Mastering Autodesk Fusion Edt.2 (2024-2025)
Mastering Autodesk Fusion Edt.2 (2024-2025)
AUTODESK
FUSION
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Disclaimer: The information in this book is true and complete to the best of the author’s knowledge.
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author and publisher Disclaim any liability in connection with the use of this information.
Other product and company names mentioned herein may be the trademark of their respective owners.
Rather than use a trademark symbol with every occurrence of a trademarked name, we are using
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Publisher: CADclass.org
PREFACE
In the early 2010’s I was a first-year engineering student taking my first Computer Aided Design (CAD)
class . On the first day the professor walked in, handed us the syllabus, said, “this is going to be
difficult,” and walked out. I shot a confused look at my classmates, whose expressions resembled mine.
I wondered what I had gotten myself into and if this was what university was really like.
She was right; it was difficult. For the next 16 weeks, I read textbooks, attended office hours, asked
questions, and generally felt lost. I googled questions with complex answers I couldn’t understand. I
tried to find mentors or peers who could help but to no avail. I was on my own.
I struggled through the course, using willpower and a hefty dose of caffeine, but it was not easy. When it
was over, all I felt was relief. If it weren’t for people insisting on the importance of CAD, I’m sure I would
have sworn it off forever.
And now years later, I love making 3D models and use CAD every day. As I type this, my 3D printers are
working on autopilot, making 3D models I’ve designed for my clients, literally making money as I sleep.
The truth is, the course did not work well for me, but the professor was right. CAD is difficult to learn.
However, I now know that learning CAD does not have to be like this. With the right training program
and the proper guidance, learning CAD is like learning how to ride a bike. It’s fun and rewarding and
gets even better as you practice. Making a 3D model helps you visualize what could be.
So, I set out to build the CAD class I wished I had when I first learned. I wanted:
• To build models I found exciting and could make in the real world.
• To feel the real sense of progress from practice exercises that are not too hard but not too easy
either but build up from the foundation.
• A community of peers and mentors who understood where I was and when I was struggling and
could help when I ran into problems.
• To build my dream projects and feel confident doing them.
• You’ve spent months or years imagining what you could do if only you knew how to make a 3D
model and share your ideas with the world.
• You’ve endlessly searched for free tutorials on YouTube, LinkedIn, and Google, watched them and
tried to follow along but didn’t get what you needed and still don’t feel like you truly “get it.”
• You tend to get excited to start learning, progress through a few tutorials and make some progress,
but then give up a few weeks later.
iv PREFACE
• You have questions but aren’t sure how to ask them due to your limited knowledge.
• You watch a tutorial, get stuck, and Google solutions but cannot find a suitable answer to your
question.
• You feel demoralized and conclude that learning CAD may be too difficult.
I have good news. The problem is not you, your intelligence, or your learning ability. The problem is the
system, or rather the lack of one, you are trying to follow. If you have the proper structure and relevant
content at the correct time, and you are surrounded by the right community and mentors, learning feels
enjoyable and happens naturally.
Is it impossible to learn online for free? Absolutely not. It’s simply going to take you a great deal of extra
time and quite a bit of frustration to do it. You will have to develop your syllabus, tutorials, learning
plan, and troubleshooting help when things get tough. If you persevere, you will get it, but the path will
be anything but straightforward and will likely take much more time than you anticipated.
What we’re offering to you is a well-thought-out plan engineered with your success in mind. You’ll have
access to a community of fellow CAD modelers working through the same projects simultaneously.
WELCOME TO CADCLASS
We are very excited to have you join an exclusive club of engineers, makers, artists, hobbyists, and
entrepreneurs. Throughout this course, you will learn everything you need to know to go from beginner
to being able to make your dream projects.
You will have a chance to connect with peers, the authors, and share what you build along the way.
This course is the best investment you can make for your future self. We believe it takes 3 things to be
successful with CAD modeling:
1 - Good instruction that starts with the basics and builds up from there.
2 - Access to a community of people working on the same thing.
3 - Practice, practice, and more practice.
Learning CAD is a useful skill allowing you to communicate your 3D ideas to people and machines.
Sharing your ideas increases your chances of getting hired, making a sale, or solving a problem.
Until recently, it was prohibitively expensive to learn CAD, and only a few specialists with access to
the software learned it. Now many programs have free trials or inexpensive subscriptions, making it
possible for anyone to learn. Still, not many people do. Why?
Learning CAD is hard. Not because learning the program is hard but because the resources available
are a mix of boring, outdated, unclear, tailored to the wrong skill level, and simply unhelpful.
This course covers 27 projects spanning 12 different topic areas. Each is engineered to introduce a
few new ideas and gradually become more complex and challenging. These projects will combine the
tangible art of making with the digital confidence of CAD.
PREFACE v
A mouse with a clickable scroll wheel and two buttons. Some programmable mice may not work. You
can use a simple and inexpensive mouse to navigate around our projects.
Autodesk Fusion CAD software (Make sure you sign up for the free Hobbyist or Education version)
This is where you will Discuss projects and progress with your fellow students. Please do join and
Discuss! If you need help with this, email [email protected], and we’ll set you up.
And here are some things that are nice to have but not necessary:
• An inexpensive second monitor can be a game changer. If you can afford a second monitor, buy it.
• Calipers - These are great for making and modeling Dimensionally accurate practical objects.
With Autodesk Fusion, you can design parts, make blueprints, create photo-realistic images, animate
assemblies, render objects, simulate CNC manufacturing, create Exploded Diagrams, and more.
You can build various practical CAD skills by combining a visually helpful toolset with complex and
powerful workspaces.
ERRATA
Since the publication of the 1st Edition and the growth of our vibrant community, we have incorporated
thousands of suggestions, comments, ideas, and software updates into this version. As Autodesk Fusion
is a dynamic program, it continually receives updates with new tools, designs, and functionalities. At
CADclass, we are committed to staying current and explaining the latest tools Fusion has to offer. This
Edition not only includes a wealth of improved and more enjoyable models to create and build but also
places a greater emphasis on professional CAD techniques to enhance your efficiency and expedite
your projects.
vi PREFACE
ACKNOWLEDGMENTS
We want to acknowledge those who helped us establish a love for building and design, the
worldwide communities of helpful and enthusiastic makers, and those friendships built on sawdust,
sweat, and pints.
A special thanks to our Beta Testers, Discord Moderators, and CADclass Graduates who helped
polish, advise, and edit, and who affirmed our belief that the best way forward in CAD education is
alongside a friendly community of like-minded tinkerers and manufacturers. Their months of help
and assistance improved this book, our courses, and the future of CADclass.
Finally, a big thank you to our contributor, Ed Charlwood, whose invaluable insights and creativity
have been instrumental in shaping this book’s content and ensuring its quality and fun factor stay
high.
DEDICATED TO
This book is dedicated to our families and loved ones. Thanks to you, we kept our heads high
and our minds clear as we wrote this book and continue to build our business. Without Kasey and
Ilana’s unwavering confidence, Wayne, Jane and Holly’s unending support, Libby’s unquestioned
positivity, and the many words of encouragement from those closest to us, we would not have
succeeded.
TABLE OF CONTENTS
PREFACE......................................................................................III
ACKNOWLEDGMENTS................................................................. VI
CHAPTER 1 FUNDAMENTALS.......................................................12
INTRODUCTION OF CAD MODELING WITH AUTODESK FUSION
THE BASICS................................................................................................ 14
CLASSIC DONUT....................................................................................... 22
SATURN V ROCKET..................................................................................... 30
FINGER SURFBOARD.................................................................................. 40
TENSEGRITY TOWER................................................................................... 48
CARABINER................................................................................................ 56
CHAPTER 4 ASSEMBLIES............................................................110
HOW TO BUILD YOUR PROJECT WITH MULTIPLE PARTS
FIRE PISTON............................................................................................. 112
3D PRINTER HOT END.............................................................................. 124
CHAPTER 5 JOINTS...................................................................142
HOW TO JOIN PARTS FOR REALISTIC MOVEMENT
PIZZA CUTTER.......................................................................................... 144
TESLA TURBINE........................................................................................ 156
CHAPTER 8 RENDERING............................................................226
HOW TO MAKE YOUR PARTS LOOK PHOTO-REALISTIC
EDISON BULB.......................................................................................... 228
A.I. VILLAIN.............................................................................................. 240
CHAPTER 11 CAM.....................................................................298
HOW TO MANUFACTURE PARTS ON A CNC WITH COMPUTER-AIDED
MANUFACTURING
WOODEN LONGBOARD.......................................................................... 300
ELECTRIC GUITAR..................................................................................... 312
CHAPTER ANSWERS..................................................................356
RESOURCES..............................................................................357
x PREFACE
WHERE TO TURN...
Here at CADclass we want to offer our services in your CAD education in the
format that works best for you. Our online Video Course follows along with the
projects in this book with additional design and engineering information on
each project. The projects in the 1st Chapter are free to watch at CADclass.org.
Visit the CADclass Official YouTube channel to get any questions you may
have answered live by the authors and hang out with your fellow community
members.
A.I. HELPERS
Learning CAD from the ground up isn’t easy, and in
the beginning often feels like you need a helper
right next to you. With the new advancements in
A.I., learning CAD has become easier and more
efficient than ever before.
THE BASICS
CLASSIC DONUT
SATURN V ROCKET
FINGER SURFBOARD
TENSEGRIT TOWER
CARABINER
FUSION
SORTCTS
DESIGN WORKSPACE ANIMATION WORKSPACE
Appearance A Auto Explode All Le4el U
As-!uilt Joint Shift8J Manual Explode E
Compute All CTRL 8 B CMD 8 B Pu!lish Video P
Extrude E Transform Components M
Freeform Selection 2 View C
Hole H
Joint J CAM WORKSPACE
Measure I
Duplicate CTRL 8 D CMD 8 D
Model Fillet F
Generate Toolpath CTRL 8 G CMD 8 G
Design Shortcuts S
Scripts and Add-Ins Shift 8 S
Mo4e M
Show Log CTRL 8 L CMD 8 L
Paint Selection 3
Press Pull Q
Show/Hide
RENDER WORKSPACE
V
Component Color Shift8 Appearance A
Window Selection 1
SYSTEM COMMANDS
SKETC WORKSPACE Reco4er7 Sa4e CTRL8Shift8S CMD8Shift8S
Sa4e Version CTRL8S CMD8S
2-point Rectangle R
Center Diameter Circle C
Line L CANAS SE ECTION
Construction X
Cop7 CTRL 8 C CMD 8 C
Offset O
Cut CTRL 8 X CMD 8 X
Pro)ect P
Or!it Shift8Clic*8Hold Middle Mouse
S*etch Dimension D
Pan Hold Middle Mouse
Trim T
Paste CTRL 8 V CMD 8 V
Redo CTRL 8 CMD 8
DRAWING WORKSPACE Undo CTRL 8 Z CMD 8 Z
Balloon B Zoom Roll Middle Mouse
Center Mar* C
Dimension D
Mo4e M
Pro)ected View P
Text T
14 CHAPTER 1 FUNDAMENTALS
C H A P T E R 1
TIME ESTIMATE:
1 HOUR
KEY LEARNING:
Menus: what they do
How to make and edit basic shapes
How to na'iate usin you# mouse
D I S C O R D L I N K :
DD
THE BASICS 15
INTRODUCTION
Learning how to make simple designs in Autodesk Fusion (formerly Fusion 360) is the quickest way
to improve your familiarity with the interface while building a solid foundation using the software. As
you work through these projects, your skill set will improve, and you will soon be designing complex
models on your own. When inspiration hits, you’ll be able to design it and make it.
CAD models are 3D objects made from 2D sketches that can have dimensions, appearances, and
physical materials. Single parts, known as components, can be joined together to make an Assembly.
You will learn more about Assemblies in a later chapter.
If you’re new to Autodesk Fusion, you will want to work through these projects sequentially as each
introduces you to a few new concepts, workspaces, and ideas.
Autodesk Fusion is a cloud-based software that is updated and improved monthly. To keep up with
the changes, you can find the most up to date version of this book at CADclass.org. This PDF
version is searchable with the Find tool (Ctrl/Cmd+F) to locate specific keywords or to be able to
zoom into photos to see finer detail.
CAD
Open the software. You’ll see
a large white grid with a small
white dot in the middle. This
dot, known as the Origin, is the
critical starting point for most of
your designs.
The 3 x 3 grid at the top left is your Data Panel, a powerful tool for
organizing your Fusion files. Like your computer, you can create folders
and subfolders to organize your projects.
If you are using the paid license, click on your name in the top left
corner and notice you can create a team. You and your peers can
create teams to work on group projects while seeing each other’s
progress.
16 CHAPTER 1 FUNDAMENTALS
Click New Folder and name it 1 - Fundamentals, to store the files from
Chapter 1. Repeat this process for Chapters 2-12.
Click the X at the top right of the Data Panel to close it.
The Browser is on the top left and is where you will find information such as Units, 3D objects,
Construction Planes, and 2D Sketches. As you design new objects, this section will expand with more
information and sections like.
Click the Eye Icon in the Browser next to the word Origin. Notice the
Planes, Axes, and Origins that appear or disappear on your screen.
If your vertical Axis is green instead of blue, don’t worry; this will be
fixed later in this chapter.
In general, it is best practice to choose the plane that logically makes your project appear like it does
in real life. Designing a coffee mug standing up, not on its side or upside down, makes the most
sense.
This skill may be confusing now, but it will improve as you design more projects in this book.
The Timeline is on the bottom left of the screen. It will populate your project’s history as your design
progresses. Each icon represents different types of Features and Operations.
If you want to edit a feature in your project, you can double-click these icons in the Timeline or right-
click it and select Edit Feature.
In the top left corner of your screen, you will see a gray box that says Design. This refers to the
workspace you are currently working in. Each workspace includes unique tools. If you change the
workspace, your tools change. The Design workspace is where you will spend most of your time and
is where 2D sketches and 3D models are created.
The Design Toolbar is along the top of the screen. In this course, you
will navigate to the Create, Modify, Assemble, Configure, Construct,
Inspect, Insert, and Select menus.
The Create menu lists tools for converting a 2D Sketch into a 3D Body, such as
extruding a square into a cube.
The Modify menu lists tools to change the 3D Body, such as rounding the sharp
corners on a cube.
For example, let’s edit the grid. Click on Grid and Snaps, Grid
Settings, check Fixed, change the Major Grid Spacing to 50 mm,
change Minor Subdivisions to 5, and click OK.
The other primary way to navigate is by using your mouse. It is essential to have a 2-button mouse
with a clickable scroll wheel. Some gaming-style programmable mice may not work correctly.
You can operate this software with a trackpad on a laptop, but it is much more challenging and slows
down your design momentum. Other types of mice will also work with Autodesk Fusion, but you
might need to adjust the settings.
• To zoom in and out, roll the scroll wheel forward and backward.
• To pan, click and hold down on your scroll wheel and move your mouse side to side.
• To orbit, hold down Shift on your keyboard while clicking and holding down the scroll wheel as
you move your mouse to orbit in 3-Dimensions.
The View Cube is in the top right corner. This cube has clickable faces,
edges, and corners and will help you quickly orient your view. You can
orbit by clicking on it and moving your mouse around.
Now, hover your mouse over the View Cube. Notice a small house icon
that appears above it. Clicking on the house icon will give you an Isometric
view of the project. An Isometric view is a diagonal downward view, which
is good for quickly seeing a standard 3-dimensional view. You will click on
this house often.
THE BASICS 19
Clicking a face such as TOP will orient your view for a top-down
perspective.
Click the edge between the Top and Front faces and notice how your view
orients between the two.
Clicking the View Cube and moving your mouse is another way to orbit
around the workspace. You will often go back and forth between this and
the mouse shortcut.
Several settings can improve your CAD experience in Fusion. To modify them,
click on the profile icon at the top right and then click Preferences.
This pop-up lists the various areas within the program and should currently
show the General options. Navigate to Default modeling orientation and
ensure it is set to Z up.
20 CHAPTER 1 FUNDAMENTALS
Click on Design in the left column and check the following options:
We will discuss many other features and menus throughout this book. For now, we simply want you to
know about customization possibilities inside the Preference menu.
22 CHAPTER 1 FUNDAMENTALS
C H A P T E R 1
KEY LEARNING:
Revolve Tool
2D Sketches
Splines
Split o'
D I S C O R D L I N K :
DD
Decl Appe#nces
CLASSIC DONUT 23
CAD
Most projects in this course will be made in mm. On rare occasions, like metalworking or
woodworking projects, using inches is a more appropriate unit, considering the tools involved in
manufacturing the project. All other projects will be made in mm, a more globally accepted unit,
especially in the world of 3D printing and laser cutting.
If the Units are set to inches, hover your cursor over Units: in,
click on the Change Active Units pop-up, set the Unit type to
mm, and check Set as Default.
Start a new Sketch by clicking Create Sketch in the top left corner below
the word SOLID. This will prompt you to click on 1 of 3 yellow squares
(AKA Planes) that run through the 3 axes (the red X-axis, the green Y-axis,
and the blue Z-axis). If you do not see these Planes, you may need to
show them by clicking the Eye Icon next to Origin in the Browser.
Click on the yellow square between the red X-axis and the blue Z-axis
to select the Front Plane. You can also click Front on the View Cube and
select the Plane in view. After selecting it, the View Cube should say
FRONT. Verifying this each time you start a new sketch is good practice.
Notice the new tools that populate across the top of your workspace. These
tools change each time you start or finish a new Sketch and can confuse
beginners.
Notice the Sketch Palette that appears on your workspace's right side. Since
you will rarely use it, you can click the ( - ) symbol to minimize it, and click
and drag it to the right side of the screen giving you more room to work. If
you don’t see it, it may be collapsed by default. In this case, you should see a
small ( + ) next to the words Sketch Palette. If that’s the case, you can leave it
as is.
24 CHAPTER 1 FUNDAMENTALS
Type C for Circle, click to the right of the Origin near the X-axis, move your cursor upwards, and click
again to define the circle's size. Notice that the circle’s center isn’t perfectly aligned with the X-axis;
you will correct this in a later step.
Currently, both the location and the size of the circle are
unknown or undefined. You are able to click and drag the
center of the circle around the Workplane and click and
drag the circle’s perimeter to change the diameter.
To define sketches, you will first apply constraints and then add dimensions. In general, the fewer
dimensions on a sketch, the better. This methodology makes sketches cleaner and easier to edit in the
future.
Notice how the circle started blue and is now black. When
sketches are blue, they have an undefined size, location, or
both. Now that your circle has both, your sketch is defined!
Now click the green Finish Sketch check mark in the top right corner to
return to the 3D Design workspace.
To make this a Donut, you will use the Revolve tool, which
rotates a 2D profile around an axis to make a rotationally
symmetric part.
In the “In This Design” window, you can see the Original
Steel appearance for the default material and the new Oak
appearance. Double-click on the Oak cube appearance
and change the Scale to 44%. Click Done and close the
Appearance Dialog Box.
To add the classic pink icing to the top of the donut, you need to
cut it in half some way.
One method is to use the Split Body tool, but that would
leave you with an unrealistic, perfectly sharp edge of
icing.
Splines are one of the few tools that aren’t dimensionally driven. Instead,
they can be better described as organic or artistic shapes.
This turns it green, signifying that its position and size are now fixed
without adding values or relationships.
Click the green Finish Sketch check mark in the top right corner.
Navigate to the Browser and verify that the Eye Icon next
to Sketch 2 is selected and the Spline is visible in the 3D
workspace.
The Split Body will leave you with an upper and lower
half of the Donut that was cut with the wavy line of the
Spline.
Click the green Finish Sketch check mark in the top right corner.
Move your cursor to the View Cube and click the house icon for a 3D view.
Click and drag the blue arrow up so the profiles cut through
the Donut completely. You can also type 20 mm in Distance
since the Measurement is set to Half Length and the total
height of the donut is 40 mm.
Change the color by clicking somewhere in the color box, moving the ( + )
symbol to the top left corner, and moving the color slider above it until you
find a pink color you like. Click Done.
CLASSIC DONUT 29
DISCUSSION
10 Editable Files
The free version (Hobbyist version) of Autodesk Fusion allows for 10 files to be Editable at a time.
To make an 11th file, you must change one file from Editable to Read Only. As soon as you want
to work on that file again, you must change it back to Editable. You may make as many files as you
want, but only 10 are immediately changeable.
