In this section, we're going to be talking about assembling your different parts within cat. So in the last section we showed you how to model individual parts, but your product is going to be made of many different parts. So in this section, we're going to talk about how to assemble your different parts together in fusion 360, and how to get them to move as you as they would in real life as well. So first of all, let's save the document. And let's just give it a name. And we're just going to create some very simple parts and show you the just the joint commands, just the just the joints that are going to be most crucial to you to learn the joint commands that are going to allow you to to assemble most products together and then we're going to use them Definitely in detail in our final design as a part of this course, we're going to see a lot more of this.
So let's go ahead and create a part. So when I create a parts first of all, let's activate the assembly, I'm going to go to assemble new component. So components you can think of as parts. And let's just type block, and hit OK. Now that my block is activated, I'm going to go to sketch create sketch. Let's just choose one of the planes. I'm going to choose a rectangle and make a block.
Set a certain size to it. Let's make it two by four. Stop the sketch and let's extrude that create extrude and click on the block. Let's extrude it three inches and hit OK. I now have a block Let's go ahead and put a hole in this block. I'm going to click on this face sketch create sketch we're now drawing on the face of that block, and let's just draw a circle of it a diameter of one inch on the side of that block.
And then let's go ahead and cut extrude that circle and the extent that I want to extrude it, instead of extruding a certain distance, I'm gonna extrude it up to the back, so I can just choose the back and now I have a hole in this block. Let's create a different part. This time let's create a cylinder that might fit inside of this hole. So if I'm going to create a new parts, I I need to go to assemble new component again. Actually, let's cancel that. First of all, when I create a new parts, you want to activate the full assembly up top and then assemble new component.
And let's just call this cylinder. And you can now see that I have two different parts within this assembly. So the full assembly or the full product is called joints. And then I have a block component and a cylinder component or a block parts and a cylinder parts. So these are two different parts. I now have the cylinder activated and so we need to create the cylinder I'm going to go to create sketch.
Let's go ahead and hide the block. It's a little bit confusing and I can hide it by clicking the light bulb and click on one of the planes. And we're just going to as we have done in the last section. Let's go ahead and create a circle Choose a sketch dimension. Do that again sketch dimension. And let's make it one inch in diameter, which is the same as the block the hole in the block that we created.
And now let's first of all just show our block here. So let's go ahead and extrude into a cylinder now, and let's just go four inches for an extrude. And let's activate our full assembly. And now we have two different parts. And you can see that in three dimensions. Now I can move both of them just by clicking on them and holding.
I can individually move both of them. If I want to rotate them, you can use the Move command To rotate them, if I click on this block here you can see it highlights the block in the tree. When you have a long list of parts, it's makes it easy to find something. And I can right click here and choose move. And all of these different arrow commands come up, which just allow me to move or rotate this block. Let's say that we want to rotate 90 degrees like this to align more with that cylinder.
I could just rotate to 90 or I could type it in there. And we can rotate our parts like that you can rotate or move anything in that way by using the move command. Now let's go ahead and create a third part. And so we're going to go to assemble new components again. And this parts we will call let's just call it slider. Let's go to sketch, create sketch and choose one of the planes.
This time, let's just use a rectangle and draw a smaller rectangle and set the size of it to say, one by point five inches, stop the sketch. And let's create extrude click on the rectangle. And let's extrude it. Let's go three inches and hit OK. Let's you can see that when I activate a an individual part, it shades out all of the other part that's just to make it easier to view the part that you're currently working on in the part that's currently activated. If I want to see The park completely by itself. A lot of the times it's, it's just a little bit easier to, to you know concentrate and to see the thing that you're working on, I can right click and choose isolate, and it'll get rid of the rest of the parts.
And now I can focus on just the part that I'm interested in. I can right click and isolate it brings my parts back. And now let's activate the full assembly. Now I have three different parts here. And you can see that all of them move individually. Now, first of all, in these assemblies, you're gonna have multiple, multiple different parts, you're assembling them all together, you all three of them move freely in space.
