Discover how to verify assembly joints in your 3D model with Fusion, including checks to ensure components interact as intended. Learn how to identify and correct joint errors, ensuring your model functions as expected.
Key Insights
- Assembly joints in Fusion can be tested by manipulating the model and observing the interaction of its components. This includes actions such as pressing the brake or moving the neck of the model.
- Every action performed creates a 'drag component', but these should be undone to maintain the model's original assembly position. The 'undo' arrow at the top left can be used to clear these drag components.
- If a joint doesn't function as expected, it can be edited via the 'Edit Joint' option. This allows any necessary changes to be made to the model's joint functionality.
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We have now created quite a few assembly joints. Let's go ahead and double-check our work and see if the assembly joints are functioning the way we intend. Let's zoom in first to our brake.
Now Fusion lets us move our model now based on the relationships we've created. If you hover over the back of the brake, click and drag, you can push down on the brake as if somebody is stepping down on that back brake. And double-check that it's working, it's going down, and it also doesn't go too far.
Only do that once or twice, because every time we do one of those motions, it does create an action. If we go to the very top left, we look for our undo arrow and pull it down, and we'll see that it creates this drag component. We want to undo that, because it will stay the way we move it, but we don't want it to.
We want to keep the assembly in its original location. So once that's cleared out, let's try another one. Up here in the front, we have our neck, and it folds on the folding bracket.
If we hover over one side of the neck, click and drag, we can drag that neck back all the way to its back position. And isn't that cool? It lets us see the motion and where it stops. Again, if we pull down our undo, we can see that drag components.
We can clear that out, and we're back to the beginning. Now, this last part is trickier. If I grab, for instance, this wheel and drag it, it's going to start to do kind of some funny behavior.
That's because there is so much assembled here. The fork and that stem A turn together, which is really cool, and that wheel rotates. So you can kind of click and drag and play with it.
It won't be perfect or super easy, but as long as it gives us the sense that it's functioning the way we'd like it to, that the wheel does indeed spin, and this neck does indeed turn, and it stays together with the fork, then we are A-okay. Once we're done experimenting with that, be sure to go back to the undo, pull that down, and undo those drag components. We don't want to see any drag components here.
Now, if you found that something didn't work as intended, it's not the end of the world. We have all of our joints here. We can go back to any of these joints, right-click, and we can go back to Edit Joint.
When we have that same Edit Joint functionality, we can make any changes that we need to.