CHALLENGE
Make a Sketch of a vertical line from the
Origin, make a series of arcs, lines, and splines
on the right side of the line, enclose the profile
with a horizontal and vertical line, and revolve
the profile about the vertical line.
@Vasile
Discord User #498
C H A P T E R 1
D I F F I C U L T Y :
T I M E E S T I M A T E :
1 . 5 H O U R S
K E Y L E A R N I N G :
Basics of making finished project
Cylinder Tool
Tapering
Appearances
D I S C O R D L I N K :
DD
SATURN V ROCKET 31
INTRODUCTION
In July 1969, NASA sent humans to the moon for the first time, captivating the world and ushering in
a new era of space travel. An estimated 400,000 engineers, scientists, and manufacturers worldwide
are accredited for helping build the rocket.
To commemorate this milestone, you will model the Saturn V Rocket responsible for the journey at
1/180th of the Original scale. The design can be exported and viewed in augmented reality and
saved as an STL for 3D printing. The bottom cavity will fit a model rocket motor if you want to 3D
print and launch one!
As the broadcaster of Apollo 8 said in 1968, “And we have liftoff!” If you would like to download the
CAD or augmented reality file, navigate to CADclass.org and select the FREE DOWNLOADS tab.
CAD
Verify the Units are set to Millimeters (mm) by expanding the
Document Settings.
Expand the Create pulldown in the top left and click Create Sketch.
Select the Top Plane (which intersects the red X-axis and the green Y-axis) since
you will be building this rocket from the bottom up.
Press C for circle, click the Workspace Origin, move your cursor
away, and click again to define the first circle. Repeat this operation
to make a second smaller circle.
Press D for Dimension, click on the larger circle, pull your cursor
away, click again, type 58, and press enter. This will define 1 circle
as having a diameter of 58 mm.
Repeat this operation for the other circle but set it to 24 mm. This
inner hole allows you to fit a hobby rocket motor in it.
32 CHAPTER 1 FUNDAMENTALS
Press E for Extrude, click on the ring profile in the Sketch, and set it to a
Distance of 365 mm. Click OK.
Press P for Project, click on the ring profile, and click OK. This
should turn the 2 circular edges purple. This allows us to click
on the top ring and middle circle on this layer. Click Finish
Sketch.
If you didn’t Project the top surface, then the Extruding step would only
taper the ring profile, not the entire flat top. By Projecting the top surface,
you were able to click both the ring profile and the inner circle at the same
time.
Type A for the Appearance tool and search for Black Oxide.
The nice thing about the Extrude tool is that you can extrude any flat
face without making a new sketch every time.
Press E for Extrude, click on the top of the tapered cylinder, type 66,
and click OK.
On the real Saturn V Rocket, this cylinder has a black ring at the top, but if you added the Black
Oxide appearance to this surface, the entire cylinder would turn black. Alternatively, if you tried to
extrude two cylinders on top of each other, they would merge into one cylinder. The solution is to use
the Split Face tool to cut the outer surface into a top and bottom, but still be one part.
Navigate to the Construct menu and select Offset Plane. Select the top flat surface of the cylinder and
type -13 mm to create a new Plane that intersects with the cylinder.
Navigate to Modify >> Split Face, select the outer curved surface of the cylinder, click “Select” next to
Splitting tool, select the Offset Plane, and click OK.
34 CHAPTER 1 FUNDAMENTALS
• Extrusion 5: 23 mm
• Extrusion 9: 27 mm
With the main body done, you will work on the 4 thrusters and
fins at the bottom of the rocket. Because they are equally spaced
around the bottom, you can use a new tool called Circular
Pattern, saving time, as you only need to make 1 thruster and 1
fin.
SATURN V ROCKET 35
Press E for Extrude, click on the 2 profiles that make up the circle, and
orbit your view to the top side of the rocket. Extrude the 2 profiles 52
mm up with a -11 degree Taper.
To round over the top of the cone, type F for Fillet, click the top
curved edge (not the top face), type 2.9, and click OK.
The shape should have blue lines and have a pale light blue
filling, meaning it is fully enclosed.
On the real Saturn V Rocket, the left and right faces of the fins
were black and white to help with thermal control.
To get this effect on your fin, you can split the fin in half.
Navigate to Modify >> Split Face, click the angled and vertical
faces on the thickness of the fin (highlighted in the picture),
click “Select” next to Splitting tool, click the triangle next to
Origin in the Browser to expand it, select the XZ Plane (Front
Plane), and click OK.
SATURN V ROCKET 37
Now you have 1 thruster and 1 fin and will use the Circular Pattern tool
to make 3 more.
Navigate to Create >> Pattern >> and select Circular Pattern. Change
the Object Type to Features and click on the 4 highlighted Features in the
Timeline.
And you are done! This replica is now ready to be exported for Augmented Reality.
38 CHAPTER 1 FUNDAMENTALS
If you are using iOS, save the file to your Files app, and open it.
Move your camera over a tabletop, and it should appear. You can move
your camera to look at details or double-finger pinch to scale it up or down. Magic!
CHALLENGE
If you feel energized by this process, consider using
other tools inside of Fusion to customize your rocket and
make it look even cooler.
@ Raluca A
Discord User #794
40 CHAPTER 1 FUNDAMENTALS
C A
D I F F I C U L T Y :
In this project you will model a simple
surfboard that you can ride out of your
car’s window, using some surprising
techniques to make it easy.
T I M E E S T I M A T E :
1 . 5 H O U R S
K E Y L E A R N I N G :
Loft Tool
Offset Planes
Canvases
D I S C O R D L I N K : Intersect Projection
INTRODUCTION
If continuing from a previous project, click + at the top to make a
new tab.
In this lesson, you will use the Loft tool to make a Finger Surfboard.
The Loft tool connects 2 or more 2D profiles into a hybrid 3D object.
For example, you can turn this:
Into this
>>
You will make a series of ellipses at different distances from the Origin and then use the Loft tool to
loft between them to make a continuous 3D Body that flows through each 2D Sketch.
CAD
Expand Document Settings in the Browser and verify your Units are
set to mm.
Click and drag the ellipse’s center and see how the Vertical
constraint restricts it to only vertical movement.
Afterward, the ellipse should be black, which indicates it is now fully defined. If it is still blue, double-
check that you’ve entered all dimensions and constraints. Click Finish Sketch.
Click the triangle next to Sketches to expand it, and click Sketch 1’s Eye Icon to Hide it.
Using the same process, you will make 3 more ellipses on 3 more Planes. The numerical values are
in the table below.
Plane Offset
Ellipse # Ellipse Width Ellipse Height Ellipse Center-to-Origin
Distance
2 72 mm 38.0 mm 4.0 mm 7.0 mm
Zoom in closely on the surface and notice the color has changed
and that there’s a new bubbly foam Decal.
Navigate to Insert >> Canvas, Insert from my computer, select the PNG file, select the Front Plane,
and click FRONT on the View Cube.
Set the Scale Plane XY (not Scale X or Scale Y) to 8.25 and click Horizontal Flip in the Dialog Box.
Drag the white square to position the Canvas over your model as closely as possible, and click OK.
44 CHAPTER 1 FUNDAMENTALS
Now you will make the fin and join it to the surfboard’s underside. This step can be tricky since the
surface is rounded, unlike the flat planes you have worked on previously.
Navigate to Create >> Spline >> Fit Point Spline. Click on the fin’s
top left corner so it snaps onto the bottom projected purple curve.
Click on 3 more points along the fin’s perimeter, click on the top
right corner of the fin where it snaps to the projected purple line,
and press Enter or click the small gray check mark that appears
next to your cursor.
Play around with the location of the Spline’s 3 lower points and
their green vertex lines until they roughly form the shape of the fin
in the picture.
Click the Eye Icon next to Canvases in the Browser to Hide it.
FINGER SURFBOARD 45
Press E for Extrude and select the fin profile. Change the
Direction to Symmetric, the Measurement to Whole Length,
the Distance to 2.4 mm, the Operation to Join, and press
OK.
If the fin is gray steel, then you accidentally set the Operation to
New Body. To fix this, double-click the most recent feature in the
Timeline and change the Operation to Join.
Click OK, and notice that the fin is now the same off-white
color as the rest of the surfboard.
Click the circle’s perimeter, move your cursor away, click again,
and set it to 2 mm.
Note the circle with an angled line icon in front of the second
dimension denoting this value refers to a circle’s diameter.
Press F for Fillet, select both the fin’s edges and the hole’s inner
surface, set the radius to 1 mm, and click OK. Note that you don’t
click the fin’s outer faces, just the edges.
Notice that the Fillet tool applies a radius to the edges you selected.
Because you also selected a curved face, the fillet is applied to any
edges that touch the face, i.e., the hole’s top and bottom edges.
Save this file to your Data Panel in the 1 - Fundamentals Folder as Finger Surfboard.
3D PRINTING
If you have access to a 3D Printer, navigate to File > Export and save the file as an STL to your
Desktop.
The surfboard’s top surface should be grippy to be ridden from a car window. This can be achieved
in multiple ways:
One way is to add grip tape or non-slip tape with the Cut Out Template PDF. Another is to enable
Fuzzy Skin in your slicer, which vibrates the nozzle during the outer layer to give a textured, grippy
surface.
Thread some string through the hole, tie a knot, and tie another end around your ring finger.
Have a friend get up to speed, lower your window, and ride your surfboard in the air!
CHALLENGE
Use the Loft tool and Offset Planes to make
a type of glass bottle with a distinct and curvy
profile. Make a Canvas on the Front Plane
of your glass bottle of choice and use it as
a guide to make shapes on Offset Planes
parallel to the Top Plane.
@ Merlwynd @ Vasile
Discord User #385 Discord User #498
48 CHAPTER 1 FUNDAMENTALS
C H A P T E R 1
T I M E E S T I M A T E :
1 . 5 H O U R S
K E Y L E A R N I N G :
Extruding Profiles
Chamfers
2D Mirroring
INTRODUCTION
In this project, you will design a 3D printable Tensegrity Tower that appears to float in mid-air using
only the tension of strings. The tower will consist of 2 identical 3D-printed parts, a few bolts, and
some fishing line to hold it together.
CAD
If continuing from a previous project, click + at
the top to make a new tab.
Type 100 and press Enter. The hexagon should turn black and
be defined.
Press L for Line, X for Construction, click the top left point of the
hexagon, the Origin, and finally the top right point of the hexagon to
make a V-shape of dashed Construction lines.
You may notice that when you make sketches, Fusion will
automatically add constraints for you.
For example, in this sketch, because the top line of the sketched
triangle was drawn perfectly horizontally, a Horizontal/Vertical
constraint was added.
Select the Equal constraint tool and make the triangle’s left and
right lines equal in length.
Select Parallel constraint and select the left sketched line and
the left Construction line to make them parallel with each other.
Repeat the operation for the right lines.
If you see an error message in the bottom right corner, then this
constraint was automatically added when you sketched the lines
and can be ignored.
Press D for Dimension and set the left sketch line and the left
Construction line to be 3 mm apart.
Add the same dimension for the right sketch and Construction
line.
Set the top horizontal line of the triangle and the top horizontal
line of the hexagon to be 6 mm apart.
TENSEGRITY TOWER 51
This will make 6 copies of the triangle about the Origin that are
all evenly spaced.
Press D for Dimension, click the circle, and set it to 3.5 mm.
Click on the eye icon next to Origin in the Browser. You should see
an orange rectangle (Top Plane), a green vertical line (Y-axis), and
a horizontal red line (X-axis).
Click the Eye Icon next to Origin in the Browser to turn them off.
Move the color slider to change the Body’s color. If you have a
3D printer, add a color of the filament you have on hand.
Press L for Line, and move your cursor to Body’s top horizontal edge
until an X appears.
The X means that any line that is made will be coincidently attached
to the Body.
Roughly draw this shape with 5 lines and press the Esc key
to deselect the Line tool.
Select the Parallel constraint tool and click both angled lines. The
order of your clicks doesn’t matter.
Click the house icon above the View Cube to get an isometric
view.
Click the house icon above the View Cube to get an isometric
view of the Body.
CHALLENGE
Model a simple Domino. This object can be made by extruding a rectangle, making a new Sketch on
the front face, cutting in the pips and lines, and adding fillets to the corners.
@ IAmKale
Discord User #990
56 CHAPTER 1 FUNDAMENTALS
C H A P T E R 1
TIME ESTIMATE:
1 HOURS
KEY LEARNING:
Basics of making functional projects
Sweeping Tool
Extrude Cutting
D I S C O R D L I N K :
DD
CARABINER 57
CAD
If continuing from a previous project, click + at the top to make a
new tab.
This project will primarily use the Sweep tool to make a 3D Body.
Sweeping is a design tool that traces a profile along a path, like
tracing a circle along a coil to make a spring or a hexagon along an
L shape to make an Allen key.
Start by verifying that your Units are set to mm. Projects you plan to
3D print should almost always be designed in mm, so you don’t have
to deal with strange scaling factors when using other units.
This project requires you to make a carabiner shape using the Line
tool and a special trick, so let’s practice before you start.
A common problem when making this sketch is that one line can
accidentally be drawn as an large diameter arc, which has the
appearance of a straight line.
Navigate to Create >> Slot >> Center to Center Slot. Click on the bottom arc’s center point, trace
your cursor along the bottom arc until it snaps to the midpoint (denoted with a blue triangle), click to
define the slot’s length, move your cursor to the right, and click again to define the slot’s width.
Click “Select” next to Center Point and click on the slot’s top
center point. This will give you a preview of 3 slots patterned
around this point.
Now, you have a profile and a path to use the Sweep tool.
Click Finish Sketch.
Type P for Project, click on the left and right vertical lines of the
top surface, and click OK.
Look at the Sketches in the Browser and notice that all 3 sketches
now have a red padlock, meaning they are all defined and ready
to proceed to the next step.
Navigate to Modify >> Chamfer and orbit your view to the underside of the Carabiner by holding
down the Shift key and your mouse’s scroll wheel and moving your mouse.
Select the bottom face, set the chamfer distance to 2 mm, and click OK.
Orbit to a top view of the Carabiner. Navigate to Modify >> Fillet and select the chamfer’s top edge
and the Carabiner’s top face. The Dialog Box should read “1 Face, 4 Edges”. Set the dimension to 4
mm and click OK.
When 3D printing, you want a substantially flat surface touching the build plate so the part doesn’t
break away mid-print, leading to the deliciously named fatal error of 3D Printing: Spaghetti-ing.
In the Dialog Box, set the Direction to Symmetric, click the Eye
Icon next to Bodies in the Browser to show the Body, and set
the Extent Type to All.
The reason you hid the Body and then turned it back on was
because the sketches were inside it, which would make it hard
to select the necessary profiles to extrude. Finally, click the Eye
Icon next to Sketches to Hide them.
CHALLENGE
Make a Mobius Strip by Sweeping
a center rectangle at the Origin
about a circle that runs through the
rectangle’s center with a 180-degree
Twist Angle. Add 2 mm chamfers to
the 2 edges.
@ GhostPepper @ Merlwynd
Discord User #540 Discord User #385
65
CHAPTER 1 QUESTIONS
1. Transitioning from a 2D Sketch to a 7. How would you edit a dimension?
3D Body would require a tool from the
_______ menu? a. Double click the dimension value
MECHANICAL DESIGN
The goal of designing a CAD model is often to create a digital representation of a manufacturable
object. A mechanical design approach to CAD modeling considers tools, machines, tolerances, and
technicians.
In this chapter, you will learn how to make models using real-
world Dimensions, Fillets, Chamfers, and other mechanical
design principles as if you or someone you know will make the
object in real life.
C H A P T E R 2
TIME ESTIMATE:
2 HOURS
KEY LEARNING:
Rectangular patterns
Shell a part to turn a solid body into a
thin-walled part
D I S C O R D L I N K : Add draft angles for PIM
DD
PLAY BRICKS 69
INTRODUCTION
Simple building toys are often the spark that leads people to pursue careers in engineering and
manufacturing. Often, plastic building blocks, although simple, contain ingenious plastic engineering
secrets that make them infinitely reconfigurable and easy to manufacture. In this build, you will explore the
world of plastic manufacturing by learning about draft angles, wall thicknesses, tapers, and more.
CAD
Verify you are working in Millimeters (mm).
Create a new Sketch on the top surface of the box. Press C for circle
and make a small circle in the bottom left corner of the rectangle.
Dimension this circle to 4.8 mm in diameter. Position it 3.9 mm above
the Origin and 3.9 mm to the right of the Origin. Finish the Sketch.
Reorient the model to get an isometric view and extrude this circle 1.8 mm
upwards.
Now, you will add draft angles. A draft angle makes removing plastic
parts from the mold easy by giving the edges a taper and reducing friction
between the mold and the part.
Navigate to Modify >> and click Draft. Select the top face
of the cylinder as the Pull Direction, the curved surface as the
Face, set the angle to 1 degree, and press OK.
70 CHAPTER 2 MECHANICAL DESIGN
For Axes, select the brick’s length and width. Click and drag
the blue arrows to see how this tool makes a grid of the
features selected. Set the Distribution to Spacing instead of
Extent.
Set Axis 1 to a Quantity of 4 and set Distance to 8 mm. Set Axis 2 to a Quantity of 2 and a Distance of 8
mm. This will give you a 4 x 2 grid of evenly spaced cylinders.
Note this may be reversed depending on the order you clicked on the
length and width of the brick. If your cylinders are replicated in the
wrong direction, add a negative sign (-) to the Distance value.
Navigate to Modify >> and select Shell. Select the bottom face, set the
Inside Thickness to 1.2 mm, and press OK.
Extrude the text up 0.1 mm. Note that you don’t want to click the entire top
circle, just the text.
Start a new Sketch on the current top face of the Body that is
highlighted in the picture.
The geometry on this face will be extruded down, but this part
could also be deigned by sketching on the bottom face of the
shelled surface and extruding up.
Navigate to Create >> Point, move your cursor along the left vertical line until you see
a triangle denoting the midpoint of that line, and click to place a Point.
Hold down Ctrl/Cmd, click on this Point and the 3 circle’s centers, and select the
Horizontal/Vertical constraint.
72 CHAPTER 2 MECHANICAL DESIGN
Use the Mirror tool to select all 3 rectangle’s edges as the Objects
and the Horizontal Construction Line as the Mirror Line, and press
OK.
Repeat this process with the Original 3 rectangles and the 3 newly
made rectangles and select the Vertical Construction Line as the
Mirror Line.
Finish the Sketch, click the house icon on the View Cube, and
type E for Extrude.
Extrude the top and bottom profiles up 6.3 mm. Verify that the
Operation is set to Join and press OK.
Orbit around the part to see the reflections off the glossy
surface.
Select the Draft tool, click the top of the circles as the Pull Direction, and all inner surfaces except for the
small rectangular extrusions as the Faces. Change the Angle to 1
degree. The Dialog Box should read 23 faces.
This doesn’t look like an important step, but this is part of the
genius behind plastic engineering. The plastic building bricks
must be perfectly square on the outside but requires angles on
the interior to relieve pressure while being pulled from the mold.
Interior angles allow the best of both worlds—the correct draft
angle and the square outsides.
PLAY BRICKS 75
Type M for the Move tool, click on Body 1 in the Browser, and set the Y Angle to 180 degrees to rotate it
back to the correct orientation. Notice that although it is rotated correctly, it is not in the correct location.
In the Dialog Box, click on Point to Point, click on a bottom corner of the PLAY Brick, click on the Eye next
to Origin in the Browser, and click on the Origin. Click OK. The Move tool’s options can look a little
intimidating to beginners, but most of the Move commands you will use in this course are simple rotation
and Point to Point moves.
CHALLENGE
Using these same principles, design another
Plastic Construction Brick, such as a 1x4 or
2x2. Apply a different color to it. You may
need to research the underside of these
bricks to make them accurately.
@ Steel Monkey
User #304
C H A P T E R 2
TIME ESTIMATE:
2 HOURS
KEY LEARNING:
Work with multiple bodies at the same
time
Add a thread or knurl to a part
D I S C O R D L I N K : Emboss text into a surface
DD Emboss an SG
GEOCACHE HIDE 77
INTRODUCTION
Geocaching® is an international treasure-hunting sport that uses GPS and coordinates to hunt for
camouflaged hidden containers in urban and rural areas.
