In today's video. We're going to talk about proper dimensioning of your sketches within fusion [360] [let's] get started
How's it going guys welcome [back] to another fusion 360 cad for Newbies tutorial series here on makers Muse?
So what do I mean when I say correct dimensioning of sketches? So sketches are a?
Fundamental part of 3d modeling in Fusion 360 you draw a sketch, and then you do sign with it
you might
Extrude it into it through the object you might revolve it or you might sweep along a path or do various other functions to it
but basically that sketch is the starting point of
Everything in your design when [you're] design parametrically
But when it comes to design things accurately you know with a pair of calipers and measuring things for real-World projects these things
You really need to be careful of how you put in those dimensions
because when you go back to perhaps change things you want things to update in a way that they should and not explode or
Update incorrectly and get parts that don't quite work, so in this video
I'm going to go through basically my process of doing good dimensioning
and
To stress it [is] how I approach it it may not be a way that you're comfortable with you might like to do things like
Differently a totally cool
it's just how I do it and what I'm going to show you here isn't really [a]
replacement of a University degree in 3d modeling
It's not intended to be journey just to help you think about correct dimensioning for your awesome
3d printing projects isn't using Fusion 360 alright, so let's start with a sketch
I'm going to click a sketch create sketch and top plane here
So a big part of fusion 360 is loading the hot keys so I'm going to hit R and that's for rectangle
So I'm just going to draw a rectangle here in space
Now you just would have seen some numbers pop up there briefly you can actually
Put pump in dimensions as you're drawing shapes in fusion in the sketch mode, but I'm going to do it afterwards using the dimension tool
so we've got a rectangle here and
It's blue and if I just hit escape there, it doesn't really know what it wants to be in life
It's any size, and it's any shape and it's anywhere in
your workspace, so when you're dimensioning sketches
Everything comes back to a single point which is called your origin
so the origin of this entire 3D workspace is here and that is 0 0 0 [which] is 0 in the x
y and Z
axis so it's [where] everything converges into at one point that is [zero] where everything starts and
everything's were eventually referenced back to that, and that's how you can lock things in space even a assembly of
hundreds of components will actually be locked to
an origin or at least
Via other components locking to each other it all feeds back to an origin otherwise things will not know
where to sort of lock in space
so we've got this rectangle and
Let's say we're designing a plate that's 30 by 40 millimeters. How would you go about?
dimensioning it
so I'm going to hit [thee] and
The most obvious approach would be to just select the line, so when I hover over on the sketch
dimensioning tool the Line highlights
and I can click there and hit 40 enter and here and
here's 30 and enter escape
So we've got our little rectangle here
But you notice is still blue so the cool thing about the latest version of fusion is
The Lines will go black when they're what's known as fully defined when they're fully locked in space
Everything is accounted for in terms of where they should be but it's blue here which means if I move this rectangle around
Yep, it doesn't know where it wants to be in space
So we need to tell it where it should be by using dimensions to dimension it and reference it to the origin so again
Deeper Dimension let's say we just did this edge here [to] the origin there
Yeah, 40 sounds good, and maybe this top part here to the origin there and let's go is 16
Or 10 10 is fine, okay?
So our sketch has gone black, and that's fantastic
but this isn't really a good way to dimension sketch and
The reason is we've kind of put it in this random place off to the side
where as the origin should be used as a tool and
It should be used to reference other things that you're going [to] build later and help you build those shapes
Because don't forget our planes are based off the origin for example if I turn origin on and look down here
We've got you know our
xy plane, you [know] we've got a
Xz Plane y
Zed plane these are all the planes that you can sketch on by default [now] you can create
Construction planes and all these sort of things which I'll go into in further detail in other [videos]
But these are what you start with and it's good to actually use what you start with so I'm going to get rid [of] those
dimensions and
Instead let's say. I'm drawing something symmetrical well, I probably want the origin in the middle of our shape
So how would you do that would you start moving our shape here and then?
Going D. And then clicking the origin and then clicking the edge there and then selecting for t
- you know - 20
Sure, that would start working that would definitely kind of work
But there's also another feature that's extremely powerful built in to fusion 360
Which are constraints so constraints are ways to lock Geometry together?
And I'm going to go into them in their very own video
But to show you briefly how constraint works what I'm going to do is select
Origin click there shift select a line there at the bottom of our rectangle
right Click and
You notice there we have various constraints that have automatically popped up that we can use coincident or midpoint
midpoint so what that's done is that stuck our origin right in the middle of our shape and
No matter what size we make it for example
40 let's make it 70. It's always going to be exactly [in] the middle
Which is very useful for keeping us locked in space, okay? Let me show you another case of dimensioning this rectangle
Let's say us. Delete the 40 here and the 30 here and
Let's add some phillips. So let's go to sketch and
Fill it and let's select these edges here
Let's say we're creating
That looks fine. Let's say, we're creating like a lozenge
[Style] Shape like that with rounded Corners how would you to mention this?
