As much as I practice this, 15 years of doing constraints the Inventor way still doesn't make joints much easier. There's times I don't want all the degrees of freedom locked out. I just wanna click on one plane, click on another plane or surface and constrain them. Boom, done, on to the next step. Seems like the Joint command makes EVERY interaction a whole little research project where I'm figuring out what points to use, how to project and setup points the way I want, doing my homework; vs just clicking on pairs of surfaces and watching the assembly come together. It's like making a new toolpath in CAM vs an extrude. I want something as simple and quick and intuitive as extrude, not dealing with multiple menu options for basic things EVERY SINGLE TIME. If I dumped 43 parts into a single design space and wanted to start joining them together I'll be all day going at it. This video does do a good job showing that it can be easy and that the basic stuff like 'constrain one plane with another plane' IS in there, but it's absolutely buried. And then the limitation of 1 joint between two parts means having to spend brain power on stuff that could be easy. A simple co-planar joint should be the DEFAULT. And then if I make more co-planar joints between two parts then the program should just be intelligent enough to merge them into one if that's what it takes.
I have always had problems understanding the different settings for joints and this help sort it out in my head. Now I just need to go and practice it to keep it in memory. Thanks!
this was very informative, thankyou, coming from a solidworks brain i couldnt figure out how to mate mold plates together and was using align when i should have been using joints will be interesting to try and get mold actions like sliding blocks moving on cam pins etc
My question would be, if the cylinder were not among the components, how would the movement of the piston along an axis be possible? I find it very strange that you cannot place constraints on construct elements (plane or axis).
Yeah, so how are you doing magic animation just by grabbing a component? When I grab a component, it moves around the screen but won't rotate. If I select "animate," the component animates properly, but components attached with rigid joint stay put (are no longer attached.) What magic setting have you done here to allow you to click and animate at will? And keep all rigidly jointed components actually rigidly jointed? (I've read many many posts where people have the exact same problem I do. Rigid joints do not work when you animate a revolute joint. Yours work. What are you doing different?)
There is nothing more infuriating for a Solidworks user than to try and figure out these goofy joints in Fusion. Makes me want to pull my hair out. Maybe this will help.
Did you guys fix the bug where files are sometimes un-deletable because Fusion [mistakenly] thinks the files are referenced even though they definitely aren't and never have been? 3rd brand new $3K computer in a row..... If you're going to reinvent the wheel at least make it turn....
Fusion is just unusable for me cause of how bad this assembly logic is. Everything that it's good at is counteracted by how unintuitive its joint logic is and this video really doesn't help
As much as I practice this, 15 years of doing constraints the Inventor way still doesn't make joints much easier.
There's times I don't want all the degrees of freedom locked out. I just wanna click on one plane, click on another plane or surface and constrain them. Boom, done, on to the next step. Seems like the Joint command makes EVERY interaction a whole little research project where I'm figuring out what points to use, how to project and setup points the way I want, doing my homework; vs just clicking on pairs of surfaces and watching the assembly come together. It's like making a new toolpath in CAM vs an extrude. I want something as simple and quick and intuitive as extrude, not dealing with multiple menu options for basic things EVERY SINGLE TIME. If I dumped 43 parts into a single design space and wanted to start joining them together I'll be all day going at it.
This video does do a good job showing that it can be easy and that the basic stuff like 'constrain one plane with another plane' IS in there, but it's absolutely buried. And then the limitation of 1 joint between two parts means having to spend brain power on stuff that could be easy. A simple co-planar joint should be the DEFAULT. And then if I make more co-planar joints between two parts then the program should just be intelligent enough to merge them into one if that's what it takes.
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Love the recent collabs with Matt. He is such a good teacher!
I have always had problems understanding the different settings for joints and this help sort it out in my head. Now I just need to go and practice it to keep it in memory. Thanks!
this was very informative, thankyou, coming from a solidworks brain i couldnt figure out how to mate mold plates together and was using align when i should have been using joints will be interesting to try and get mold actions like sliding blocks moving on cam pins etc
Thank you so much, please make more tutorial about rig mechanic moving
My question would be, if the cylinder were not among the components, how would the movement of the piston along an axis be possible? I find it very strange that you cannot place constraints on construct elements (plane or axis).
It's awesome tip! Appreciate all the information! Congratulations!
Excellent video! Thanks for sharing
Align is good to set a part to the same height as a other part and than reposition it somewhere else.
Yeah, so how are you doing magic animation just by grabbing a component? When I grab a component, it moves around the screen but won't rotate. If I select "animate," the component animates properly, but components attached with rigid joint stay put (are no longer attached.) What magic setting have you done here to allow you to click and animate at will? And keep all rigidly jointed components actually rigidly jointed? (I've read many many posts where people have the exact same problem I do. Rigid joints do not work when you animate a revolute joint. Yours work. What are you doing different?)
Exactly. No ideia how they do this in all the vids 😅
Tells people to leave questions…. Doesn’t answer them.
There is nothing more infuriating for a Solidworks user than to try and figure out these goofy joints in Fusion. Makes me want to pull my hair out. Maybe this will help.
Day 124 of asking for Dark Mode in Fusion
Display settings - - > Environment - - > Dark Sky
@@gevanvliet909 Not proper dark mode
At this point I hope they never do it just so I can watch the day count. 😂
@@Markevans36301 😂😂
@@gevanvliet909 Rubicon is better but neither are a dark mode. Autodesk been dropping the BALL.
Nice, but still, I would like to know, how to make two faces at an angle to each other.
Did you guys fix the bug where files are sometimes un-deletable because Fusion [mistakenly] thinks the files are referenced even though they definitely aren't and never have been? 3rd brand new $3K computer in a row..... If you're going to reinvent the wheel at least make it turn....
Stop turning anti aliasing on 10 times a day IT'S OFF FOR A FUCKING REASON
Fusion is just unusable for me cause of how bad this assembly logic is. Everything that it's good at is counteracted by how unintuitive its joint logic is and this video really doesn't help