In this class, you will learn how to make a 2-piece threaded container that can be 3D printed and screws
together easily. While this may sound simple, there are a few design considerations you need to make to
ensure your threads unscrew and screw easily. Without enough clearance between the mating threads, the
3D-printed container will not screw together. You will also add a textured grippy surface called a knurl to
aid in unscrewing.
In addition, this container will be thicker than most common containers since Geocaching® containers
need to survive months or years outside in the elements.
CAD
Verify your Units are set to Millimeters (mm).
Navigate to Create >> and select the Cylinder tool, select the
Top Plane, set the Diameter to 33 mm, the Height to 16 mm, and
press OK.
In the Timeline, click the Thread feature and drag it before the
Chamfer feature. Orbit around the chamfered edge to see the
start of the thread in the chamfer.
If done correctly, you should be able to see the start of the thread
come to a point inside the chamfered surface.
Male and female threads that are exactly the same size
will never screw into each other, there needs to be a small
gap between the two parts to allow them to screw together
firmly. It is almost always easier to do this operation on the
male thread since it is easier to access.
To make the cavity inside this part for the logbook and maybe a small
trinket, navigate to Create >> Cylinder, click the top flat surface to define
the plane, click on the Origin, move your cursor away, type 25, press
Enter, type -16 and press Enter to cut away a cylinder.
Navigate to Create >> and select Cylinder. Click the bottom of your
Body, click its Origin, pull your cursor away, and click.
Now you’ll add some grip to the screw cap known as a knurl.
Navigate to Create >> and select Coil. Move your view to the underside of the part. Click the bottom
face, select its Origin, and enter 40 mm for Diameter. A red coil and a large Dialog Box will pop up.
Navigate to Create >> and select Mirror for a 3D Mirror feature. Set
the Type to Features and then select the Coil feature in the Timeline.
Use the Front or the Right Plane as the Mirror Plane and click OK.
You may need to hide the Body to make this easier.
80 CHAPTER 2 MECHANICAL DESIGN
Select the Z-axis for Axis. Change the Quantity to 25 and press OK.
Turn off the part by expanding the Bodies tab in the Browser and clicking the Eye Icon next to Bottom
Screw to Hide the Body.
Orbit to the underside of your part, navigate to Modify >> Chamfer, click the inner bottom edge, type 2,
and click OK.
While in the same view, add a thread to the inside surface of the Top Cap, uncheck Full Length, set the
Length to 18 mm, and click OK.
Click and drag the Thread features in the Timeline before the chamfer. Notice that the start of the thread
should now come to a point inside the chamfer.
Start a new Sketch on the Front Plane and use the Line tool to draw the sketch shown in the picture.
Apply a Coincident constraint between the left vertical line and the workspace Origin. Apply a Parallel
constraint between the 2 angled lines. Add all the dimensions shown. Mirror this sketch about the left
vertical line.
To add writing to your container, you will use the Emboss tool by projecting text
from an Offset Plane.
Navigate to Construct >> Offset Plane and set it to be -30 mm from the Front
Plane and press OK.
Create a new Offset Plane 30 mm from the Front Plane and click
OK. Verify this plane is on the opposite side of the embossed text on
the front of the Body.
You will add the Geocache Logo to the back of this project by using
an SVG (Scalable Vector Graphic). This is a file type used in graphic
design that can scaled up without losing quality because it is made
of mathematical curves, not pixels like a picture. You can find it in
the FREE DOWNLOAD tab at CADclass.org.
GEOCACHE HIDE 83
In the same process as the Text, select the Emboss tool in the Create menu,
select the logo as the Sketch Profile and the cylindrical face as the Face,
emboss this logo to 0.75 mm, and click OK.
CHALLENGE
Make a custom Geocache® Hide that can be camouflaged to look like an everyday object. A popular
hide is a container shaped like an acorn or a bolt. Post this hide and its coordinates on
Geocaching.com.
@Raluca A
User #794
85
CHAPTER 2 QUESTIONS
1. Which is an example of a correct metric 7. A common draft angle in plastic injection
thread identifier? molding is …?
a. 33m a. 1 degree
b. 33M b. 45 degrees
c. M33 c. 15 degrees
d. m33 d. 10 degrees
2. True or False? Text can be sketched on 8. What is the most common file type for 3D
curved and flat surfaces. Printing?
3. To turn a Construction Line or Arc into a a. 3MF
Sketch Line or Sketch Arc, you would select
the geometry, a type … ? b. OBJ
a. X c. DXF
b. Shift+X d. STL
PARAMETRIC DESIGN
There are a handful of CAD milestones that separate the beginner from the intermediate modeler.
One of those milestones is parametric modeling. For many CAD designers, parametric modeling is
a game changer.
Until now, you’ve entered dimensions manually for each line, angle, or plane in your models. If
you need to make changes to your model, you’re stuck having to either redo it or make individual
edits to each dimension. This works for simple designs with a limited number of dimensions but can
quickly get out of hand in more complex models with hundreds or thousands of dimensions.
Parametric modeling allows you to attribute names, values, and equations to dimensions instead
of a single number. These names, along with their corresponding values, define a parameter.
Parameters store numerical information that can easily be changed, automatically updating the
model.
If you change the Height parameter to 30” and the Width parameter to 20”, all 6 dimensions
update, as shown.
You’re now 3-times more efficient. Not bad! If you were using traditional dimensions, you would
need to individually change each one of these numbers. That’s manageable for 3 rectangles, but
what if you have 100? We hope you can see that it quickly gets out of hand.
C H A P T E R 3
D I F F I C U L T Y :
T I M E E S T I M A T E :
1 . 5 H O U R S
K E Y L E A R N I N G :
Simplify a design parameters
D I S C O R D L I N K : online.
DD
METRIC BOLT 89
INTRODUCTION
Bolts are a standard piece of hardware with many variations, making them a great parametric modeling
project. Instead of creating each bolt variation from scratch, you can create 1 bolt using parameters
and then edit a few parameters to make an entirely new bolt instantaneously. In this lesson, you will
parametrically model the commonly found M5x25 bolt and learn parametric design principles.
CAD
Navigate to Modify >> and select
Change Parameters. Notice the 3 preset
Parameters called Favorites, User, and
Model Parameters. Model Parameters
list every dimension in a project. User
Parameters list all of your custom
Parameters. Favorites are a quick list of
Parameters you are likely to change often.
Click the plus sign ( + ) at the top of the Dialog Box, add t`he name,
Head_Diam, and the Expression 8.5, and click OK.
Create a new Sketch on the Front Plane and draw this profile on
the horizontal and vertical axes.
Add the following sketch dimensions. Set the top left horizontal line to Head_Length=fx: 5.00, the middle
horizontal line as Shank_Length=fx. 45.00, and the right vertical Parameter as Bolt_Diam=fx: 5.00.
METRIC BOLT 91
Select the Revolve tool. The Profile and Axis will automatically be
selected because there is only 1 profile and a Centerline was set,
click OK.
As you get more comfortable with the tools in Fusion, consider using
the Search tool. For example, press the S key and type “rev”. You can
select the Revolve tool here instead of going into the menu. This can be
especially useful for tools you don’t use often.
Start a new Sketch on the bolt head. Draw a 6-sided polygon in the
center and apply a Horizontal/Vertical constraint to the top edge.
Add a 1 mm chamfer to the end of the bolt, click the ( + ) symbol in the Chamfer Dialog Box, add 0.5
mm chamfers to both of the bolt head’s ends, click the ( + ) symbol again, and add 0.25 mm to the 6
outer edges of the hexagon. Click OK.
92 CHAPTER 3 PARAMETRIC DESIGN
Adding threads to a cylinder or hole in Fusion is easy to do but can be tricky when you don’t want threads
on the entire length of the bolt. The trick in Fusion is that partial threads will be applied to the section
closest to you in your view. Orbit the shank’s end so it is facing you.
If you look at a standard metric bolt, you will find some lines around the bolt head, called straight knurls.
Knurls add texture that makes it easier to hand screw them in. You can recreate these knurls by extruding
a triangular profile and patterning it around our Axis of Revolution.
Create a Sketch on the top of the Bolt’s head, project the chamfered edge, sketch a simple upside-down
triangle above the bolt, and Equally constrain all 3 sides of the triangle,
Apply a Horizontal/Vertical constraint to the top line, Vertically constrain its bottom point to the Origin,
add a Tangent constraint to the top of the triangle and the outer projected circle, and dimension the top
edge to 0.10 mm. Finish the Sketch.
METRIC BOLT 93
Extrude the triangle through the Bolt’s head. Change the Extent Type to To
Object and select the Bottom Face of the Bolt’s head.
Type A for Appearance, search “Anodized”, and click and drag your
favorite color onto the Bolt.
Expand Sketches in the Browser and click the Eye Icon next to Sketch 1 to
show the Construction Line above the profile.
Navigate to Create >> Pattern >> Circular Pattern, click on the Bolt, click
“Select” next to Axis, click the horizontal Construction line above the bolt,
and set the Quantity to the parameter Quantity. Click OK.
DISCUSSION
Advanced Units
Fasteners tool
A new tool to Autodesk Fusion is Fasteners in the Insert menu. It is a vast library of every type of hardware
you may need in your project, but it has one flaw: It can be overwhelming for someone unfamiliar with
fasteners like bolts and nuts and their truly endless specificities.
CHALLENGE
Design a coffee cup with a parametrically driven height, circumference, and wall thickness.
@Biikjo
User # 160
96 CHAPTER 3 PARAMETRIC DESIGN
C H A P T E R 3
D I F F I C U L T Y :
T I M E E S T I M A T E :
2 . 5 H O U R S
K E Y L E A R N I N G :
Import STEP files
D I S C O R D L I N K : online.
DD
PROTOTYPE DRONE 97
INTRODUCTION
Making a Drone used to be a fantasy. However, thanks to readily available parts, relatively simple
CAD models, and 3D printers, many enthusiasts now build and iterate at home.
In this project, you will build a parametric Drone frame connected to off-the-shelf components. By
modeling the frame parametrically, you can create a new prototype by changing a few values. This
modeling approach is ideal for projects that are likely to be changed in the future.
You will import pre-designed components, apply new material properties, and measure the weight of
your build to know if it will be under the 250-gram limit for hobbyists.
This Drone has five major parts: the frame, propellers, motors, AIO (all-in-one) board, and a Li-Po
Battery. Combined, these parts must weigh no more than 250g (0.55 lb). If you exceed this weight
limit, you will need an official Drone pilot’s license to operate in the US and Europe.
Learning CAD is an art and science that requires a technical understanding of the programs as well
as a real-world understanding of material properties, mechanical and electrical systems, art/design,
and more. For this project, our biggest concerns are:
1 - Weight
2 - Strength/Rigidity
3 - Stability
The primary drivers of strength/rigidity are material choice, frame thickness, and arm length. Carbon
fiber has a high strength/weight ratio and will behave differently than 3D-printed PLA or PETG, which
are weaker. Both may work but will have different CAD design features.
Stability requires a delicate balance between arm-to-arm length, propeller choice, motor choice,
weight distribution, material choice, and many more factors. Therefore, a parametric frame design is
ideal since getting the balance right on the first few attempts is unlikely.
We encourage you to consider the real-world design implications of your CAD models, as these will
impact how you approach your work in Fusion.
CAD
This is the first multi-part assembly project, though this topic
will be discussed in more depth in the Joints and Assemblies
chapters later.
Navigate to Modify >> Change Parameters, click the (+) symbol to Add
a new User Parameter called Support_Width, and set the Expression to 4
mm. Click OK to close the Change Parameters Dialog Box.
Press D for Dimension, click the two lower circles, move your cursor
away, click again, type S, press Enter to auto-fill the parameter, type /2 to
half the value, and press Enter.
PROTOTYPE DRONE 99
Sketch a Construction line from the lower circle’s center to the right
vertical line.
Note that you may need to click and drag the upper circle up so this
line terminates at the vertical sketched right line.
Press X to return to normal sketching. Sketch two angled lines on either side of the new Construction
line that touches the outer circle and the right vertical Sketch line, and add two Parallel constraints
between the 3 lines.
Add a Symmetric Constraint by clicking the Symmetry constraint, one of the sketch lines, the other
sketch line, and the middle Construction line.
Dimension the distance between the two lines as the parameter Support_Width = fx: 4.00.
If they are too long, it makes for a weaker, flimsier, and heavier
design that is harder to fly and more prone to breaking in
transportation. For that reason, it is helpful to set upper and lower
bounds of this dimension.
Navigate back to Change Parameters and click the (+) symbol to make
another User Parameter called “Limits_Arm_Length”.
Type “max” and press Enter; this will add the maximum
function and put your cursor between two parentheses.
Change the Arm_Length value to 110 and see that it will max
out at 100 mm.
Draw two lines that touch the two outer circles of two arms and
add a Parallel constraint to the two arms.
Add two Tangent constraints to the upper line and the two
circles at either end. Dimension the distance between the two
lines with the parameter Support_Width.
Use the Circular Pattern tool to pattern the two lines about
the Origin to a Quantity of 4.
In the Distance, type “Thickness= -2.5 mm” to extrude the profile down
and click OK.
This is the second and much faster way to create a Parameter: Type the
name and value in the dimension box.
The Thickness Parameter has now been added to the Parametric table as a
Favorite Parameter.
To add more strength, you can type F for Fillet and add internal
2.5 mm fillets to the vertical lines of the frame where you see
fit.
Orbit around the model and click on the corners that you think
would benefit from being stronger.
Next up in the project is importing and joining the CW (Clockwise) and CCW (Counterclockwise)
Propellers & Motors, Li Po Battery, and AIO (All-In-One) Board.
You can find the 4 STEP files for this project on the FREE DOWNLOADS tab at CADclass.org.
You can find similar files on GrabCAD.com, Printables.com, and many other online repositories.
In the Data Panel, right-click the STEP AIO Board X12 12amp,
click Insert into Current Design, and click OK.
Orbit above the project and see how the mounting holes on
the AIO (All In One) board line up with the holes on the Drone
Frame.
Now that the design is complete, you can analyze the Drone’s
weight to verify that it doesn’t exceed 250g.
Pictures taken by the CADclass community Drone Expert @Dairy Air, cheers mate
108 CHAPTER 3 PARAMETRIC DESIGN
DISCUSSION
Components
AIO Board - Esc/FC AIO Board- Happymodel X12 12Amp 1-2S capable 25-400mw VTX ELRS
AIO Board or All In One refers to all of the important electronic components for flight being included
on one convenient board. This board contains an Electronic Speed Controller (ESC) for the motors
and a Flight Controller (FC). This Happymodel board runs at 12 Amps and supports a 1-2S battery.
It is capable of Video Transmission (VTX) for short-range flying at 25 mW to longer-range flying at
400 mW. Express LRS (ELRS) is the low latency and high-performance protocol that is used to pilot a
Drone with a remote control.
CHALLENGE
Add a top frame, connected with stand offs above the AIO Board to add more stability to the Drone
and protect the delicate parts.
Use an AI image generator, like DALL-E or Newarc.ai, to get inspiration on how to make this
project look better or to render it in an epic background.
109
CHAPTER 3 QUESTIONS
1. STEP files are most similar to…? 9. If a formula in a dimension box is red, it
may be … ?
a. Sketches
a. Contains spelling mistake
b. JPEG
b. Does not have a closing
c. STL
parenthesis
d. DXF
c. Multiple algebraic symbols next to
2. The name of the item at the top of the each other
Browser is called the ...?
d. All of the above
a. Root Component
10. The Combine tool is used for … ?
b. Top Component
a. Combining components or Bodies
c. It doesn’t have a name
b. Cutting one component/Body from
d. Root File another
d. Insert a mesh
ASSEMBLIES
There are two primary ways to make Assemblies in Autodesk Fusion: using Internal Components
and External Components.
External Components
Internal Components
If you want the full functionality of Autodesk Fusion, consider purchasing it for a monthly, annual,
or lifetime fee. You may also want to see if you are eligible for an Education or Start-Up License,
which will give you free access to the paid version.
C H A P T E R 4
T I M E E S T I M A T E :
2 . 5 H O U R S
K E Y L E A R N I N G :
Cylindrical Joints
Joint Limits
D I S C O R D L I N K :
DD
FIRE PISTON 113
INTRODUCTION
There are various ways to make fire on demand, but few are as exciting as the fire piston. Load
flammable fuel inside the cylinder, smash the piston down, and you’ll have a smoking piece of tinder if all
goes well. The spike in pressure leads to an increase in temperature high enough to start a fire.
In this class, you will design a fire piston as you begin to learn about advanced CAD design using
Assemblies. Although you have already created New Components, you will better understand how to
connect different Components while keeping your designs organized and your parts working correctly.
CAD
Set your Units to Inches and save this file to the 4 - Assemblies Folder
as Fire Piston.
Piston Body
Create a new Sketch on the Front Plane and draw this
rough sketch with the Line tool. Set the bottom horizontal
line to be a Centerline using the Sketch Palette and make
its endpoints coincident with the vertical lines above it.
114 CHAPTER 3 PARAMETRIC DESIGN
Navigate to Construct >> Offset Plane, select the left face, and Offset the
plane -0.5” into the Body.
Navigate to Create >> Coil, click the Offset Plane, click on its Origin, and
make a circle to start the knurl.
FIRE PISTON 115
Click and drag your mouse from the Origin to the outer edge.
Start the Coil by dragging the axial arrow, so it travels down the
length of the Piston Body, and type in the following settings:
Diameter: 0.70”
Revolutions: 1.5
Height: -3.00”
Section: Triangular Internal
Section Position: Inside
Section Size: 0.02”
Select the Mirror tool, set the Object Type to Features, select the
Coil feature in the Timeline, and select the Front Plane as the
Mirror Plane. Click OK.
This component is completed, so before you make the next one, you
must activate the entire assembly file.
Click on the white dot to the right of the Root Component at the top of
the Browser to Activate it.
You can also right-click the Root Component and select Activate.
116 CHAPTER 3 PARAMETRIC DESIGN
Click the first feature in the Timeline, hold down the Shift
key, select the last feature, right-click, and Create a Group.
Right-click the Group in the Timeline and rename it as the
component’s name. Do this step for all of the components
in this project.
Make a new sketch on the Front Plane and draw the rough shape of the Body End Cap away from the
Piston Body. Make the bottom horizontal line a Centerline using the Sketch Palette, set the Centerline to be
Coincident with the Origin, and add 2 Tangent constraints to the arc and their connecting lines. Add the
following dimensions from the picture and note that the left edge is positioned 4.5” from the Origin.
Revolve this part about the Centerline, add a Polished Brass Appearance, add a 0.05” chamfer to the left
edge to 0.05”, two 0.02” chamfers to the bolt’s head’s edges, and add a Decal Thread to the shank.
FIRE PISTON 117
As there is no joint that connects the Piston Body and the Piston End Cap,
you can click and drag the End Cap away and then type Ctrl/Cmd + Z to
undo this movement.
Because the Piston Body is grounded (note the anchor icon in the Browser),
it is unmovable.
Change the Y Angle to 90 degrees and click and drag the X Distance
arrow down the length of the Piston Body till it is in between the two
components.
It is important to note that, in Fusion, you can only make joints between 2 components, not between 2
Bodies.
Using the same Joint tool, select the circular edge on the underside of the Body End Cap’s head and on
the outer edge of the Piston.
Note that when you select this edge, a circular icon known as the Joint Origin appears at the center of the
circle. When joining any 2 components, 1 Joint Origin will move to another and become Coincident.
If you do a Section Analysis of the Front Face, you can see the
O-ring interfering with the Body End Cap. Because this is a
rubber part that can deform and stretch over rigid metals, you
don’t need to worry about this. As you can see, the O-ring would
squish to form an air-tight seal by the chamfer on the Piston
Body.
Piston End
Make a new Internal Component called Piston End.
Hide the other 2 components and start a new Sketch on the Front
Plane of the following profile.
Revolve this part about the Centerline, add a Polished Brass Appearance, add the same chamfers to this
component that you did on the Body End Cap component, and add a thread to the bolt’s shank.
Activate the Root Component at the top of the Browser and Create a Group in the Timeline of the features
that make up the Piston End.
Piston
Make a new Internal Component called Piston, right-click the component in the
Browser, and click Isolate. This will hide all of the components except for the
one you have Activated.