So yes Fusion is clever enough to know that if we have de mentioned it before and then we had philips it will
Leave little points of where the edges of the line were but it's not very good practice
I would say you can dimension this pretty much exactly how we did it before however instead of clicking just one line
Like that we now are going to go down and click the other line there
Sturdy, you can see what's coming next this line and this line
40
Like that, but it's still blue and the clever thing about fusion is we can actually try to work out. Why it's blue
What's happened is when I did the philips. I've lost that constraint down the bottom there, so let's just add another constraint back in
like that midpoint
So there's our fully constrained shape
but instead of just selecting a single line as our dimension I've selected between two lines to do a dimension, so
dimensioning is actually really quite clever the tool itself can discern between
Selecting a line selecting a point between a line and a point between a point and a [point]
Selecting a Arc and working out that the dimension for [example] the radius or the diameter of that?
also, we can do angles so let's say we want to do a
Little detail off the edge of [it]. Let's do a line here. [let's] do a line like that, okay
scape let's add some
Angle Dimensions, so let's Select D
Select the line and let's select another line
We want to get to the the angle off like this one here there we go. So let's make that
45 why not let's make it 45?
there we go and
Similarly this one we can [actually] dimension an angle off as well
We could dimension off that same horizontal line. We could dimension off the other line as to that
Let's do 30 so now I've got the [angles] set, but we can still make [it] taller
So we need to change the height
And this is where you need to [start] thinking ahead as to where you want to put your dimensions
So let's say this little party hat we want it to be
Let's say you want to make you want to make it about that size, whatever it is. We can dimension it here
19:19 millimeters, or we could dimension it?
down to the origin
49 millimeters
So which one's better?
We've got the same thing it still knows where how high it is
I don't know where it is along the edge of the shape. Let's just define that for example
Let's like this Edge there this edge there 10 right everything is constrained everything looks good
What if we changed the height of our lawson shape? What if he made that?
40
Our hats gone all weird. So what's happening there is
We've dimensioned the hat detail [is] going [to] call it a hat detail to the origin
so now it has to squish in to accommodate for the
Lawson's Rounded Square, or rectangle shape getting larger
That's not what we want. We [want] that to be the same size all the time
undo
So in this case what you actually want to do is dimension to the top of your shape like this
19 totally fine, and if we made our shape 50
There you go, so it expands up, but our little hat detail stays the same
So this is what you need to keep in mind when you're dimensioning things
Because you're probably going to do what's called iterative design. Where you go back to the drawing board almost and
Change details of your original sketches you
May have [1020] sketches in your actual component in your actual feature tree
but by keeping in mind how things will scale and adapt you know avoid things breaking and crashing into each other and
one more example would be bolt patterns, so let's say you've got a
It's got a certain bolt pattern that's just hit circles
[I] see straw hole their hole there hole there okay, and then d make that one
six
one four and [this] one to my not okay, so
[let's] say that our bolt pattern is
like this
Right I've already worked out the dimensions, and I know exactly rode it is how would [I] dimension it so you could dimension?
you know this one to this edge there and
The top here you could dimension this one
to here
You could imagine this one
With a angled here in and an angle dimension like that
And I could dimension this one here as well
for example
Things aren't locked in so what I want to do [on] door dimension to the bottom here as well. Let's say, okay
So once again, so you can see that everything is constrained, but again. It's constrained poorly
Because what we want to do is say we want to change the size of our plate
say you want to make it a little bit smaller for
Example, we want to make it 35 watch those holes
They've changed our bolt pattern will no longer work
Because we didn't define them properly in relation to each other
We didn't give them the proper dimensions in relation to each other to adapt when we change other dimensions in the sketch
So that's just undo those those dimensions and let's have another think about how you might want to do it
So that's our pattern
Therefore it should lock into itself before we do anything else
So that's going to be and let's make sure it's locked in now
This is my personal preference [you] may may feel otherwise, but I generally try to avoid
Angled dimensions because they're very hard to look into space
I try to do dimensions on the x or y so I try to dimension here five, and then I'll do another dimension
To work out how long far away?
They are and that to mention [So6] okay?
Those are done now that we can dimension this one
Either off the original hole or this one depending on if they're likely to change or not in your design
I don't think these are in my design, so I was to mention them [here] again
seven and
six fine these are all be dimensions that you have gotten using your trusty calipers and
Written down on your trusty grid paper by the way
Always write down [your] drawings your designs before going into cad
But what I've done now is just I remove this around you notice they look together even though. They're still blue
The whole Pattern can never change?
Which means all I need now is to define where it should be on this plate for example
I can define it to my origin then the bottom here so I can define that as [year] 19 and
You know whatever anger dimension that you find useful five so even if I make this plate thirty across
or maybe if I make this plate hundred across
The holes are not going to change our bolt pattern still going to work and our motor is still evolved into place
[I] cannot stress enough how important it is to take into consideration
the relation [of] different dimensions
Within your part and how that when you change something it might affect and have a knock-on effect down the line
this can mean if you know adding a point five millimeter tolerance to something if you've got something, that's
Referencing it and that tolerance bumps it across you might be putting something out of tolerance. [it] does take practice and again
This is really my approach to 3D modeling. I am very analytical. [I] do like to develop a very detailed sketch
That works first time sort of going back with features again again, but it's just usually how I roll thanks for watching guys
Have you found this video on Fusion 360 useful in terms of developing good?
sketches for your three modeling projects because this sketch is the base it's the
Bedrock of your 3D modeling project and through your feature tree you need good sketches to avoid things break
and then having to go [back] and rebuild them and
Every year no designs right first time let's be honest usually neither three shots or so to get it, right?
and
You don't want to come back that second time round and change something only to find that you can't actually change it properly because things
Have been referenced to the wrong areas also
I want to pause this video and say a big thank you to Robert who by matter hackers passed this on to me, so
3d modeling on software is amazingly Powerful, but Robert
Thank you so much for seeing this to me for those who have never seen us [before] this is a proper
Vintage measured drawing kit so back in the days before computers
You would have grid paper
And you'll be doing what we just saw on the software by hand
This is the original kit that [Robert] sent to me and man. Thank you so [much]
I will treasure this and I will definitely look after it. Thank you so much for that Robert and for everyone else
That's just a [snip] of a sneak peek into the past as to how you would have had to do things previously
Things are a lot easier these days if you enjoyed this video on Fusion 360 on makers music
I see that subscribe button helps us out a huge amount and look forward to seeing again very shortly catch you later guys. Bye
the Protector
Each plate [is] placed satellite