In Fusion 360 Design, there are 4 types of design. (Here listed in terms of usability)
In robotics, we basically only use solids, and sheet metal sometimes (but we dont have fabrication capability so typical nah). In design, we want to use as many COTS (Commercial Off-The-Shelf) parts as possible. Our vendor is Gobilda. For custom parts, we have capability to print plastic parts (Contact Han for more information). However, these plastic parts are limited by their properties, such as the fact that plastic is less strong than metal. We would like to minimize using these parts and utilize 3D printed parts as mere modifications to already available parts.
Back to designing!
Below is the typical workflow for creating a design.
Our COTS are from Gobilda. Click on the STEP link, and you should download a file called "RANDOMNUMBER.step". Please rename that RANDOMNUMBER to something intellegible. Or else (I will find you).
These COTS are what we primarily use on our robot, so it is good to get used to using them.
A sketch is the foundation of our design and the basis on which bodies are created. After pressing "Create Sketch" (at the top left of the toolbar), you can see the following categories:
When using Create, you can choose from the following:
For 1–6, they basically just create different shapes, each taking different parameters and integers. For patterns, it takes a sketch and creates a pattern either in a circular form or a rectangular one (dual axis). For mirrors, it reflects a sketch object (created in 1-7) across an axis or another line. For dimensions, this is useful for changing the distance between sketch lines or sketch objects. For 3D sketches, please do not use these. They are very imprecise and are typically only used for single lines to connect objects.
The next step for sketches is constraints. I will not list the constraints (see documentation here.) They are mainly used for making sketches behave as you would like when changing parameters. When a sketch line turns black, it means it is fully constrained. Additionally, sometimes constraints are automatically generated (such as parallel constraints when creating a rectangle), which could be useful.
My favorite feature is project. As the name implies, it projects a sketch from another surface onto the current sketch plane. This is useful for referencing things such as holes on COTS or need to align something to another feature.
Finally, the "modify" feature is similar to modifying a body, except it does it to the sketch.
To create a body, you can choose from the following:
There are dozens of different things you can do to your new body. Here are some I like to use:
The parameters mentioned above are able to be changed at the bottom of the "modify" drop-down.
Finally, appearance changes how the material looks like. Good for renders.
There are two types of joints: joints and as-built joints. Joints are good for connecting things, such as a shaft to a bearing. There are many options to do so, but all of them involve a snap point, which is the center of where the joint will be counted. There are different types of joints, such as revolutes, rigids, and sliders, each with different types of interactions. An as-built joint is basically this but without the snap point, keeping everything at the same place.
I hope this short tutorial was helpful. Feel free to contact me (Han) on slack if you run into any problems. Fusion 360 is professional-grade software, so there are bound to be difficulties. Happy designing, and thank you for your contribution to the team.