120 CHAPTER 3 PARAMETRIC DESIGN
Make a new Sketch on the Front Plane of the profile and set the bottom horizontal line as a Centerline.
Type H for Hole and select the right face next to the groove.
Click the drag the blue circle to the center, where it will snap in
place.
Make a new threaded hole and center it on the left face of the Piston. This
hole will screw into the Piston End.
Change the Hole Type to Simple, the Hole Type to Tapped, the size to
0.3125”, and the Depth to 0.5”. Change it to Modeled and click OK.
Add a 0.02” chamfer to the right outer edge of the Piston to make it easier
to insert into the bore of the Piston Body.
Click on the white dot to the right of the Root Component at the top of the
Browser and Create a Group of the features that make up the Piston.
Click the Eye Icon next to the Piston End component to Show it.
The As-Built Joint was chosen over the Joint tool because
the 2 components are already in the correct location.
FIRE PISTON 121
Insert another McMaster Carr O-ring by going to Insert >> McMaster Carr and downloading part:
9452K16.
O-rings are made of flexible rubber, so the part will interfere with the Piston to the point where you can
barely see it. This O-ring will stretch over the part in real life, so there’s no need to worry about this error.
Click and drag the Piston and notice how it realistically moves in and out
of the Piston Body.
Unfortunately, if you push the Piston too far, it can clip into the Body.
To fix this, expand Joints in Browser, hover your cursor over Slider joint, and click on the orange arrow
pop-up called Edit Motion Limits. Check Minimum and Rest, and press the Preview Limits button.
By having Rest set at 0”, when you click and drag the Piston away
from the Body and release, it will automatically reset back to the
starting position.
DISCUSSION
Anodized Aluminum
The Piston Body is Anodized Aluminum. Anodizing is an electrolytic process that encourages an oxide to
form on the outside of metals. Oxide is usually bad, like rust on steel, which degrades the material rapidly.
However, aluminum oxide is more durable against impact and scratches and incredibly durable against
thermal (heat) energy. Anodizing increases the oxide layer in a controlled way, often by submerging it in
a bath of sulfuric acid while passing a current through it. This process also makes it easier to add dyes.
Chances are you own an anodized aluminum part. Look for carabiners on backpacks, colorful keys, or
heat sinks in your computer.
CHALLENGE
Design and recreate another camping/survival tool
with multiple parts, such as a multi-tool, a compass, or
a wood-splitting hatchet.
C H A P T E R 4
TIME ESTIMATE:
3 HOURS
KEY LEARNING:
Add dual chamfers to edges
As uilt joints and ho) the* differ from
standard joints
D I S C O R D L I N K : When to use rigid joints
DD
3D PRINTER HOT END 125
INTRODUCTION
3D printing has revolutionized the manufacturing industry and captured the imagination of millions.
Robust, inexpensive printers now cost under $200 and are used for prototyping projects and making parts
on demand. Chances are you either already have a printer or are considering purchasing one.
In this project, you will make a 3D Printer (3DP) hot end. The hot end is responsible for melting the plastic
filament and is vital to the proper function of a filament-based printer. There will be many components, so
staying organized is essential.
CAD
Verify you are working in Millimeters (mm). Save the
file and name it 3DP Hot End Assembly.
0.4 mm Nozzle
Set the Operation to Cut, ignore the error, turn the Body
back on, and click OK.
Navigate to Modify >> Physical Material >> Metal >> and drag Brass onto the Nozzle.
Add a 0.75 mm chamfer to the top outer edge of the Nozzle, click the ( + ) symbol, and add 0.1 mm
fillets to the top inner hole and the bottom outside edge of the Nozzle.
Start a Sketch on the hexagon’s front face, create a text box that reads 0.4
that is 1.5 mm in Height.
This value refers to the outlet Nozzle diameter. 0.4 mm is the most common
size in 3D printing.
Click the white dot to the right of the Root Component at the
top of the Browser to Activate it, and Create a Group in the
Timeline of all the component’s features.
Click the Gear Icon in the bottom right corner of your screen and check Component Color Swatch.
This will add a colored marker to each component in the Browser and a corresponding header in the
Timeline, making it easier to see which features correspond to which components.
Heater Block
The heater block is a brick of aluminum that connects the Nozzle and the heat break. It also holds the
heating element and the thermistor, which melts the plastic.
Aluminum conducts heat very well, so the energy from the Heater Element
can be transferred to the Nozzle to melt filament efficiently.
128 CHAPTER 3 PARAMETRIC DESIGN
Show Sketch 2 during the next 3 extrusions and Hide it when you have completed the following. Extrude
Cut the top right circle -4 mm and the bottom right circle -5 mm. Extrude Cut the left circle by setting the
Extend Type to All and clicking Flip to flip the direction of the extrusion.
Create a new Sketch on the underside of the Heater Block, sketch a circle, Vertically constraint it to the
Origin, dimension it and Finish the Sketch.
Extrude the circle, change the Extent Type to To Object, and select the inside surface of the 6.05 mm hole.
Add a Modeled M3 thread to this hole, this hole will house a small M3 set screw to hold the Heater
Element in place in a later step.
3D PRINTER HOT END 129
Click and drag the 1st Threading feature next to the most recent
two in the Timeline.
Click the white dot to the right of the Root Component at the top of
the Browser to Activate it and Create a Group of the Heater Block
features.
Show the 0.4 mm Nozzle component and add a Rigid As-Built Joint
between the 2 components.
Thermistor
Two wires extend out of this part, which supplies resistive thermal
information.
Go to CADclass.org, navigate to the FREE DOWNLOADS tab, and download the three STEP files for
this project: STEP Heater Element, STEP Thermistor, and STEP Bowden Connector.
Open the Data Panel and click the blue Upload button, select the 3 STEP files from your computer, and
click Upload.
Right-click the STEP Thermistor file and click Insert Into Current Design.
Heater Element
This part converts electrical energy into thermal energy to melt
the plastic in the Hot End. Heating elements are often made from
ceramic, which can reach high temperatures without failing.
Right-click the STEP Heater Element file in the Data Panel, click
Insert Into Current Design, and click OK.
3D PRINTER HOT END 131
Type J for Joint and select the outer edge of the silver cylinder. Note how you can also select the inner
silver edge because the Joint Origin would be in the same location, its center.
Click the outer edge of the large hole on the Heater Block. Note that if you clicked the inner edge of the
hole’s chamfer, the Heater Element would be incorrectly joined deeper into the hole.
Heat Break
Heat Breaks are thin-walled couplers that connect the Heater Block to the
Heat Sink.
Its purpose is to limit the heat traveling up from the Heating Element and
prematurely melting the plastic. The thin-walled section limits thermal
transfer due to a smaller cross-sectional area.
This part often gets broken when replacing a clogged Nozzle, as some
people unscrew it while it is still cold, causing it to become over-torqued and
sheer off.
Hide all components except for the Heat Break and 0.4 mm Nozzle.
Make a new Sketch on the Front Plane and draw the profile and the
vertical Centerline from the midpoint of the Nozzle’s projected top face.
Revolve the part about the Z-axis and add a Modeled M6 thread to the bottom cylinder. Activate the Root
Component, Create a Group in the Timeline, and add a Rigid As-Built Joint between the Heat Break and
the 0.4 mm Nozzle.
Heat Sink
Heat Sinks are heat exchangers that move energy away from electronic parts to avoid
overheating. These parts are common in computing hardware to prevent failure
(thermal runaway). Often heat sinks are immediately next to a fan to blow the hot air
that clings to surfaces, known as the boundary layer effect. This part is also made of
aluminum (an excellent thermal conductor) to translate as much heat as possible.
Make a new Internal Component called Heat Sink and start a new Sketch on
the Front Plane.
Project the top of the Heat Break and add a vertical Centerline from the Origin.
Add an M10 thread to the top hole for the Bowden Connector.
134 CHAPTER 3 PARAMETRIC DESIGN
This hole will house a set screw that will tighten the Heat
Sink to the Heat Brake.
Extrude Cut this circle to the inner surface of the hole and add an M3
thread.
Click the white dot to the right of the Root Component at the top of the Browser to Activate it, add a Rigid
As-Built Joint to the Heat Break, and Create a Group of the Heat Sink features.
3D PRINTER HOT END 135
Bowden Connector
PTFE Tube
To visualize how far the PTFE tube goes into the Assembly,
show all the components, and make a Section Analysis on
the Front Plane. Hide this analysis from the Browser.
The PTFE Tube is inserted at the top and rests on top of the
Nozzle.
Make a new Sketch on the Front Plane of an 80 mm vertical line from the center of the Nozzle’s top face,
hold down the left mouse button, and make a tangential 3-point arc. Finish the Sketch.
Using the Sweep tool, select the circles shown as the profile, and the line and arc as the Path.
Add a Rigid As-Built Joint between the PTFE Tube and the Bowden
Connector. Note that you can add As-Built Joints between any two
components even if they don’t touch.
Show all the components in the Browser and Activate the Root
Component.
3D PRINTER HOT END 137
Navigate to Assemble >> and select Joint. Click the circular edge on the screw’s head next to the
Hexagon. The Joint Origin should float in the middle of the circle.
Select the outer edge of the threaded hole on the Heater Block so the Joint Origin is at the center. This will
move the screw so the two Joint Origins are Coincident.
Click and drag the blue arrow to position the screw, as shown in the picture. Click OK.
Click the Set Screw in the Browser and copy and paste it into the workspace. Move and rotate the part so
it lines up as shown on the back face of the Heat Sink.
Add a joint between the duplicated set screw and the Heat Sink. Click OK.
138 CHAPTER 3 PARAMETRIC DESIGN
Import a M3x20 countersunk bolt with the code 91294A136 to pass through the Heat Block and screw
into the Heat Sink.
Add joints to the bolts by selecting the top edge on the bolt’s head and the outer chamfered edge on the
Heater Block. Copy and Paste the bolt 14 mm to the other hole and add an As-Built Joint.
The next bolt will hold the Glass Bead Thermistor in place with an M3 x 4 mm Phillips bolt with the code:
92000A113.
Add a joint to the circle of the underside of the bolt’s head and the outer circular edge of the threaded
hole on the Heater Block. If the screw is in the wrong orientation, click the Flip button at the bottom of the
Dialog Box.
Finally, add the M3 x 16 mm button head bolt, 92095A184, that will pass through the Heat Sink.
Copy, Paste, and Join a second bolt to the other hole on the Heat Sink.
3D PRINTER HOT END 139
DISCUSSION
6061 Aluminum
Aluminum is an excellent thermal conductor, meaning the
heat from the heating element goes into the Nozzle with
little thermal resistance. 6061 is a common aluminum
alloy in machining. Most alloys have a 4-digit code which
defines which metals are present. 6061 has about 1%
magnesium, 0.8% silicone, and trace amounts of copper
and chromium. You may also see T6 after its name,
indicating that it has undergone a treatment (T) where
it has been tempered (6) or hardened from its Original
annealed softened state.
CHALLENGE
Recreate a tool made of multiple parts. Measure each component and add joints between all components.
Examples: Adjustable Wrench, Box Knife, Lineman Pliers, or Combination Square.
CHAPTER 4 QUESTIONS
1. To apply a Rigid As-Built Joint to more than 6. The McMaster Carr tool is a great tool for
2 components in one feature, you would importing … ?
choose which tool?
a. New environments to view your
a. Contact sets project in
b. Rigid group b. Other users projects
c. Joints c. Hardware like bolts, motors and
springs
d. Multi-joints
d. STLs from 3D printer hubs like
2. Which of these choices only applies to As- Thingiverse
Built Joints?
7. If two components are already in the right
a. The first component clicked will location, you would join them with which
move to the other tool?
b. Linear movement in X,Y,Z is a. As-Built Joint
available
b. Joint tool
c. Rotational movement can be set in
the Angle box c. Join
d. The components don’t move at all d. Fix / Unfix
3. Internal Components would be the best 8. To edit a joint type (ex. Change a Rigid joint
choice for which project? to a revolute joint), you would…?
a. A large project with hundreds of a. Click on the joint icon in the model
components
b. Right click on the Joint in the
b. A simple project with a small Browser
number of components
c. Either
c. A project where each component
may need to drastically change d. None of the above
d. A project that is shared across a 9. What does a Grounded Component mean?
large team of CAD engineers
a. Moves a component below the
4. To not accidentally make a subassembly other components
under an assembly file when making a new
component, you should … ? b. Places the component on the Top
Plane
a. Activate the top Assembly file
c. Locks the component in place
b. Activate the current component
d. Automatically makes its physical
c. Activate the next component you’re material a non-conductive default
about to make
10. What does Enable Contact Sets do?
d. Fusion 360 does this automatically
a. Allows for haptic capabilities to be
5. What does the Rest setting do? incorporated
a. Stops a Joint from moving b. Allows components to push each
other
b. There is no setting called Rest, only
Reset c. Adds a reference contact to each
model to track its progression
c. Returns a Joint movement to this
location d. Allows you to save sign in
information for your account
d. Darkens the screen slightly for
easier viewing.
CHAPTER 5
JOINTS
JOINTS
Joints are static or dynamic connections between components. It is important to note that Joints can only
be added between components, not Bodies.
• Rigid: Locks 2 or more parts together. If one component is Grounded, neither will move. Example:
two wooden boards glued together.
• Revolute: Allows a component to spin about a central Axis that can be adjusted to spin a full 360
degrees or just a part of an arc. Example: A spinning car tire on an axle.
• Slider: A linear movement along a single dimension. Example: a piston traveling up and down in a
cylinder.
• Cylindrical: Allows parts to rotate and move linearly at the same time. Example: a woodworking
clamp; the clamping screw mechanism requires cylindrical spinning and linear movement.
• Pin Slot: A component can rotate about one Axis and move linearly along a different axis. Example:
A rolling pin on some pizza dough; the pin’s axle is perpendicular to the direction of travel.
• Planar: Allows a component to rotate but is confined to only being able to move in one plane.
Example: An object placed on a desk that can be moved around the desk and can rotate but can’t
pass through the table or be lifted upwards.
• Ball: A component can rotate in all 3 axes of rotation. Example: a ball joint on top of a camera
mount.
Adding Joints in Autodesk Fusion places a Joint Origin on both components and connects them. For
example, the nut’s circular edge and the bolt’s circular edge join, as shown. Notice the Joint Origin in the
center of each circle and how they connect.
C H A P T E R 7
DIFFICULTY:
TIME ESTIMATE:
120 MINUTES
KEY LEARNING:
How and when to use different types
of joints
Make a plane for mirroring operations
D I S C O R D L I N K : Mo*e re*olute joints
DD Add eccentricity to a joint
PIZZA CUTTER 145
INTRODUCTION
A Pizza Cutter is a simple project that illustrates the power of different Joint types inside Autodesk Fusion.
With a few clicks of a button, you will learn how to rotate the blade as if you were slicing a fresh piece of
pizza. You will continue practicing with Assemblies in this lesson and for the remainder of the program.
CAD
Set your default Units to Inches.
End Cap
Draw this shape on the Front Plane using the Line tool and a 3-point
arc.
Click the home icon on the View Cube, revolve the profile about the Centerline, add a 0.04” chamfer to
the end of the shank, add a Modeled ¼”-20 Thread to the shank, and drag the Thread features before
the Chamfer feature in the Timeline.
Most metal products in the food industry are made from stainless
steel for its hygienic properties.
Inner Body
Start a Sketch on the Front Plane, Project the right face of the End
Cap’s head, and hide the End Cap Component.
Instead of duplicating this operation, mirror it. That way, if one hole’s dimensions change, the other will
update as well.
Wooden Handle
Make a new Internal Component called Wooden Handle.
This will be made out of teak wood, a dense, water-resistant wood with
a high oil content that is often used for high-quality cutting boards or
on boat decks due to its waterproof nature.
Hide the Inner Body and project the cylindrical face of the End Cap’s
head. Sketch a horizontal line from the top right projected point and
make the rest of the sketch using three 3-point arcs and Lines. Note
that the top left horizontal line is coincident with the projected point.
Activate the Root Component at the top of the Browser and Show The
Inner Body.
Add an As-Built Joint between the Wooden Handle and the Inner
Body.
Wheel Bracket
The next component is the Wheel Bracket which joins the Blade to
the Handle.
Make a new Sketch on the Front Plane and Project the Wooden
Handle’s right face.
Shoulder Bolt
The next component is the shouldered bolt that passes through the Blade
while allowing it to spin.
Make a new Internal Component called Shoulder Bolt and Isolate the
Shoulder Bolt component.
Add 0.01” chamfers to the Bolt head’s round and front surfaces.
Activate the Root Component and move the Shoulder Bolt near the threaded
hole on the Wheel Bracket.
PIZZA CUTTER 153
Blade
The last component is the Blade, which you will make from 18 gauge (0.050”)
stainless steel. This will allow enough tolerance for the blade to spin freely but
not wobble side to side. Sheet metal comes in gauges; the higher the gauge,
the thinner the material. These numbers change based on the type of metal you
choose.
Revolve this profile about the Y-axis and add a Brushed Stainless Steel
Appearance.
154 CHAPTER 5 JOINTS
Activate the Root Component and move the Blade nearer the
Shoulder Bolt.
Type J for Joint, change the Joint Type to Revolute, select the front edge of the Blade’s hole, orbit your view
to the back, and select the back edge of the shoulder on the Shoulder Bolt.
Before clicking OK, click and drag the Y-axis 0.005” so the Blade sits symmetrically on the Shoulder Bolt.
You can animate this motion by selecting the Motion tab in the Dialog Box and clicking the play button.
Click on the round edge of the End Cap which defines the
axis that the End Cap will linearly move along, and click
OK.
PIZZA CUTTER 155
Click and drag the End Cap and notice that it can move outwards and
rotate, but not like a bolt would, so let’s fix that.
Now, you can click and rotate the End Cap to unscrew it from the Pizza
Cutter, just like in real life!
This project is all done and is a sign from the universe for you to go out
and grab a slice!
CHALLENGE
Recreate another kitchen utensil with moving parts. For example, a can opener, tongs, or an ice cream
scoop.
TIME ESTIMATE:
4 HOURS
KEY LEARNING:
Make Subassemblies
Mo&e components to make copies
Pattern or mirror a component
D I S C O R D L I N K :
DD
TESLA TURBINE 157
INTRODUCTION
Nikola Tesla was one of the most prolific inventors of all time, developing many ingenious devices
and ideas throughout his life. One of those inventions was a new type of blade-less turbine that
relied on the drag force of fluids passing over a surface. This is the same force you feel when you put
your hand out the window of a car.
This Tesla Turbine will be made closely to scale to Nikola Tesla’s Original patent. It should be noted that
when Tesla designed this turbine, it was impossible for it to work due to the limiting material sciences of
his time.
In this lesson, you will build a Tesla Turbines scaled down to be manufacturable in a small machine shop.
You will continue to explore the use of Joints and Components and gain a deeper understanding of how
they work together.
This is one of the longer and more difficult builds in this book, so stick with it, and good luck! If you can
complete this project, it’s easy sailing from here on out!
CAD
Because Nikola Tesla filed a U.S. Patent on this turbine, this
model will be designed in inches, so verify your Units are set to
inches.
This project can be broken down into 2 main parts: the Stator
and the Rotor. The Stator will consist of the Housing, the Inlet
and the Outlet, all parts that are stationary that direct the flow
of the fluid, i.e. Steam. The Rotor subassembly will consist of the
Discs, Spacers, and Axle, all parts that rotate and convert the
flow of fluid into harnessable energy.
Show Sketch 1, revolve the 4 Profiles that make up the Inlet Tube,
and set the Operation to Join.
Add a 0.25” fillet where the Inlet Tube meets the Housing’s outer
surface, and 0.04” chamfers to the Housing’s flat faces and the
outer edge of the Inlet Tube.
The chamfers on the flat faces will make for an easier real-world
assembly of the project, and the chamfered inlet hole will make for a
stronger weld as it allows weld to penetrate deeper into the joint.
Make a new Sketch on the right face of the Inlet Tube, sketch a 1/16”
circle at its center, select the Rectangular Pattern tool, select the 1/16”
circle, change the Distribution to Spacing, set the Quantity to 5, the
Direction to Symmetric, and click OK.
160 CHAPTER 5 JOINTS
These holes more evenly distribute the airflow to the rest of the Discs
instead of a single central hole, which only forces fluid at the middle
Discs.