But what we would want to do in almost every single assembly is ground one of the parts so that one of them is grounded and At least one of the parts in three dimensions has a is solid and it's not going to move, and then all of your other parts can move with respect to that you can ground any of these three. Let's go ahead and ground this block. And I can do it just by clicking right click and ground. And now if I try to click and drag on this block, I'm not able to at all but I can still move these two. And so now we want to learn some different motions with joints. So let's say that I want this cylinder to be able to slide along the axis of this hole.
So under the assemble drop down, we can use the joint command. So we click on joint and we want this cylinder to move within this hole. Here, let's go ahead and use a cylindrical command or a cylindrical joint. And now, when I hover over the top of parts, you can see that fusion 360 automatically recognizes certain features of your heart. It creates these circles and these circles have certain orientations. In this case, when I hover over the center, this is a, this is one of the areas that fusion 360 recognizes, and you can see that it's a circle.
And it is on the axis of this cylinder. And it's parallel to, for example, the back end face here. And if I highlight the end piece, I have another one right in the center, and it's parallel to the back end, and so fusion 360 is pretty good at automatically recognizing features that you would want to use to create joints. Let's go ahead and just create a joint and see how this works. So now I could click any one of these three, it wouldn't matter for this cylindrical joint. Let's click the center one that showed up.
And I want to make that put that along the axis of this whole fusion, three 360 automatically recognizes it. So I click there. And this is a cylindrical joint. And when you do that, it creates this animation. And that animation looks good. It looks like what we want.
And so now I hit OK. And I can move this cylinder back and forth within this hole, and it's now completely constrained to that axis. So that would be a cylindrical joint. Now let's go ahead and just delete that joint. So you can see that the joint showed up in the tree over on the left hand side and I can again, move it freely. This time let's go ahead and go to assemble joints again. And this time let's do a rigid joint, I'm going to choose the end on the cylinder and choose this point on the hole.
And because this is a rigid joint this time, you can see that animation it firmly locked in the cylinder into the hole. And now if I try to move it, I can't move it at all. And the block is grounded. And so actually both of these parts are secure and cannot be moved. I haven't done anything with this block and so I can still freely move that. Let's go ahead and delete that joint, that rigid joint that we just created.
Now let's look at another type of joint which is called a revolute joints if I go to assemble again, joint and I choose the revolut type of joints, I'm going to click on the end again and click in the same portion of the hole, you can see the animation. And the cylinder is just able to rotate within this hole I hit OK. And this time, if I try to pull it out, I can't pull the cylinder out. It only revolves within this hole. If I click, it's a bit hard to see. But if I click on the cylinder and I rotate it with my mouse while it's held down, the cylinder rotates. And that is the only direction that this cylinder is allowed to move.
Let's go ahead and take this joint and if we want to edit a joint once it's already created, I can right click on the joint. So previously, we had a revolve. joint that we just created. If I edit the joint and I change it to a cylindrical joint, I can hit OK. And now we have a cylindrical joint. So that is a way in which I can edit. Now let's create another feature in this block to look at a couple more types of joints.
First of all, I'm going to measure the edge of this to remember what we set the width of this block to be if I go to inspect measure, and I click on this edge, I shouldn't be able to see okay, I set it at a one inch length. And let's look at the height that we set. So it is one by point five. So now if I go to sketch, create sketch and let's go ahead and sketch on this face right here. And let's create a rectangle and let's make the size The rectangle similar to or the same as the block that we have, so this should be point five and this would be one inch and stop the sketch. Now if I go to create extrude, we're going to extrude cuts, I could either pull the arrow or set a distance or I can click on the back face to extrude cut up to a certain face.
So I'm going to go to extent I need to choose to object and I can choose the back face and it automatically chose cut for me and hit OK. Now we have this cut out of this block. This time, let's go to assemble joint and this time we're going to be looking at a slide or joint. And I can click on. So again, I if I just hover over this block, certain features are automatically recognized. And it looks like this at the center, the exact center of this bottom face, it creates a joint origin or this circle which is parallel to that bottom face, I can choose that. And then I could hover over this piece.
