[MUSIC] Okay, let's start building. First, let's go to the create drop down and go to primitive and we will start with a box. This is a primitive. It wants a plane to draw on. At this time, I only have three available which are my main planes. I will pick my top plane, use the origin as my starting point and drag my box out. You can see that it highlights dimensions for me. And if I tab, I can select through each one. If I click, it allows me to do it, I can edit the dimension here in the flyout menu, let's make it a 100. I can drag the arrows and pull it. And it's 110 there. I can extend it up, as needed. I can edit this dimension and call it out, we'll say a 100. Now notice here, the operation control is critical. Almost every tool in Fusion runs this way. Right now, it defaults to a new body but I have the control to make it whatever I want it to be. We'll say, okay. And notice that I have a body folder now. In my body's folder, I have body1. That's exactly what I just built. In my timeline, I have the action of creating body1. They are linked and they are together. The body's folder catches everything you build. So, let's zoom out a little bit and let's build another body. If I right click, it brings up a marking menu, the tool I last used is always at 12 o'clock, but if I drag down, I can go in and pick any tool I like from the tool flyout, here's where box is located. I can also go back up to the menu and box is one of the standard tools in the drop down and it's also here in my quick access. If I click on the box again, it needs a location. I'll draw on any face as well. So I'll pick the top face of this box, and I'll drag out a new box. That looks good to me, I'll extend it, I'll pull it up, and notice as I've done this, my operation control automatically defaults the join. Fusion does its best guess scenario of what Jeff wants to do now. So, it set your building on top of this box, you are probably going to join to this one below. And I said good 80% at a time that is correct. But don't forget that Fusion always gives you the operational control to over ride that to what you exactly want. So if I wanted a new body for instance, but here joins what I want. Notice that I have two actions in my timeline. The first box, the second box. They're joined into one body in my body's folder. So, I'm going to right click, box again, select the top plain here, but I'm going to draw off the distance. I'm going to pull it down. The operational default is new body because it is not touching. I can override that as what I want, but we'll say okay. Notice now that I have three actions and I have two bodies. Body one and body two are separate they're not joint, right click, repeat box, I'll select the top playing here and I'll drag a box out it's big enough to touch both my bodies. If I drag up, it defaults to creating and says hey, Jeff wants to join these two bodies. If I drag down, it will swap and automatically switch to cut because it's saying hey, I'm violating these bodies, Jeff wants to cut here. But I still have operational control over that. So, if I cut both of those, how many bodies do I have? I still have two bodies. Body one and body two, and I have four actions in my history. So, Fusion is also set up to be very movable, so, if I right click and come to 2 o'clock and move, I can select anybody and I can move it up or down, I can position it with these arrows, I can move it planarly. I can do it point to point, and what that means is I can select one point and another point. And it will position my body based on those points. Notice that my moves are also tracked in my history. Fusion is positionally aware. If I grab this line here, that's time travel. Notice I moved ahead of each of those moves, ahead of that creation, and ahead of that box creation. I've position myself in history. That is really powerful for those of you that are new to CAD and Parametric modeling. So, I still have my two bodies here, body one and body two. So, I'm going to come to box. I'll draw a new one on this plane here. Notice the defaults, it's thinking I want to cut. Is that what I want to do? Quite possibly. But if I want to set it to join, I can override that and now the tool's doing exactly what I needed to do. So, when I do this, how many bodies will I have? I now have one body that is made up of each one of these and this final action to join them together. So, if I right click and move, now I select the body and it moves everything. Position it planarly or rotate it with these handles. So, keep in mind that any tool you use in primitive box, cylinder, sphere, taurus, coil, or pipe. They all operate in a similar manner. They give you control for the operation. So with that in mind, let's move on and start to talk about sketch-based construction. What I want you to do is build. I want you to come to the create menu and play with all of these primitives. Now, pipe needs an edge to build with but I want you to play with each one of these. And it doesn't matter what you build, it's the act of building that you get comfortable with these tools. Okay guys, are you ready? Let's start building [MUSIC]