Click the house icon on the View Cube so the end of the Inlet Tube
faces you, and apply a Thread to the Tube. Uncheck Full Length,
set the Length to 0.75”, and change the Thread Type to ISO Pipe
Thread.
In the real world, this Inlet Tube would receive a 1/2” NPT
(National Standard Pipe Thread Taper) thread. This feature is
currently available for internal threads but not external threads.
Housing Gaskets
Two rubber Gaskets will be placed on either side of the Housing to seal it. A
Gasket is a thin sheet of material that seals off a cavity, usually made from
rubber or cork.
You will mirror these parts on either side of the Front Plane,
meaning you can make one and duplicate it to the other side. If
you need to change it in the future, you can adjust the 1st one,
and the 2nd will automatically update.
TESLA TURBINE 161
To cap off the Housing, you will need 2 Walls on either side with a circular
recess to accept the Housing, the Gaskets, and a bearing in the middle to
reduce friction when spinning. This Wall is where the Axle will extend to attach to
a generator. The other Wall is where excess steam will exit.
Type H for Hole, click on the back face of the component, and
click and drag the hole till it snaps on the center white dot.
Hold down Ctrl/Cmd, select all 4 holes’ inner faces, select the Thread tool
to apply a ¼”-20 Thread, and click OK.
Activate the Stator Subassembly and add a Rigid As-Built Joint between
the Power Side Wall and the Housing Gaskets.
With the McMaster Carr tool, import the sealed bearing 3759T58, and rotate and move it to the back side
of the Power Side Wall.
Type J for Joint, click the outer edge of the bearing, the outer edge of the counterbore hole, and click OK.
Add a Rigid As-Built Joint between the Steam Side Wall component and its bearing.
Select the As-Built Joint tool, change the Type to Slider, select the Steam Side Wall component, select the
Housing & Inlet Tube component, and click any circular edge on the bearing so the Steam Side Wall slides
away from the turbine.
Right-click the Slider joint feature in the Timeline, click Edit Motion Limits, check Minimum and Rest, and
verify the Steam Side Wall is sliding away from the turbine, not into it. If it is passing through the Turbine,
click Flip.
Perform 3 Circular Patterns by changing the Object Type to faces and selecting the hole’s inner surface:
the 0.266” hole to a Quantity of 4, the top 0.19” hole to a Quantity of 6, and the bottom 0.19” hole to a
Quantity of 12.
Hold down Ctrl/Cmd, select the 6 Circularly Patterned holes, select the Thread tool, change the
Designation to 10-32, and click OK.
Now, when you click and drag the Steam Side Wall, the bolt will
move twice as far.
166 CHAPTER 5 JOINTS
Activate the Stator Subassembly, Unisolate the Outlet Nozzle, and add a
Rigid As-Built Joint to between the Outlet Nozzle and the Steam Side Wall.
Note that you could also add the As-Built Joint between the Outlet Nozzle
and the Outlet Gasket, too, for the same result, but the Steam Side Wall is
easier to select.
This new tool patterns the components and adds the joints
at the same time. It is most effective when all the duplicated
components need to be facing the same direction.
Central Axle
This part rotates and holds the Discs, Spacers, and Brass
Shoulders.
With the Rotor Subassembly still Activated, make another new Internal
Component called Central Axle.
Make a new Sketch on the Front Plane and project the Front face of the
Steam Side Wall and the back face of the Power Side Wall.
Sketch 2 more smaller rectangles inside the Central Axle profile that are on
the outside of the projected lines. Add Equal constraints to the width and
height of the rectangles.
Make a new Sketch on the Right Plane of four equally sized rectangles with four sets of Collinear
constraints. Dimension the sketch as the following:
You cannot use the All Extent Type because you have a curved
surface.
These cutouts are the flat surfaces that 4 set screws screw
down into. If you tighten screws onto a round surface, they
can easily slip and rotate with the Axle.
Brass Shoulders
Brass Shoulders will be rigidly locked to the Central Axle, allowing the Discs
and Spacers to be compressed together and secured in place.
Activate the Rotor Subassembly and make a New Component called Brass
Shoulders.
Revolve this part about the Y-axis. This part will attach to the Central Axle,
hence having a hole the same diameter as the Axle.
TESLA TURBINE 171
Rotor Discs
The Rotor Discs are the most essential part of a Tesla Turbine, as they rotate when
steam is let into the system. The Disc is made from thin sheet metal with a central
hole for the Central Axle, 2 eccentric holes for long 4-40 bolts, and 6 patterned
holes to allow the steam to escape.
Activate the Rotor Subassembly and make a new Internal Component called
Rotor Discs.
Rotor Spacers
Spacers between the Rotor Discs allow steam to enter, spinning the turbine.
Ideally, the gap between the Discs is equal to 2 boundary layers; any more than
that and there is free-flowing steam that doesn’t contact the Discs. This boundary
layer is a function of the turbulence and the viscosity of the steam entering the
turbine. Conveniently for this turbine, the boundary layer is roughly equal to the
Disc’s thickness, so having 2 Spacers between Discs works well.
Make a new Sketch on the front face of the Rotor Disc, Project the front
face, and sketch a 0.90” circle.
TESLA TURBINE 173
Use the McMaster Carr tool to import a 4-40 x 1-7/8” bolt, 91772A516, rotate it, and move it in front
of the Rotor Assembly. Add a Rigid joint by clicking an edge on the underside of the bolt’s head, and the
Brass Shoulder’s top outer edge.
Select the Duplicate With Joint tool, select the bolt, and click the bottom hole’s outer edge.
174 CHAPTER 5 JOINTS
Use the Duplicate With Joint tool to duplicate this set screw to
the other flat face on the right side of the Central Axle.
Use the Mirror tool to mirror the 2 set screw components about
the Right Plane.
Activate the Root Component at the top of the Browser, right-click the
Central Axle component, click Unground From Parent, and expand the
Stator Subassembly.
DISCUSSION
Laser Cutter File Type
DXF files are commonly used for laser cutting. You can right-click any sketch and save it as a DXF
from the Browser. In this project, you can save the Gasket Sketch as a DXF, since laser cutters are
sometimes used to produce them.
CHALLENGE
Find one of the mechanical mechanisms on 507movements.com. Recreate it and apply moving,
Revolute, and Slider joints.
CHAPTER 5 QUESTIONS
1. Which one of these is not a type of joint? 8. Which of these is not a way to duplicate
components?
a. Revolute
a. Pattern tools
b. Planar
b. Copy and paste
c. Ball
c. Duplicate
d. Coaxial
d. Create Copy
2. Which of these is not an example of a
revolute joint? 9. To change the starting position of an
extrusion you would adjust the … ?
a. Rack and pinion gears
a. Starting Offset
b. Bicycle wheel
b. Ending Offset
c. Pizza cutter wheel
c. Extent type
d. Spur gears
d. Distance Type
3. How many degrees of freedom does a
Planar Joint have? 10. To measure the distance between two
components, you would use which tool?
a. 3: 2 rotational, 1 linear
a. Distance
b. 2: 2 rotational
b. Measure
c. 3: 1 rotational, 2 linear
c. Inspect
d. 2: 2 linear
d. Inspect Distance
4. True or False? Joint Origins can only be
placed on corners, centers or midpoints.
MOTION ANIMATION
Now that you are comfortable with Assemblies
and Joints, the next step is animating them.
TIME ESTIMATE:
1 HOUR
KEY LEARNING:
How multiple revolute joints affect
each other
Animate a model's joints
D I S C O R D L I N K :
DD
STRANDBEEST 181
CAD
INTRODUCTION
Strandbeests, or beach beasts, are animal analogs
designed by Dutch mathematician Theo Jansen.
CAD
Set the Units to Millimeters (mm) and make a new Internal
Component called Pins.
This project consists of several stacked arms linked with Revolute joints
and driven by one axis. You will design each part layer by layer and
join them together later, so do not worry about the exact location of
your sketches, as they will be moved.
This diagram shows the component names of all the parts of this
Strandbeest Leg.
182 CHAPTER 6 MOTION ANIMATION
Their Center-to-Center lengths will be the only difference. This slot can be left undefined as the angle will
change as it rotates. Because this component will move, it is not necessary to fully define this sketch.
Extrude the 6 profiles the Parameter Thickness and add the yellow
appearance.
Verify that the Pin’s back and the Plate’s back are coplanar.
Add a Revolute As-Built Joint between the left Pin and DFG Plate and
snap to any circular edge on the left Pin.
Now, A Link and DFG Plate can both rotate about their respective Pins;
do not move the IJK Plate as it needs to be planar to the other Link and
Plate.
Activate the Root Component, make a new Internal Component called E Link,
and make a new Sketch on the front face of
the DFG Plate.
Activate the Root Component, make a new Internal Component called H Link,
and make a new Sketch on the front face of the DGF Plate.
Add a Revolute As-Built Joint to A Link and B Link and click on any circular edge they share.
Add a Revolute As-Built Joint to E Link and DFG Plate and click on any circular edge they share.
Add a Revolute As-Built Joint to H Link and DFG Plate and click on any circular edge they share.
Verify you are joining your parts correctly by clicking and rotating A Link to
see DFG Plate move back and forth.
Type J for Joint, click the front edge of IJK Plate’s top left hole, click the back
edge of H Link’s bottom hole, and click OK.
MOTION ANIMATION
The simplest form of motion animation in Autodesk Fusion
is to animate a single joint that runs an entire system of
joints.
In this project, the joint where A_Link revolves around its Pin
is the driving joint. If you animate this joint, the entire model
moves.
CHALLENGE
Make a double-sided Strandbeest with a leg on the left
and the right powered by only 1 input.
@Dairy Air
User #569
C H A P T E R 6
D I F F I C U L T Y :
T I M E E S T I M A T E :
2 . 5 H O U R S
K E Y L E A R N I N G :
Fusion Plugins and where to find them
D I S C O R D L I N K : complex project
DD
GEAR TRAIN 189
INTRODUCTION
Gear trains are gear systems that transmit power by reducing speed in exchange for higher torque and
vice versa. They can be found in stand mixers, hand drills, and bicycles, to name a few popular items.
The math for gear systems is simple. For example, a 25-tooth input gear spinning at 1 rpm and Meshing
with a 50-tooth output gear has a gear ratio of 25:50, or 1:2. The output gear spins at 1/2 rpm.
In this lesson, you will practice animations using components and joints as you build a gear reduction
system called a gear train. You will use the pre-built library that comes standard with Autodesk Fusion. We
highly recommend making this in real life if you can access a 3D printer.
CAD
Two gears attached to each other that share the same axis are known as
a Compound Gear. Make as an Internal Component called Compound
Gear.
Set your Units to Millimeters (mm) and select the Utilities tab at the top of
the screen.
Make a Metric gear, 20 Deg, 1.5 Module, 20 Teeth, 0 Backlash, 0.88 mm Root
Fillet, 8 mm Thick, and an 4 mm Hole Diameter.
This will produce a pitch diameter of 30 mm. See the Discussion at the end
of the chapter for more information and
definitions.
Make another gear with the same values except use 100 teeth and 4
mm thick. This will produce a 150 mm pitch diameter gear, giving you
a 1:5 gear ratio; 20:100 = 1:5. Click OK. Hold down Ctrl/Cmd, select
both Spur Gear components, and drag them into the Compound Gear
component.
Navigate to the SOLID Tab, add a Rigid As-Built Joint to the 2 Spur
Gears. Expand the Compound Gear component.
The large and small gears pitch diameter’s sum is 180 mm, half of this
value, 90 mm, is the ideal distance between the meshing gears centers.
Make the following Sketch on the front face of the 20 Tooth Spur Gear.
Extrude this ring profile 4 mm, the difference in thickness of the gears, and add a 2 mm chamfer on the
top edge. This reduces surface area and friction between spinning gears that are stacked on each other.
GEAR TRAIN 191
Create a Sketch on the front face of the 100 Tooth Spur Gear to reduce weight. Draw a vertical and
angled Construction line from the Origin, 2 lines parallel to the Construction lines, 2 Concentric arcs,
and add the following dimensions. Circularly sections the profile about the Origin and Extrude Cut all 6
profiles.
Open the Appearance tool and apply ABS to the Compound Gear and
a contrasting accent color to the gear tooth.
Hide the Compound Gear component, start a new Sketch on the Front Plane, and sketch and dimension
this sketch. Sketch the top left 4.00 mm circle at the Origin.
Copy and Paste the first Compound Gear component and move it -80 mm
along the Y-axis to make a total of 11 Compound Gears. This will make the
last gear in the train spin at 1 Revolution Per Year! If you’re interested in the
math of how to find out how many gears you need for this Gear Train, then
refer to the Discussion section of this project.
GEAR TRAIN 193
Activate the Gear Rack component, expand Bodies, and Copy and Paste
the Gear Rack Body -100 mm along the Y-axis.
Right-click the Gear Rack component and Isolate it, start a new Sketch on the front face of the new Body,
and sketch 3 center point arc slots that are equal in diameter and horizontally constrained to the hole’s
center.
Add the following dimensions, mirror to the other hole, and Extrude Cut through the Body. This springed
joint is an effective way to hold onto metal rods with 3D Printed parts; as you push the rod in, the arms
flex out of the way and then hold a metal rod tightly without the need for glue or hardware.
Start a Sketch on the bottom face of a Rack and sketch a rectangle that is coincident to the inner corners.
Extrude this profile upwards 8 mm and Verify the Operation is set to Join.
Extrude cut the small triangles on either side of the Gear Rack’s base through all and change its
Appearance.
Unisolate the Gear Rack component and Activate the Root Component at the top of the Browser.
194 CHAPTER 6 MOTION ANIMATION
Extrude these profiles to the back face of the Gear Rack, add the
Polished Aluminum Appearance to the two Bodies, and Activate the
Root Component.
Add a Rigid As-Built Joint between the Gear Rack and the 4mm Rod
component.
MOTION ANIMATION
The purpose of this project is to apply Motion Links between gears that match the 5:1 gear ratio so they
spin in realistic ways. Unfortunately, the Motion Animation in Fusion only lasts a few seconds. This is
enough time to see the first few gears successively spin slower and slower but not long enough to see
all gears move. Because of this, you will only be applying Revolute joints and Motion Links to the first 5
Compound Gears, as they are only ones you will be able to see move although technically, all of them are
moving, just incredibly slowly.
Click and drag the first gear and see how the second
gear rotates at a fifth of the speed but in the opposite
direction.
DISCUSSION
Gear System Math
To achieve a 1 year per revolution speed for the last gear, you need to know 3 pieces of important
information: the input speed, the gear ratios, and how many gears are in the gear train.
An input speed of 100 RPM from a hobby motor will drive the first compound gear. The gear ratios of 5:1
mean that the 2nd gear will spin at 20 RPM, then the 3rd 4 RPM and so on.
The formula for this gear train is: Input RPM / Output RPM = 5 ^ X, where X is the number of gears.
The Output RPM is 1/ (60 mins * 24 hours * 365 days). The gear ratio (Output RPM / input RPM) for this
train is 52,560,000.
To solve for the number of gears: log(52,560,000) / log(5) = approx. 11 gears. To move the last gear 1
gear tooth, you would need to spin the first gear for over 810 miles!
CHALLENGE
Make an animated piston system that mimics the
movements of a car’s engine. This will require Revolute
and Slider joints. Add complexity to this model by
designing an engine Body with 8 pistons for a V8
configuration.
@Vasile
User #498
C E
TIME ESTIMATE:
3 HOURS
KEY LEARNING:
What selection box is and how to
change it
Pattern a joint
D I S C O R D L I N K : Make a construction axis component
DD Perorm a motion stud.
ROBOTIC HAND 197
INTRODUCTION
The advancement of hobby robotics is a testament to the development of computer science and
inexpensive, robust hardware. Microcontrollers like Arduino paired with inexpensive motors, sensors, and
other hardware can be programmed in a single afternoon.
In this project, you will make a robotic hand that can be 3D printed and affixed with servos to move like
a human hand. You will apply a Motion Study to Motion Links that will mimic the necessary information to
make this hand in real life.
CAD
Digit 1
If you have a pair of calipers, you can measure your fingers and adapt
the project to make a robot replica of your own hand!
Start a new Sketch on the Top Plane and project the ellipse.
Make a Fit Point Spline from the top left to the bottom right corner of the
rectangle and adjust the vertices to make a top-down finger profile.
Add a Tangent constraint to the Spline and the right vertical line, and
between the Spline and the top vertical line. Mirror the Spline about the left
vertical line.
Note that splines that are too sharp may cause issues in
later steps.
198 CHAPTER 6 MOTION ANIMATION
Open the Loft tool. Select the ellipse and the point directly across
from the Origin.
Click on the cursor icon next to Rails and select the 4 Fit Point
Splines. Click OK.
Start a sketch on the Right Plane and draw a 3 mm circle at the Origin, extrude this profile Symmetrically
through All in both directions. Highlight the entire component and add a 0.5 mm fillet to it.
ROBOTIC HAND 199
Digit 2
Digit 3
Show Digit 1 & 2. Start a sketch on the Right Plane and project
the tip point of the finger and the leftmost arc.
200 CHAPTER 6 MOTION ANIMATION
Make the 2 right vertical lines Equal and Collinear, the 2 right
horizontal lines Tangent with the arc, and the arc’s center
Horizontally Constrained to the Origin. Add a midpoint to the
projected arc and the new arc as shown.
Extrude this profile outwards 3 mm, mirror it about the Right Plane, Hide Digit 1 & 2, highlight the entire
component, and add a 1 mm fillet.
ROBOTIC HAND 201
Palm
Add Equal and Collinear constraints to the top horizontal lines and
Horizontal Constraints to the bottom 2 points. Add the dimensions shown.
If you want to add other geometry that makes it look more hand-
like, now is the time.
Add fillets to the Finger Extrusion’s top and bottom edges. Set this fillet to 14.2mm/2 to make a full
180-degree arc.
Type H for Hole, select the right face of the Palm, move the blue dot to the center of the fillet, set the Extent
to All, and the diameter to 3 mm.
Axle
Activate the Root Component and make the last modeled Internal
Component called Axle. This component will contain only a
Construction Line.
Finger 1
Click on the View Cube’s house icon, add Revolute As-Built Joints between Digit 1 and Digit 2, Digit 2 and
Digit 3, and Digit 3 and Axle, and a Rigid As-Built Joint between Axle and Palm.
Notice that the Revolve icon’s flag must be facing the same way on each joint, very important!
Expand Joints in the Finger 1 Subassembly and rename the Joints Revolute 1, Revolute 2, and Revolute 3.
Without changing your view, right-click Revolute 1, Edit Motion Limits, check both Minimum and
Maximum, set the Minimum to 0.0 deg, and the Maximum to 120 deg.
Repeat these steps for Revolute 2 & 3 but set the Maximums to: 72 deg and 12 deg respectively.
To mimic how a finger curls in, you will add 2 Motion links to the 3 Revolute joints.
MOTION ANIMATION
Navigate to the Motion Study tool in
the Assemble menu.
You can fast-forward, reverse, start over, or play using the button
on the bottom left. You can also loop the animation or change
from forwards to reverse and back again.
The speed adjustment bar is at the bottom.
ROBOTIC HAND 205
Important Note: Click OK to save this motion study. You can always reopen
it in the Browser.
However, if you make the project and accidentally click Cancel, your work
will be lost.
Reduce the Speed to its minimum, set the Mode to Loop, and watch the
animation of the finger curling up and down.
Note that the loop ends at the last point instead of 100 steps. Finger 4
will fix this with an additional point at 100 steps.
206 CHAPTER 6 MOTION ANIMATION
1 9 32 52
2 15 40 54
3 19 49 70
4 30 55 75 100
Use the following chart to change the 3 points for all 4 fingers
to 0 deg, -12 deg, and 0 deg.
It’s a good idea to press OK after each line, saving the Motion
Study.
Press play with a loop, reduce the speed all the way down, and notice how realistically the hand curls and
then releases.
You can apply a motion study to various Joints. The Slider joint allows for linear and rotational movement
that can be manipulated in both axes at the same time.
This tool is so powerful that you can even incorporate it into a rendering project so you can see your
project moving as realistically as possible!
CHALLENGE
Add a thumb to this robotic hand. This will require you to
make a thumb with only 2 digits, a new palm, and a new
motion study path.