And I could choose the center in that way. Now you can see this animation. If I hit play on the animation again, this is what fusion 360 automatically did. And that's not what we want. It's sliding. This is the slider joint but it's sliding on the wrong axis.
And you can see the axes here in the top Right. So right now it's on the z axis, it's going up and down. If I rotate around a little bit, there's the x axis and the y axis, you should be able to, if it's hard to recognize them that way, you should be able to by trial and error, figure out which axis it would be. And you can see that it's the y axis a lot would allow this block to slide in the way that we would want we can hit OK. And now my block is placed within that slot. But if I grab it, I should be able to slide it around. And so this is called a slider joint.
Let's go ahead and delete the slider joint. Now my block can move freely in three dimensions and the last type of joint that we're going to look at In a planar joint, let's go to assemble joint capture position. And if I choose planar this time, this allows two different pieces to move on a similar plane. So I can choose a joint origin. Let's just choose the top center of that. And let's just choose the top center there.
This is the animation that it gives us. And in this case, instead of with the slider joint where we just have one direction of movement, this time we're going to be able to move across the single plane and so we're going to have two directions of movement. Here we can change the axes again. And if I choose for example, the z axis and hit OK now what I try to move this block. No matter what way I move it, it's always going to stay flat to this face that I just highlighted. So if I move it even way out here, and I look at it from the side, you can see that it is flat to that faith.
So no matter where I try and move it, it's going to stay on that plane. And so this is a way to constrain two parts to a certain plain. And just to show the difference between the planer and slider if I go ahead and let's just delete this joint. Now my block can move freely. Let's go to assemble joint, click on the center here and the Let's click on the center here. Now this is exactly what we did with the, those are the exact same positions we chose for the slider joint.
But this time, I have a planar joint selected, I can change it at this point if I want still. So we chose planar and let's choose the z axis again. And hit OK. Now when I try to move my block, now it's just on a different plane. But of course, I can move in two dimensions. I'm not just limited to that track, as we were with the slider joint. Let's go ahead and delete the planar joint.
Now as we said fusion 360 automatically recognizes certain joint origins for us. So when I hover over the top of a piece, this circle is called a joint origin. If fusion 360 is not recognizing an exact point that you want to be able to constrain with one of the joints that we just talked about. What you can do is you can create a joint origin and you would do that again under the assemble command and choose joint origin. And most commonly are one of the most effective ways to choose an exact point would be to draw a sketch point. So let's go ahead and do that.
On this slider. Let's activate it. And let's choose that face and sketch create sketch. Now we're drawing on the face of that block. And if I go to sketch, and I can choose a point here, I can place a point somewhere, hit escape. Now let's dimension exactly the location of that point, let's say point seven like it recognized there.
And I want to be a certain distance from the side here. Let's cancel that. There we go. And that's point six. And now I have a point, which is exactly where I might want it to be. Of course, if I wanted to change the location of the point, I could do that and that way, I have a properly positioned point, I can stop my sketch.
Now if I go to assemble joint origin, I can choose this sketch point and hit OK. And now we've placed a joint origin at an exact place where I would want it to be, I can activate the entire assembly. Now let's use this joint origin to set up slider command within this slot here I go to assemble joint, choose the joint origin. Let's just choose the center if we want to do that, and right now planter is selected, but I can choose a slider joint, the axis looks to be incorrect. Let's set the y axis and hit OK. And actually, it looks like it's it was flipped on us. So to edit this joint, let's go back right click Edit joint. And if I hit this flip command, it flips it up to the top because it didn't know which direction to place the block and hit OK. Again, the animations help if you're a bit confused on how the part is going to move you can use the animation and you know a bit of trial and error sometimes to get what you want.
Even though this is accomplishing the same thing, you can see that you can in terms of this slider, you can see that you can Set joint origins wherever you would want to, if fusion 360 doesn't automatically find them for you. So that is it for assembling your parts with joints. just these few joints that we talked about here should allow you to create just about any parts or products that you might be interested in. We're going to use them and familiarize yourself with them a lot more in an art design. And that's it for assemblies. See you in the next section.