'll select the pin and I'll select the base and I'll say, okay. Now, as I move the pin up and down, it will stop my movement when it hits the other component. Notice my mouse is moving past the other component. You can see that it's still rotating. But, fusion is now preventing the pin from moving into the base. Let's turn my section analysis back on and you can see even more the stopping point. And I'll turn my analysis off again for the section view. So, as we dealing with computer power now if you move the mouse as fast as you can. You can be faster than the computer, so by doing this you have move faster than the tool can calculate that detection. If this happens know what's its doing you'll notice that hits on the bottom now. If this happens, I can come to contact sets, right-click and suppress it, move it back up, and then say unsuppress again and now it works again. What I want you guys to literally do is build this. I need a rectilinear form with a cylinder cut out of it and I need a body with a cylinder and a rectangle on top of it. The dimensions are not important but the steps are critical. Go back into the video, follow me step by step post the video make sure you digest, learn and reproduce this step as they will be something you do over and over again. Not the shapes, but the steps, that is the critical takeaway from this lesson. Keep in mind components are critical as we move forward we'll talk about more control, okay? Let's build. [MUSIC]