@iks
User #239
207
CHAPTER 6 QUESTIONS
1. Which tool would be used to animate an 7. A Motion Study of a wheel with a flat line
entire project? would produce what effect?
a. Animate Joint a. CW rotation
b. Animate Joint Relationship b. CCW rotation
c. Animate workspace c. An error message
d. Move d. No motion
2. In which scenario would Contact Sets not 8. To increase the speed of a Motion Study of
be a good idea to use? a rotating wheel, you can … ?
a. Projects with several components a. Increase the rotation degree
b. Projects with Bodies joined, not b. Decrease the rotation degree
components
c. Decrease the time interval
c. Projects with only a couple of
components d. Increase the time interval
a. Another word for a path in the 9. To reopen a Motion Study, navigate to the
Sweep tool …?
APPEARANCES
The simplest way to bring your CAD projects to life is to add colors, textures, and other physical
Appearances as you go. With minimal effort, you can transform a default gray-steel colored rectangle
into something that looks like any material.
In future lessons, you will work in the Render workspace to bring even more life into your projects.
Below is an example of the default color, an Appearance, and a render.
Appearances are loosely broken up into two categories: those without decal images (e.g. Steel), and
those with decal images (e.g. Cherry Wood). There are a variety of editable visual properties, such as:
• Reflectivity
• Roughness
• Emissivity luminance
• Transparency
• Bump Maps
• Cutouts
After this chapter, you should consider adding appearances to your own projects to bring them to life!
C H A P T E R 7
DIFFICULTY:
TIME ESTIMATE:
2 HOURS
KEY LEARNING:
Make custom appearances
Calibrate the size of a canvas
Explore the rendering workspace
D I S C O R D L I N K : Pattern a feature along a path
DD
AMERICAN FOOTBALL 211
INTRODUCTION
An American Football is often made from leather and played with on fields, beaches, and backyards
worldwide. Even if you’ve never touched one, you can likely picture the roughness of the leather, the
shape of the curve, and the worn-in feel of the materials. For these reasons, it is a great appearance
project because if something doesn’t look “right,” it will be apparent.
CAD
Create a Sketch on the Front Plane and set your Units
to Inches.
Note: If you use this tool in one of your projects, consider taking a picture with a ruler in the frame.
Navigate to the Browser, right-click the image, click Edit Canvas, and use
the square moving icon to position the left point of the football over to
the Origin.
212 CHAPTER 7 APPEARANCES
Navigate to the Browser and turn off the Canvas by clicking the Eye Icon next to Canvases.
Click Display Settings >> Visual Style >> and choose Shaded.
Press A for Appearance, expand the Leather and Cloth section, and
add the Leather-Matte (Red) to the Football at 75% Scale.
You should see the 4K image of the brown leather, the Roughness
map, the bump map titled _disp, and the EXR file.
Right-click the Red Leather icon in the Appearance menu, and select
Duplicate.
Navigate back to the Design workspace, Hide Body 1, and Show Sketch 1.
Hide Sketch 1
Add a fillet and add a 1/16” fillet to the top face and the 4
vertical edges of the lace.
Open the Advanced section and add the White Leather 4K picture and
the new Roughness Map.
Set the new White Leather’s scale to 50% and apply this
new Appearance to the Laces.
DISCUSSION
Delete Appearances
You can right-click the empty space in the In This Design
window and Delete All Unused Appearances.
Advanced Images
Woods, fabrics, leathers, and stones have images of their respective
materials inside the Advanced Settings. You can double-click the
image in the Parameters area and import a new picture to make
custom materials. Note that for an effective end product, this pattern
should be a repeating image to avoid a distracting grid of pictures.
AMERICAN FOOTBALL 217
Roughness Image
The Roughness Image is a gray-scale version of the image and reflects light in realistic ways. Without it,
you will see a flat glare off a rough image like rocky terrain, which won’t look realistic.
Translucency vs Emissivity
Translucency defines the opacity of an object and is often only applied to glasses and some clear
plastics like acrylic.
Emissivity refers to how much light is produced by an object, like LEDs, LCD screens, or lightbulb
filaments. Much like Translucency, this effect only looks correct in the Render workspace.
CHALLENGE
Download a brick wall texture from PolyHaven.
com (not affiliated with CADclass) and make a
custom Appearance.
@Conny
User #485
C H A P T E R 7
T I M E E S T I M A T E :
2 . 5 H O U R S
K E Y L E A R N I N G :
Import a STEP file
INTRODUCTION
Phone cases are great for combining pre-made CAD models with custom designs. In this class, you
will work with a CAD file that can be downloaded from CADclass.org in the FREE DOWNLOADS
tab, but you are also encouraged to recreate your phone and make a custom case.
This project will have less information since your skillset is advancing. If you plan to model your
phone, you can find CAD files and dimensions for almost any product with a simple Google search.
CAD
Start a new Sketch on the Top Plane and Project the 3 faces as
shown in the picture.
This Sketch will house the Profile used to Sweep along a Path to
make a bumper around the Phone model.
220 CHAPTER 7 APPEARANCES
The Power, Volume, and Action Buttons are interfering with the
Case.
Activate the Root Component, hide the Phone component, type E and Extrude Cut all 4 buttons
through the entire Phone Case from the inside.
To add any image onto the flat or curved surface, navigate to Insert >> Decal, select any PNG file
(we have supplied the CADclass Logo as a test for you), and click the back surface of the Phone
Case.
Click and drag the gray square around and see how the image conforms around curves accurately
as if it were a sticker on a final product.
SMARTPHONE CASE 223
Symmetrically Extrude the Profile to a Whole Length of 100 mm, apply the Oak Wood Appearance
onto the stand at 28% Scale, and add a 5 mm fillet to all external faces of the Stand.
DISCUSSION
3D model resources
CHALLENGE
Recreate another tech you use daily and add a realistic
Appearance, material properties, and other accessories.
Examples: computer mice, smart watches, headphones, and
laptops.
@Ughh
User #592
225
CHAPTER 7 QUESTIONS
1. Which of the following is true about Decals 7. Texture Map Controls are used to … ?
and Canvases?
a. Change the texture of a decal
a. Canvases cannot be placed on appearance
curved surface
b. Change the texture of the Bump
b. Decals cannot be placed on Map
curved surfaces
c. Adjust a folder of appearances
c. Decals can be calibrated just like
d. More accurately conform the decal
Canvases
appearance to a realistic product
d. Canvases should always be
8. To make the most textured material
centered on the Origin
possible you would adjust which
2. True or False? Calibrating between parameters?
points will always be either a vertical or a
a. Maximize roughness, Maximize
horizontal line.
reflectiveness
3. What can you apply appearances to?
b. Maximize roughness, Minimize
a. Components reflectiveness
EDISON BULB
A.I. VILLAIN
227
RENDERING
Now that you’ve developed your CAD modeling skills, it’s time to incorporate another aspect of
Autodesk Fusion into your workflow; the Render workspace. Rendering your models allows you
to showcase what you’ve made more realistically. While you may not see many uses for it now, it
helps showcase products to clients and visualize what you may eventually make in real life. Most
of our students claim they’ll never render their models, but after a few quick tutorials, they render
their projects regularly. If you’ve already spent hours, days, or weeks creating a model, why not
spend a few minutes making it look even better?
Below is an example of the default material, a Wood Appearance, and its render.
You can treat the Rendering workspace like a virtual photo shoot with cameras, lighting, and
backdrops. You can convince people that your CAD model is a real-world object with practice.
Note that the rendering terminology is the same as photography and videography. If you have any
camera experience, you will understand what these terms mean. Otherwise, we encourage you to
explore the terms elsewhere for a more detailed explanation.
C H A P T E R 8
KEY LEARNING:
In-depth look at the Rendering
workspace
Intersect a plane into a component
and sketch on it
D I S C O R D L I N K :
DD Where to import HDRIs from
Set up a virtual photoshoot
EDISON BULB 229
INTRODUCTION
For this project, you will recreate an Edison bulb and render it in an environment that feels more natural
and fitting to the product. You’ll learn a few more tips with CAD and then spend time gaining familiarity
with the Render workspace.
Feel free to have more fun with this project by playing with different environments, lights, and more. After
all, the best way to learn is to practice. Have fun, and as always, we’d love to see what you make.
CAD
Metal Cap
Set your Units to Millimeters (mm) and import the Edison Bulb image as a
Canvas on the Front Plane. As usual, you can download this image from
CADclass.org in the FREE DOWNLOADS tab.
Right-click the Canvas and click Edit Canvas. Rotate the image 1 degree so
the bottom tip of the Metal Cap and the top point of the glass are vertical.
Click the square icon on the image and move the Canvas around the
workspace until the Metal Cap’s lowest point is on the Origin.
Make the following sketch on the Front Plane using the Line tool. The bottom horizontal line starts at the
Origin, and the top 2 points are Horizontally Constrained.
Add a 2 mm Offset to the sketched lines. If the red lines are on the outside of the sketch, click the flip
button or change the sign from + to -. Connect the end with lines to enclose the profile.
Revolve the profile about the Construction Line or the vertical Z-axis and add a 3 mm fillet to the 3 edges
shown in the picture.
Lightbulb threads are not standard machining threads and, therefore, are unavailable in the Threading
tool menu. Since this is meant as a visual project, simply choose the closest one visually. Select the
Threading tool, click the outer curved surface, and set the Thread type to ANSI Unified Screw Threads and
the designation to 1 1/16-8 UN Thread. Check Modeled, uncheck Full Length, and set the Length to 17
mm. If the thread is on the top, change your workspace viewing angle and try again.
Glass Bulb
Activate the Root Component and make an Internal
Component called Glass Bulb.
Make a vertical Construction Line from the Origin to the top of the
Lightbulb Canvas and add a Fix/Unfix constraint to the top endpoint.
Make a 3-point arc that has its center coincident with the Constriction
Line and add the following dimensions.
Add a Fit Point Spline to join the projected point and the arc. Adjust the spline’s green vertices until it
closely matches the bulb’s shape.
Press O for Offset and uncheck Chain Selection. Select the arc, the spline, and the 6 projected lines on the
Construction Lines right side, and the line across the Y-axis. Set the Offset to 0.8 mm. Enclose the profile
with 2 small vertical lines on the Y-axis.
Filament
Make an Offset Plane 60 mm above the Top Plane to start the Coil.
Diameter: 22 mm
Revolutions: 1.75
Height: 65 mm
Section: Circular
Section Position: On Center
Section Size: 2 mm
Add a Circular Pattern to this Body about the Z-axis to make a second
coil.
To join the 2 ends of the coils, you can Sweep a Body between the 2 ends.
Make an Offset Plane roughly 125 mm up from the Top Plane, which should
put the plane through the middle of the coil. If it does not, adjust your plant
until it goes through the middle, as shown.
EDISON BULB 233
Create a sketch on this Offset Plane and project the circular ends of the coils. Add in 2 3-point arcs that
start at the middle of the projected purple lines and end at the Origin. Add a Vertical Constraint to the
arc’s center and the Origin.
Using the Sweep tool, select the 2 arcs as the Path and 1 of the circles (ends of the coils) as the profile.
Add 0.7 mm and 4 mm Fillets to the top and bottom edges where the coils meet the swept Body.
To allow the component to emit light to mimic a lightbulb’s filament, open the
Appearance tool and search for LED. Drag and drop any of the appearances
and double-click on the appearance in the In This Design window.
You won’t be able to see the change in color due to the high Luminance
value, which you will adjust in the Rendering workspace.
234 CHAPTER 8 RENDERING
Wooden Board
Create a new Internal Component called Wooden Board and
draw a Center Rectangle on the Top Plane.
RENDERING
Navigate to the Render workspace. The tools used in this workspace act
similarly to setting up a light booth for a real-life photo shoot where you need
lighting in the right location and a camera with the correct exposure and focal
length.
You have already used all the tools in the Setup menu except for Scene Settings.
The other tools work in the same way as the Design workspace.
Open the Scene Settings tool. The settings tab defines how the image changes
based on tools that affect the camera, environment, and project.
The Environment section adjusts the screen’s brightness in Lux, a standard light unit
commonly used when describing smartphone statistics.
The Position value rotates the background while keeping the project in the same
view.
Change the solid color background by clicking the gray rectangle and adjusting the
color bar.
Click the Help button (? Icon) in the top right corner >> Support
and Diagnostics >> Graphic Diagnostics >> and uncheck Limit
Effects to Optimize Performance.
The Perspective View uses a single viewpoint, mimicking human eyes, which
looks more realistic.
Higher numbers are for further away objects like telephoto lenses
for sports with a narrow view. Lower numbers give you a wider view
and are often used in landscape photography.
Exposure is the amount of light let into the camera’s sensor. Play
around with the exposure to see how your image changes.
You can change the aspect ratio to save rendering time. For example, if you
plan to post your render on Instagram using 1:1 square photos, you will select
1:1. This helps save rendering time and computing power.
The Environment Library tab is how you change the background. Click and
drag an Environment into the background and notice what happens.
The In-Canvas Render menu is a toolset that gives you a quick live rendering
preview instead of waiting for the final processor-intensive render.
EDISON BULB 237
The In Canvas Render Settings tool adjusts live rendering. Leave the
Fast tab enabled and lower the Resolution slider to 20% for a quick
rendering. Capture Image works like a screenshot where you can
adjust the aspect ratio of the final shot, and it will not render the
image.
Finally, the Render tool will render your image to a final quality and
size.
You can see that without changing any values, this render is a
poor-quality picture.
Go to Scene Settings tool >> Environment Library >> Attach Custom Environment and upload the file.
Drag this file into the background. Note you may need to change the Background to Environment in the
Settings tab.
If you have access to an AI software that can produce these types of images in an HDRI file type, you can
have a lot more fun and make custom backgrounds and environments.
You can also position the bulb more in the frame and tilt
it to show more of the attractive shape of the glass rather
than the boring metal threads.
With new A.I. programs coming out every week, we wanted to highlight one that blends your CAD
design with an easy-to-use UX. Newarc.ai (not affiliated with CADclass) is a very beginner-friendly AI
tool. You can upload screenshots of your models and describe a fitting environment, and it will create an
accurate image. While these new AI tools are very exciting and easy to use, they don’t offer quite as much
customization or control as making your own renders from scratch. Depending on your project, you may
want total control on the final project, or you may be comfortable with a program doing most of the heavy
lifting, the choice is yours.
CHALLENGE
Rev a colored LED with legs, the bulb, and the shape of the
internal diode. Render this part with the correct luminance
values to show off the detail of the part.
@Conny
User #485
C H A P T E R 8
D I F F I C U L T Y :
T I M E E S T I M A T E :
3 . 5 H O U R S
K E Y L E A R N I N G :
Du&licate com&onents with oints
lights to a render
D I S C O R D L I N K :
DD Add a named view
A.I. VILLAIN 241
INTRODUCTION
For this project, you will render an artificial intelligence (A.I.) robot villain with a glowing red eye, speaker
panel, camera Body, and a sleek minimalist frame. To create a replica that is both visually compelling
and functional, you will render it in an environment with artificial lighting, combining the CAD and Render
workspace in a unique way. This is a fun and rewarding project for those interested in AI, robotics, and 3D
modeling, as it combines elements of each.
CAD
Wooden Body
Make a new Folder in the 8 - Rendering folder called A.I.
Villain. This project will be made in 2 separate files that will be
joined together.
Extrude the ring profile. Change the Extent Type to To Object, select the
front surface, and the Offset to 12 mm.
Drag and drop Walnut Wood onto the Wooden Body and double-
click on the icon in the In This Design window.
Change the Scale to 42% and select the Advanced section. Click on
the image of the wood, not the image name below, and lower the
brightness slider to 20%.
Grill
Divider Wall
Side Walls
Sketch a diagonal line from the top right corner of the Wooden Body to the top
right corner of the Center Rectangle, and dimension the line to be 45 degrees
from a vertical line.
Sketch 2 more diagonal lines from the Wooden Body’s top left and bottom right
corner to the Center Rectangle’s corners.
Make a new Sketch on the right face of the right Wall, add a Point to
the top of the face, dimension it 16.85 / 2 mm from the right edge, and
350 / 16 mm from the top edge.
This will give you evenly spaced points for 8 countersunk holes down
the length of the component.
Top/Bottom Walls
Make a new Internal Component called
Top/Bottom Wall which will be identical
in construction to the Side Walls but will
have 4 holes instead of 8. This component
has been left empty as an exercise for the
reader. Note that the total width of the part
should be 115 mm, 3.5 mm thick, and
19 mm deep. The first hole is 115 / 8 mm
from the edge, and the hole spacing is 115
/ 4 mm.
The threads will be inside the Wooden Body and not visible, so
download it as a 3-D STEP no threads file to save data space.
This new Fusion tool duplicates the component and the joint
at the same time.
Create >> Circular Pattern, set the Object Type to Components, hold down Shift,
click the Walls component, click the bottom screw component, and pattern all 13
components 2 times about the Y-axis. This is the advantage of designing symmetrically
and about the Origin and using the Center Rectangle.
Add a Rigid Group to the Wall components and the Wooden Body.
Activate the Root Component and make an Internal Component called Screws.
Highlight all the screw components and drag and drop them into this new component
to act as a folder for all the screws. Highlight all actions in the Timeline pertaining to the
screws, right-click, and Create a Group.
Nameplate
Make a new Internal Component called Nameplate.
Draw a 17.75 mm by 90 mm Center Rectangle on the
front of the Wooden Body that is and 8 mm below its
top edge.
Extrude this profile 1.5 mm outwards and add the Stainless Steel -
Brushed Linear Long appearance to it.
Activate the Root Component and add a Rigid As-Built Joint to this
component and the Wooden Body.
A.I. VILLAIN 247
Click the ( + ) symbol to open a new Tab and save this blank
file to the A.I. Villain Folder as Camera Subassembly.
This new file will house the several components that make up
the camera. Because of its complexity, it makes more sense
to model this part about a new Origin in a blank workspace
and then import the subassembly into the main assembly as
External Components.
Camera Ring
Make a new Internal Component called Camera
Ring and make the following Profile on the Right
Plane and a horizontal Construction line from the
Origin.
Camera Body
Revolve the profile about the Y-axis and add a Paint-Metallic (Black) Appearance to it.
Make a new Sketch on the front-most face and project its outer edge. Make a right triangle with equal
left and right edges, its lowest point Vertically constrained to the Origin, and a Tangent coincident to the
projected edge.
Circularly Pattern this feature about the Y-axis 100 times to mimic the focus
grip on a camera.
If your computer has trouble calculating this many features, reduce the
number by half and try again. Remember, these details are purely aesthetic
and don’t need to be exact.
To add the text around the Camera Body, make an Offset Plane 50
mm above the Top Plane and start a Sketch on this plane.
Make a text box with “Fish - eye - NIKKOR 1:8 f=8mm” inside using
the Text tool. The text has 9 spaces between NIKKOR and 1:8, and 5
spaces between 8 and f=8.
Make the font Arial and bold; Make the height of the text 2.75 mm
and the text with a middle alignment. Click OK.
Add Coincident constraints to the text box’s left edge and the Origin
and the text box’s top edge Collinear with the front of the Camera
Body.
Navigate to Create >> Emboss and deboss this text into the curved
top face with a -0.25 mm cut.
A.I. VILLAIN 249
Red Eye
Make a new Internal Component called Red
Eye, make a cylinder on the back face of
the Camera Body that is 6 mm in diameter
and 3 mm deep, and add the red LED
Appearance to the component.
Lens
Make an Internal Component called Lens, make a new Sketch on the Right
Plane, and project the highlighted face on the Camera Body.
Save the Subassembly file, open the A.I. Villain Assembly File, right-
click the Subassembly file in the Data Panel, and click Insert Into
Current Design.
Note how the Subassembly file has a chain link icon in the Browser
denoting it is a linked External Component; external because the
file’s data is stored outside the Assembly file.
Pull the Subassembly away from the Assembly and add a Rigid joint from the back edge of the Camera
Ring and the inner edge of the Wooden Body’s step.
RENDERING
You can add studio lighting within the Design workspace to accent the
project you are rendering.
Make 2 new Internal Components on the Top Plane that are Cylinders,
75 mm in diameter and 360 mm tall.
Move the camera to a bottom-up view called the “Larger than Life”
shot by some photographers.
Once you get a viewing angle that suits you, right-click Named Views
in the Browser, and click New Named View.
This will save the angle and zoom from that view. Now, if you move
your camera, you can click this new view to return to it, similar to the
View Cube.
Reduce the brightness to 400 lx, as the scene will be lit with the
accent lights you created earlier in the Design workspace.
CHALLENGE
@Dairy Air
User #569
253
CHAPTER 8 QUESTIONS
1. True or false? There is no difference
between the Appearance tool in the 7. How can you make a scene brighter?
Design workspace and the Rendering
a. Adding extra lights
workspace.
b. Increasing brightness
2. What does the Position tool move?
c. Change to a brighter environment
a. Linearly moves the background
d. All of the above
b. Rotationally moves the background
8. Which is faster, Local or Cloud rendering?
c. Linearly moves the project
a. Local
d. Rotationally moves the project
b. Cloud
3. What does the Flatten Ground tool do?
9. Which is a more realistic camera view?
a. Converts the curve HDRI into a flat
environment a. Perspective
b. Removes rough textures from the b. Orthogonal
environment
10. To place a company logo on a product
c. Moves the project to the ground of rendering, which tool would you use?
the environment
a. Canvases
d. Removes the Ground from the
grounded component b. Decals
ENGINEERING DRAWINGS
Engineering Drawings are blueprints to aid in the manufacturing of products and parts by
individuals and teams. Parts often require plans that give information about dimensions,
thread specifications, surface quality, and more. If a manufacturer is only given a 3D file, they
will know the dimensions but may miss other important manufacturing details.
Engineering Drawings are a communication tool with strict formats and guidelines. Here are some
of the things often included in Engineering Drawings:
This chapter exposes you to a New Drawings workspace in Autodesk Fusion. Each separate
workspace has new tools and new functionality and is almost like learning a new program. Each
workspace will become another tool in your toolbox as you advance your CAD modeling skills.
You will return to this workspace later in the program with Exploded Diagrams.
C H A P T E R 9
TIME ESTIMATE:
2 HOURS
KEY LEARNING:
Set up an engineering drawing
Add multiple views
Make a detail view of a body
D I S C O R D L I N K : Importance of material choices and
DD finishes
DRUMSTICKS 257
INTRODUCTION
Drumsticks are relatively simple objects to model and make in real life. They are made of flexible woods
on a wood lathe, and need to be manufactured to exact specifications and dimensions. In this project, you
will model and then create an Engineering Drawing for a drumstick as if you were going to give it to a
manufacturer in real life.
CAD
Set the Units to Inches since most lumber sold in the USA is listed in imperial units at quarters.
Revolve this shape by selecting the top two Profiles and the bottom horizontal line as the Axis. Click OK.
Add a Pine Wood Appearance, set the Scale to 48%, and the Rotation to 90 degrees to match the correct
grain direction for a Drumstick. This mockup of a drumstick is all you need for the Engineering Drawing.
258 CHAPTER 9 ENGINEERING DRAWINGS
Navigate to Create >> and select Break View. Click 2 locations in the middle of the drumstick as shown
in the photo. Notice this shortened view has symbols denoting that the part has been cut at these points.
The manufacturer will be able to tell that the information in the middle is an extension of what’s on either
side of the cut. If you do this to a part, you should not cut out any important information such as drilled
holes, decals, grooves, or other geometries.
You also want to see a head-on view of the back end of the drumstick so you can show the outer diameter.
Navigate to Create >> and select Projected View. Click the part and pull to the left to see a circle with the
same diameter as the Base view. Click the green check mark.
Use the Projected View tool, click the Base view, pull diagonally
down to the right, and click the green check mark. Double-click this
view, change the Scale to 1:2, and the Style to Shaded.
Now, you can click and move the Views around to organize the
workspace. It is good practice to keep a space in the middle to add
notes about the final product.
Navigate back to the Front View and select and dimension the
angled line length. It will default to dimensioning the hypotenuse,
but you want its horizontal length.
Pull the dimension up and move your cursor to the left, which will
measure the horizontal dimension.
You will encounter some issues when you try to add the drumstick length. If you just click on the arc on the
left side, it will snap to the arc’s center.
To resolve this issue, press D, hover your mouse over the semicircle,
right-click, and select Quadrant. This will add clickable points on 4 circle
quadrants (top, bottom, left, right). Now you can hover your mouse over the
right end of the drumstick, click it, and dimension the entire part length.
DRUMSTICKS 261
Finally, you will edit the Title Block in the bottom right
corner of the sheet. The Title Block houses information
about the file, who made it, who approved it, tolerances,
and physical properties such as weight or volume. Make this Title Block as accurate as possible, and
pretend you are handing your model to a manufacturer. Double-click the Title Block and add the
information shown. Some parts will require a text box.
DISCUSSION
Material Tolerances
Some projects require extreme precision, such as aerospace
manufacturing, where material tolerances are often 0.001” (1
thou) or less. Other projects, such as carpentry, do not require
such high precision since wood expands and contracts.
CHALLENGE
Make an Engineering Drawing for the Tensegrity Tower from Chapter 1.
C H A P T E R 9
TIME ESTIMATE:
2.5 HOURS
KEY LEARNING:
Make multiple projected views
Split a body and view its cross-section
What a leader note is and what
D I S C O R D L I N K : information goes in it
DD
SPACE PROP EMITTER 263
INTRODUCTION
Prop replication is an art. When a prop is needed, pre-made parts are often cobbled together instead
of manufacturing them from scratch. Some films in the 1950s, 60’s and ’70s were famous for making
futuristic-looking weapons from junk car parts, bathroom fittings, and even World War II weapons,
making them feel “lived in” and “in universe.”
For this project, you will recreate an iconic end of a space film prop known as the Emitter, and make an
Engineering Drawing stating exactly how to build it.
CAD
Change your Units to Inches since many USA-based
manufacturers work in inches.
Navigate to the Browser, turn off the Body, and turn on Sketch1 by
clicking the Eye Icon next to each.
Create a new Sketch on the Front Plane. Press P for Project and
click the left, right, and bottom lines. Press OK. Draw the new lines
shown in the picture that has 5 horizontal lines.
Select the Axis of Revolution as the X-axis, set the Quantity to 16, and
click OK.
Select ASME for Standard, Size B for Format, and click OK.
266 CHAPTER 9 ENGINEERING DRAWINGS
Click anywhere to place your Emitter on the screen. Change the Scale
to 2:1 and click OK.
Double-click the Emitter and change the Style to Visible Edges. Click
OK.
Click the emitter, drag your cursor around the screen, and click again when
your part is in the orientation shown.
Double-click the new view. Change the Scale to 1:1 and the Style to Shaded.
The Isometric View should often be a close, realistic representation of the final
product.
You may need to drag your mouse around the screen for the
correct orientation.
To get an internal view, navigate to Create >> and click Section View. Click
the right drawing.
Move your cursor to the Origin and then down. You should see a green
dashed line. Click outside the outermost circle as shown.
If you need to move a part connected to the Base view, hold Shift, and
you can now drag the part wherever you want.
Press D for Dimension and add the following dimensions. Note, you
can click on points and lines and will sometimes need to move your
mouse around the screen to get the correct dimension.
Add a Dimension Break for any lines intersecting using the Dimensions
>> and select the Dimension Break tool. You can also right-click a
dimension and select Add Dimension Break.
268 CHAPTER 9 ENGINEERING DRAWINGS
Add a Note to the Isometric View and check Properties in the Dialog
Box.
Set the Type to General, the Property to Material and click the ( + )
symbol. Set the Type to Physical, the Property to Mass and click the ( + )
symbol.
Press N for Note and select the threaded face on the section view.
This note defines the threaded hole as a 1/4”-20 Thread cut to a class 3B,
which regulates how tight a fit it is.
Add another note for a light chamfer on the edges shown by clicking
1 edge, typing “Light Chamfer”, and clicking OK.
Click the other edge and drag the line down until it meets the word
Light Chamfer. Click OK.
These chamfers are small and aesthetic, meaning you don’t need
high accuracy. Machinists will know what Light Chamfer means and
will file these edges appropriately.
Add the following information to the Title Block in the bottom right by double-clicking it.
Now you can pass this information off to a manufacturer and have them make a perfect Emitter for you!
DISCUSSION
A good ethos about Engineering Drawings is that you want to display all the information you need and no
more. Avoid duplicating the same dimension, and ensure everything is as neat as possible.
CHALLENGE
Make an Engineering Drawing of the
Plastic Building Brick from Chapter 2.
@Conny
User #485
270 CHAPTER 9 ENGINEERING DRAWINGS
CHAPTER 9 QUESTIONS
1. Engineering Drawings are traditionally 8. A common Linear Precision for metal
used between _____ and ______ ? products would be … ?
a. Proprietor, Distributors a. 0.01”
b. Engineers, Manufacturers b. 0.001”
c. Manufacturers, Distributors c. 0.0001”
d. Engineers, Distributors d. 1/64” increments
2. A colored version is most often reserved 9. True or False? Leader Notes have
for which view? “smart qualities” and can identify thread
specifications without requiring you to
a. Detail View enter them in manually.
b. Base View 10. What is the most common export file type
c. Isometric View for engineering drawings?
EXPLODED DIAGRAM
Exploded Diagrams show expanded drawings of individual components. To make them, you must
first understand how to make exploded animations. Since you learned how to make animations in
the previous chapter, now is the perfect time to make exploded animations.
Exploded Diagrams often display information about the reassembly order and match each
component with a number and a code, so consumers can order a replacement part to fix
something themselves. Below is an example you will make:
This requires entering the Animation workspace, where an Assembly can be manipulated and
moved sequentially. Additionally, it can be used to animate the Joint movements in a final product.
For example, animating a helicopter’s blades spinning and propelling it up and out of frame.
C H A P T E R 1 0
TIME ESTIMATE:
2.5 HOURS
KEY LEARNING:
In-depth look at the animation
workspace
View and move blocks
Reversing a storyboard
D I S C O R D L I N K :
DD Publishing a video
JAPANESE PULL SAW 275
INTRODUCTION
Japanese Carpentry is known to be one of the most precise and intricate forms of woodworking and
requires a lifetime of skills to master. A pull saw is an essential tool in the trade.
In this lesson, you will learn how to make an exploded diagram of a Japanese Pull Saw. Exploded
Diagrams are a powerful communication tool that allows you to quickly communicate Construction and
Assembly ideas.
CAD
Blade
Save an Assembly file as Japanese Pull Saw Assembly and set your
Units to Millimeters (mm).
Arms
Move the Arm component and check Create Copy. Move the second
Arm 2 mm to the other side of the Blade.
Nut
Import the McMaster Carr tool bolt, 92095A308, and rigidly join it to the
back of Arm 2.
Handle
Activate the Root Component and make a new Internal Component
called Handle.
JAPANESE PULL SAW 279
EXPLODED ANIMATION
Move the play head to the Scratch Zone (to the left of time-
point 0) and click the View Cube’s top right corner. This will
set the Original viewing angle of the project. Move the play
head to 2 seconds, rotate your view, and zoom into where the
Handle and the Arms meet.
Play the video again and notice how the full model stays in the
frame for longer and then zooms in quickly.
Right-click the Camera View block and select Duration. Press the up arrow
to 3.0 seconds and click the green check mark.
Replay it a notice it’s a more fluid motion. You could have also selected Edit
Start/End and set the block to 1.5 and 4.5 seconds to achieve the same
result.
Move the play head to 7 seconds and click the View tool
to turn off the recording. Zoom out, select the Transform
Component tool, and click the Handle Component. Pull
the arrow to slide the Handle out of the Saw 60 mm.
Click OK.
Move the play head to 9.5 seconds and move the camera’s view, so the
Nut and Bolt are in the screen’s center. Move your cursor to the View
block’s left side and drag the arrow to 7.5 seconds.
JAPANESE PULL SAW 281
Move the play head to 14.5 seconds and Transform the nut 25 mm in
the Y Distance and Rotate 360*31.25 degrees about the Y Angle with
Trail Lines Enabled.
Hold down Ctrl and select both the Move and Rotate block in the
Timeline, move your cursor to the left side of the block, and move to 11.5
seconds.
Move the play head to 17 seconds and change the view so the
Arms are centered and lower in the frame. Start this View block at
15 seconds.
Note the 0.5 seconds between the end of 1 View block and the
start of another. This avoids the “jerkiness” of camera movements
and makes for a more comfortable viewing experience.
282 CHAPTER 10 EXPLODED DIAGRAMS
Expand the Browser, select Arm 1 and Arm 2, and Transform them up
60 mm with Trail lines from 17.5 to 19.5 seconds.
Click and drag the storyboard upwards since the 2 components will be
lower down in the component list.
With the play head still at 22 seconds, move the camera’s view to
show the Arms fully Transformed away from each other like in the
picture. Leave this View block to start at 19 seconds.
Ctrl+V paste this, and you will see Storyboard1-copy next to it.
Right-click this new storyboard and click Reverse, which will flip the
order of Operations of the Timeline, showing an Assembly instead of a
disassembly.
Click the Publish tool and change the Video Scope from
Current Storyboard to All Storyboards. This will stitch both
of them together.
DISCUSSION
New Storyboard - The first tool in the toolbar is New Storyboard; a
storyboard is a Timeline of components and camera movements. You can
make multiple storyboards to show different parts of Exploded Diagrams.
Transform - The Transform menu is where the most useful tools are.
Like the Move tool, the Transform Components tool allows you to move
Components manually.
Auto Explode - One Level and All Levels are both rarely used tools that will do all the work for you.
Unfortunately, as of the publishing of this book, these automatic Operations fail to make functional
Exploded Diagrams.
Manual Explode - Similar to the Transform Components tool, this tool only allows components to move
linearly but is easier for sequential movements.
View - allows a virtual camera to record camera movements while panning, orbiting, or zooming.
Publish - Exports the exploded diagram as a video at a set resolution and quality.
Animation Timeline – Found at the bottom of the screen and consists of an empty Timeline, a play
head to scrub through the video, the Scratch Zone at 0 seconds where the camera is not recording, and a
list of components that have been moved on the left.
CHALLENGE
Animate the exploded Assembly of the 3DP Hot End in Chapter 4. Avoid exploding the project in one long
line.
C H A P T E R 1 0
TIME ESTIMATE:
3 HOURS
KEY LEARNING:
Make a parts list on an exploded
diagram drawing
Animate a movement
D I S C O R D L I N K :
Add alloons to a drawing
DD How to design an exploded diagram
MACHINIST HAMMER 287
INTRODUCTION
Machining is a subset of metalworking that uses machines, such as lathes, mills, and CNCs, to accurately
and repeatedly make precise parts. Machinists often read Engineering Drawings to gather the necessary
information to produce those parts or to repair whole machines.
In this lesson, you will use an Engineering Drawing to make a CAD model of a machinist hammer. You
will then create an exploded animation, and an exploded Engineering Drawing from that model.
All the steps to make this hammer have been used several times in previous projects, and it will be up to
you to figure out how to make these parts based on the drawings.
CAD
Save an Assembly file called 000 Machinist Hammer Assembly to a new folder and set the Units to Inches.
Grip
Make the Sketches for this part on the Front Plane and set your
Units to Inches.
We created this in 10 features, but you may use a different number depending on how you create yours.
The knurled section of the Grip can be made using a revolved rectangle that sits proud 0.02” from the
main cylinder’s Body.
Follow the same steps as the Geocache Hide knurls from Chapter 2.
Note, you will revolve this profile and create a triangular coil
on its edge. You will then use a combination of mirror, circular,
and Rectangular Patterns.
Specific values for the coil are not necessary. Give it your own
Style.
Threaded Rod
Keep the Physical Material as the default Steel and Activate the Root
Component.
Handle
Threaded Rod: 2
Copy and paste the Threaded Rod, and move the new
component to the Handle’s front.
Add a Rigid joint to the Threaded Rod’s outer edge and the Handle’s outer edge and set a -0.375” Offset
so the Threaded Rod: 2 sticks out halfway from Handle.
Head Body
Add a Physical Material of 6061 Aluminum to the component and finish the component.
Activate the Root Component and add a Rigid As-Built Joint to the Head Body and the Handle.
Rigidly Join both the Threaded Rods to the ends of the Head
Body by selecting the outer edge of the Threaded Rod and the
outer edge of the Head Body and Offsetting them -0.375” into
the Head Body.
Open the Section Analysis tool on the Top Plane, and note how the
Threaded Rods don’t interfere with each other.
Brass Head
Make a New Component called Brass Head.
Delrin Head
Mirror the Brass Head component about the Front
Plane and rename the new component in the Browser,
Delrin Head.
EXPLODED ANIMATION
Navigate to the Animation workspace and start a new Storyboard.
Select the View Cube’s top front left corner and move
the Machinist Hammer into the middle of the frame.
Move the left side of this Move Block to line up with the
start of the previous Move Block.
Open the Transform tool, select the Head Body, hold down Shift,
select the Delrin Head, and move all 5 components upwards
1.50”. Click OK.
With the play head still at the 15 second mark, Transform the
Threaded Rod: 2 upwards 0.75”. Click OK.
EXPLODED DIAGRAM
With the play head still at 22 seconds, navigate to Drawing >> and select
From Animation workspace.
Navigate to the Tables menu and select the Parts List tool. Click on the left side of the page to open a
table automatically filled with information about the components inside the assembly.
This will reference their name, Quantity, material, and a blank box under the description for additional
information, like a Vendor ID. Click and drag the balloons to shorten their lines and organize the space.
Navigate to the Tables menu and select the Balloon tool.
Note that they don’t get their own individually numbered balloon,
as the first Threaded Rod has a Quantity of 4, so all 4 components
will receive a #2 balloon.
As you can see, this is a powerful tool that can assist you in your
next big manufacturing project!
CHALLENGE
Animate the Pizza Cutter project from
Chapter 5 and make exploded diagram
with the correct Physical Materials.
@Vasile
User #498
297
CHAPTER 10 QUESTIONS
1. Where is the Scratch Zone? 7. What is the highest exporting resolution?
a. Timeline a. 1080p
b. Browser b. 720p
c. Animation Toolbar c. 4K
d. Export dialog box d. 480p
2. View Blocks will show … ? 8. True of False. After exporting, annotations
will not be visible in the final video.
a. Zoom
9. What is a balloon?
b. Camera movement
a. This is not a real term in CAD
c. Panning
b. Annotations that point to steps in
d. All of the above the storyboard
3. How would you change the length of a c. Circles that point to components
Block?
d. Another word for the Detail View
a. Edit the duration in a Drawing
b. Drag edges of the Block 10. Tables in drawings are often used to chart
c. Set Start and End time information about each component. Which
of the following would you least expect to
d. All of the above find in a table?
4. True or False? View Blocks, Rotate Blocks a. Cost
and Move Blocks can exist all the same
time. b. Material
HOW
HOW TO
TO MANUFACTURE
EXPLODE YOUR PART
PROJECT
ON A CNC
WITH
AND REBUILD
COMPUTER-AIDED
THEM MANUFACTURING
WOODEN LONGBOARD
ELECTRIC GUITAR
299
CAM
In this chapter, you will learn how to use the Computer Aided Manufacturing (CAM) workspace
inside Autodesk Fusion. You will model and then design a manufacturing process (called a
toolpath) for making a longboard skateboard and an electric guitar.
Computer Numerical Control (CNC) is automated machining that feeds information from a 2D
or 3D model into a machine such as a mill, router, or lathe that cuts it out. These machines are
increasingly used in all types of manufacturing and will likely only increase in popularity over the
following decades.
CNC is a general term that can be applied to several different types of machines that yo wouldn’t
normally call a CNC such as 3D Printers, Plasma Cutters, and Laser Etchers. The difference is
that 3D Printers are additive machines, and CNC Routers or Mills are subtractive as they remove
material.
TIME ESTIMATE:
2 HOURS
KEY LEARNING:
Exploring the basics of the
CAM/manufacturing workspace
A stock box and how it relates to the
D I S C O R D L I N K : real-world material
INTRODUCTION
Computer-controlled machining (CNC) has revolutionized the manufacturing world and is expected to
grow in popularity over the next decades. Although skateboards can be made by hand, an automated
machine allows for near-perfect replication of drilled holes, board shapes, and manufacturing processes.
In addition, the process can be scaled and replicated without using dangerous woodworking machinery
such as table saws, ultimately reducing the risk of injury.
The longboard skateboard makes for an excellent introduction to the manufacturing workspace since it is
a relatively simple object that does not require machining on both sides and requires a limited number of
tools. In addition, this project can be made and used in real life if you have access to a CNC.
CAD
Set your Units to Inches and start a Sketch on the Top Plane.
Some CNC machines accept metric Units, and others imperial. You will design this
skateboard in Inches but can export it in Inches or Millimeters later.
Make a 4” x 33” Construction Rectangle with its bottom left corner Coincident with
the Origin. This is a symmetric design, so the left vertical line will be used as a Mirror
Line.
Draw a line from the bottom 3-point arc’s end that is 12”
up and 3.625” to the right of the Origin.
302 CHAPTER 11 CAM
Mirror the sketch across the rectangle’s left vertical line and Finish the Sketch.
Add a Bamboo appearance to the part and add a 1” fillet to the 2 edges at the back of the board as
shown. Add 0.125” chamfers to all 8 top holes, make a new Sketch on the top face, type O for Offset,
click the top edge, and set the Offset to -0.50”.
Using the Text tool, write words of your choice, set the Height to 1.5”, and change the Font to American
Typewriter or an equivalent Font.
Extrude this text down -0.125” and click OK. If this feature doesn’t work and gives you an error, choose a
different Font.
CAM
Navigate from the Design workspace to the Manufacture workspace, where the CAM portion of this
chapter will take place.
If, for some reason, yours are not, you may need to play
around with the Orientation dropdown menu and click the
colored axes arrows to reorient them.
These white dots are Stock Points (AKA Datum Points) and act as a home location for referencing the
geometry. It can be thought of as the Origin of the CNC where all locations are measured from. Click
OK.
This project requires 3 tools: a drill bit, a countersink bit, and an end mill. The
countersink bit can be imported from Fusion’s tool Library, but you will custom-
make the drill bit and end mill.
Navigate to Manage >> and select tool Library. Right-click Cloud, click New
Library and name it CADclass CNC Tools. This Library will be filled with cutting
tools for your projects. Because Autodesk Fusion is a Cloud-based software, you
can sign in on any computer in the world and see all your files. Many CNCs in
workshops have dedicated computers or shop laptops available for use that are provided so they can get
covered in sawdust instead of your nice personal computer.
Click the ( + ) symbol at the top of the screen to make the first
tool.
Click the Cutter tab, where you can enter the dimensions of your
drill bit. This drill has 2 flutes and is made of high-speed steel
(HSS), standard hard steel.
Navigate to the Cutting Data tab where you will input values
known as feeds and speeds.
Click the + sign at the top of the screen to add a new tool
and choose the flat-end mill.
Name this tool 1/4” End Mill and enter the following
details in the Cutter and Cutting Data tabs.
You can use a premade tool to add the countersink to the hole. Select Tutorial Tool (Inch) on the left side
column, scroll down the list, right-click 19- ½” 45deg (Engrave/Chamfer mill), Copy Tool, navigate to
your CADclass CNC Tools Folder, Ctrl/Cmd + V (Paste), to add the tool to your tool list.
Select the tool, which will bring up the tool Library, and select the 3/16”
drill bit you created.
LONGBOARD 307
Select the Heights tab. Click the check box next to Drill Tip
Through Bottom, which lets the drill bit’s tip pass through the
longboard. Click OK.
Click OK.
308 CHAPTER 11 CAM
Most CNC Router projects are cut on a surface known as a Spoil Board, a
sacrificial sheet of material that is okay to cut into, but only lightly, hence
0.008”.
Click on the Linking Tab, set the Ramping Angle to 10 degrees, and
set the Maximum Ramp Stepdown to 0”.
The Dialog Box houses lots of good information about how you can view the simulation.
At the top, you can set whether to see the tool or the holder, or whether the tool is transparent or has a
point on the end. Like all new menus, it helps to take extra time to review the functionality before moving
on.
310 CHAPTER 11 CAM
Click on the Statistics Tab to see the estimated CNC cutting time. The real
life time will be about 10-20% longer because most CNC simulations
ignore the time of the tool retracting. You can also right-click each of the
operations in the Browser to see its individual Machining Time.
Select the Drilling operation in the Browser. You will export the
operations using the Post Process tool in the Actions menu.
Note that each CNC has its own post processor and it can
be dangerous to start a file on a CNC that was designed for
another.
Name the file 3/16 Drill, select a folder, set the Units to mm, and save the file. If you do not have a post
processor selected, you cannot save this file, and you can exit the window. Repeat this process for the
other 2 Operations. These files will be saved as .NC or a numerical control file.
Now it’s time to take your skateboard to a CNC and make it!
DISCUSSION
CNC or hand tools?
It is easy to assume that a CNC will magically make an entire project with minimal work on your part, but
it is often more efficient to perform some of the manufacturing steps by hand, and the rest can be done
on the CNC. Match the complexity of the job to the complexity of the tool.
In other words, CNCs are great for repetitive tasks or tasks that require high precision, but simple
Operations like routing a radius on the outer edges are sometimes better done by hand.
LONGBOARD 311
Usually, this value is higher with smaller diameter bits since higher speeds eject more wood chips and
dissipate heat. But in this case, the drill bit is held in place by a heavy tool called a Jacob’s chuck which
adds considerable weight relative to the bit. For that reason, most CNCs Discourage speeds over 5000
rpm when using these drill chucks.
Tabs
Tabs prevent the project from being picked up by the cutter. The more tabs, the more
work to clean up. The fewer tabs, the more likely they will break off and your part
moves.
Datum Point
CHALLENGE
Make a custom wooden sign with
engraved letters and a decorative border.
Download an SVG online and use the
Engrave tool with a 90-degree V bit to cut
out the letters and a 1/4” end mill to carve
out the profile.
@Conny
User #485
C H A P T E R 1 1
Rock on!
TIME ESTIMATE:
3.5 HOURS
KEY LEARNING:
Roughing and Finishing passes and
their differences
Calculate feeds and speeds
Make non-45-degree chamfers
D I S C O R D L I N K :
DD Doule-sided CNC pro#ects
ELECTRIC GUITAR 313
INTRODUCTION
Designing and creating a toolpath for an electric guitar is a great intermediate Computer Aided
Manufacturing (CAM) project. It has an adaptable shape, standard cavities that are difficult to make by
hand, and features on both the top and bottom, meaning you must flip the workpiece over and machine
the other side. In this lesson, you will continue to explore the CAM workspace as you model and design
the toolpath for an electric guitar. Rock on!
CAD
Set your Units to Inches. Download the guitar image found at
CADclass.org in the FREE DOWNLOADS tab.
Navigate to Insert >> and select Canvas. Select the guitar picture,
and click the Top Plane. Rotate the image to -8.5 degrees so the
strings are vertical. Click OK.
Make a new Sketch on the Top Plane and add points at each curve’s
highest and lowest points.
In general, the fewer points you place on the profile, the better the
Fit Point Spline will work. Highlight them all and apply a Fix/Unfix
constraint so they don’t move.
Make an “L” shape to join the top of the guitar Body to the neck.
314 CHAPTER 11 CAM
Extrude Cut the Slot through the entire Body. Extrude Cut the 6 holes
-0.625” into the Body.
Start a sketch on the guitar’s underside to make a large cavity for the
electronics. Press O for Offset, select the guitar’s outer profile, and add
a -0.75” inward Offset.
Draw a vertical Construction Line and mirror the Offset profile about this
line. Move the line until the mirrored curve encloses the extrusion cuts,
and add a Fix/Unfix constraint.
Add another inward Offset to the guitar profile of -1”; you cannot
apply an Offset to an existing Offset. Add an inward 1/4” Offset to
the mirrored profile.
Add 3 pairs of equal Concentric circles (3/16” and 1/2”) to the left
and right of the new Offset curves. Join the centers of the right 2
circles with a 3.125” vertical Construction Line. Join the left circle
to the midpoint of the vertical Construction Line with a horizontal
Construction Line.
318 CHAPTER 11 CAM
Extrude the 5/16” circles -0.5” into the guitar Body, and the Offsets and the 0.5” circles -0.125”.
Finally, extrude the inner profile down -1.375”. This will leave you with a large internal cavity, a depressed
rim to rest a Housing plate, 3 holes for mounting screws, and 3 bulged areas that prevent the wood from
splitting when the screws are installed.
Flip the guitar over and start a new Sketch on the top surface.
The horizontal distance will vary based on your Original spline tracing.
The value should be about 1.1”, but you can increase or decrease in
small increments until the sliver is negligible.
ELECTRIC GUITAR 319
CAM
Navigate to the Manufacture workspace and change your Units to
Inches.
Make a new setup and place the stock point in the top left front
corner. When the material is flipped over, the new stock point will be
in the same place but with an underside view. Click OK.
Double-click the new setup in the Browser and name it Top
Operations.
Navigate to the Stock tab and set it to Relative Size Box. Add 1.5” to
the Stock Side Offset and 0” to the Stock Top Offset. Click OK.
Select the 2D contour tool and use the 1/4” end mill to Cut the
bottom profile. Add tabs with 4” spacing.
Set the Safe Distance to 0.2” in the Linking tab and enable
ramping. Click OK.
320 CHAPTER 11 CAM
Select the 2D Pocket tool in the 2D menu. Select the 3 faces shown
and use the 1/4” end mill.
Navigate to the linking tab and set the Safe Distance to 0.2”. Click
OK.
Once again, you will use the 2D pocket tool to Cut halfway through the slot.
Click the slot’s bottom edge, set the Bottom Height to 0.875”, change
Multiple Depths to 0.25”, uncheck Stock to Leave, and change the Safe
Distance to 0.2”. Click OK.
Navigate to the Passes tab, change the Stock to Leave to 0”, and
set Maximum Roughing Stepdown to 0.1”. Click OK.
Use the Drilling tool to drill out the 2 large holes on the top surface.
Open the Drilling tool and change the tool to the 3/32” End Mill. Select your
Custom tool Folder and change the selection from Hole Making to Milling on the
right side of the tool Library.
Typically end mills are not used to make plunge cuts, but if the
end mill’s blades go to the center, they can be used this way.
Navigate to the Heights tab and check the box to allow the
drill bit to Drill Tip Through the Bottom. Click OK.
You will use the Slot tool to carve out the slot between the 2 holes.
Select the same 3/32” end mill and select the bottom edge of the slot.
Set the Stock Point in the Top, Left, Front corner. Click the
X, Y, and Z arrows until they point in the same direction in
the photo. X should point down the width, Y should point
down the length, and Z should point up.
ELECTRIC GUITAR 323
In the Geometry Tab, check Select Same Diameter, click Select next
to Hole faces, and select any of the 4 holes on the neck or the 3
holes for the electronics cavity. Click OK.
Cut out the other half of the slot by running a 2D Pocket, using the
1/4” end mill, and selecting the bottom edge.
This will cut out the rest of the material, leaving a cut-through slot.
You don’t need to perform this Operation in 2 cuts if you have a long
enough end mill. Unfortunately, you are often limited by the length of
the cutter or by the maximum vertical travel the CNC allows.
Use the 2D Pocket tool again with the same settings, but select the
back cavities bottom. Click OK.
This is the largest cavity and will take the longest time to cut. Right-
click the Operation in the Browser and select the machining time to
see an estimate of how long it will take.
Cut out the guitar’s profile from the stock with the 2D
Contour tool. The tabs you created earlier will hold it in
place.
If you select the bottom edge, you will see the cut-in from
the chamfer. To correct this, set the Bottom Height to From
Stock Bottom with an Offset of 0.875”.
Finally, post the files into group files that share the same tools. This project requires the following posts:
1. 2D Contour (Top half of profile), 2D Pocket (neck and pickups), 2D Pocket (Top half of bridge), 3D
Pocket (Chamfer Roughing), 3D Parallel (Chamfer Finishing), and Drilling (2 holes).
2. 3/32” Drilling and 3/32” Slot.
3. 5/32” Drilling
4. 2D Pocket (Bottom half of Bridge), 2D Pocket (Cavity step), 2DPocket (Back cavity), and 2D
Contour(Bottom half of profile).
ELECTRIC GUITAR 325
DISCUSSION
Feeds and Speeds
If you are serious about machining, you will inevitably come across Discussions about feeds and speeds.
The spindle speed refers to how quickly the cutter head spins. The cutting federate refers to how quickly
the cutter head travels along the workpiece. And the surface speed refers to how quickly the cutter head
travels in one revolution. Rather than go more in-depth here, since this is primarily an Autodesk Fusion
CAD workbook, we suggest you research this topic online or seek mentors in the CNC field. This topic is
explored in great depth by people who use this machinery every day.
Flipping Stock
A common problem in double-sided machining is how to reference the stock when flipping it over. There
are a variety of ways to do this such as dowels, registration pips, and fixed squared corners. If you’d like
to know more, we suggest you research this advanced topic online.
Cutting Data
This is a broad topic and the math here is simplified. For the 1/4” End mill, you only need to know 2
values; how fast the cutter rotates (speed) and how fast it travels (Feed).
Surface feet per minute (SFM) is the speed of the blade’s outer point as it moves past the material. This
326 CHAPTER 11 CAM
constant number will decrease if your material is rigid and will increase if your material is softer. Wood
has a value of 1500. 3.82 is the conversion from the tool’s foot circumference to its diameter in inches.
This is how fast the spindle will be spinning. If you used a 1/2” end mill on a machining plastic like Delrin,
which has an SFM of 800, your spindle speed would be = 800 * 3.82 / 0.5” = 6112 RPM. To work out
how fast the tool needs to move linearly, use this formula:
Feed Rate (in/min) = Speed (RPM) * Chipload (in/rev/flute) * # of Flutes * Depth Modifier
Chip load is the literal size of the sliver of material cut away and can be found on a chart as a decimal
value relative to the tool’s diameter. Softwood, like our project, is ranked as 0.007”-0.009”. You used
.008” in this project.
Flutes are the number of spiral grooves in the cutter; 2, 3, 4, 6, and 12 are the most common in that
order. The more flutes you have, the more material you can take off in the same amount of time, but the
more expensive the tool.
Depth Modifier is how deep your Cut is divided by the tool’s diameter. If you are only cutting a 1/4” deep
with a 1/4” End mill, the Depth Modifier is 1.
These are the basics of CAM feeds and Speeds. This topic is better explored in-depth using resources
dedicated to CNC machining and routing.
3/32 End mill Calculation:
Reduce this value to 25,000, usually the standard maximum RPM for CNC routers.
Feed Rate = 25,000 RPM * 0.008” * 2 Flutes * 1/2 Depth Modifier = 200 in/min
The depth modifier is half of the tool’s diameter for safety. In reality, you would run a series of tests to
see how fast you can push your tools for maximum profit, but since this is a one-off, you will run this job
slowly.
CHALLENGE
Most surfboards are made out of a large piece of Styrofoam and then fiberglassed to retain buoyancy
and rigidity. Use the surfboard model made in Chapter 1 to make a CAM file that can be Cut on a router,
flipped, and Cut a second time. Note that the cutter can Cut significantly faster in foam than in wood, so
you will need to research these values.
327
CHAPTER 11 QUESTIONS
1. What does CAM stand for? 8. What are CNC Tabs?
a. Computer Aided Manufacturing a. Stopping and starting points of the
toolpath
b. Computer Aided Making
b. Cutting Speeds list
c. Computer Altering Modeling
c. The tip of a drill bit
d. Computer Altering Manufacturing
d. Small pieces of material used to
2. True or False? Stock box represents the secure the part to the stock
physical material being cut.
9. Which tool would be the best option to
3. Where is the best place to put the stock clear out a large cavity?
point for an engraving procedure?
a. 3D Pocket
a. Bottom Corner
b. 2D Pocket
b. Bottom Middle
c. 2D Contour
c. Top Middle
d. Parallel
d. Top Corner
10. True or False? Multiple CAM operations
4. True or False? Drilling speeds should using the same tool, can be grouped into
be set very high because of their small a single file.
diameter.
5. The Green arrow on a CAM toolpath
represents what?
a. Confirmation of a passable
toolpath
b. The entry point of the toolpath
c. The exit point of the toolpath
d. Location of the datum point
6. To cut out a simple circular profile, you
would use which tool?
a. Drilling
b. 2D Pocket
c. 2D Contour
d. 3D Contour
7. Where can countersink bits be found?
a. Machine Library
b. Local Library
FULL ARC
To conclude this book and reflect on everything you’ve learned, you will design a space sword prop,
combining many different aspects of Autodesk Fusion into one large project. You will use concepts
from each of the following chapters: Assemblies, Joints, Mechanical Design, Engineering Drawings,
Appearances, Rendering, and Exploded Diagrams.
We hope you enjoyed this workbook and wish you success with your new CAD skillset. We’d love to hear
from you if you have any questions, comments, or feedback. You can reach us by email at create@
CADclass.org, through our website at CADclass.org, or via Discord Discord.gg/5hbt6xDPqf
Lastly, reflect on where you started and where you are now. Did you experience a transformation in your
skillset? Are you feeling confident with digital CAD design? What do you plan to do now?
Good luck and happy modeling. It has been a pleasure working with you!
TIME ESTIMATE:
5 HOURS
KEY LEARNING:
Combine all of your knowledge
amassed over the program into one
large project
D I S C O R D L I N K :
DD
SPACE PROP HILT 331
INTRODUCTION
This large CAD project will combine skills from most previous chapters. Consider it as a final test of your
accrued skillset. It requires knowledge of Assemblies and Joints to make the CAD model. You will take it a
step further to make a film-accurate rendering, an Engineering Drawing, an Exploded Animation, and an
Exploded Diagram to show off all the parts.
CAD
Emitter
The bottom horizontal line and the right vertical line are Coincident with the Origin. Dimension the Sketch
and verify it is defined in the Browser.
Brass Shoulder
Revolve the profile about the X-axis, set the Physical Material to Brass, add an M6 thread to the hole, add
0.4 mm chamfer to the external corners, and 0.4 fillets to the internal corners.
SPACE PROP HILT 333
Aluminum Shoulder
Open the Appearance tool, search and download Powder Coat - Rough
(Black).
Change the Apply To to Faces and drag the Appearance onto all the surfaces
except the left and right faces.
Because the Aluminum was added before the Black Powder Coat, the effect is
a part with worn away edges, exposing the shiny metal underneath similar to
how a weathered part would look in real life.
Ribs
Mirror the hole feature about this midplane, add a 0.4 mm chamfer
to the left outer edge, and Hide the Construction Plane.
Add the Black Powder Coat Appearance to the inside angled faces.
You can click the View cube’s Front face, hold down Ctrl, select all
21 faces (which highlights them in blue), and drag the Appearance
onto 1 of the faces to apply it to all selected faces.
SPACE PROP HILT 335
Block Body
Activate the Root Component and
make an Internal Component
called Block Body and Sketch on
the Rib’s left face.
Extrude the lower profiles 54 mm away from the Ribs and set the Physical Material to Aluminum.
Add 0.4 mm chamfers to the left and right faces and an M6 thread to the central hole.
Open the Hole tool. Change the placement from Single Hole to
Multiple Holes and select the 2 points.
Back Body
Activate the Root Component,
make an Internal Component
called Back Body, and make
the following Sketch on the
Front Plane.
Revolve the profile about the X-axis, set the Physical Material to Aluminum, add 0.4 mm chamfers to the
part’s outer edges, and an M6 thread to the hole.
This part is short enough where 2 mirrored holes, like the Rib components, aren’t necessary, and a long
threaded hole is easy to manufacture.
Activate the Root Component and add an As-Built Joint to the Block Body.
Pommel
Make an Internal Component called Pommel and Sketch on the Front Plane.
This is arguably the hardest component in this project. As you will see, most
complex projects that seem
intimidating to model are
simply made up of simple
individual parts.
Project the Back Body’s leftmost face and draw lines from
the projected points to make an enclosed profile.
Add a 0.4 mm chamfer to the left outer edge, click the ( + ) symbol, and add a
2 mm chamfer to the right outer edge.
Large chamfers hide imperfections in Joints where parts are screwed together.
Make a new Sketch on the part’s left face and draw an upside-down
trapezoid. Add Equal constraints to the angled lines and a midpoint to the
bottom horizontal line. Add a vertical Constraint between this midpoint and
the Origin.
Make a new Sketch on the Top Plane, project the lower fin, and add
a point at the midpoint.
Activate the Root Component, Show all components, and add a Rigid As-Built Joint to the Back Body.
D-Ring
Save this file, navigate back to the Space Prop Hilt file, open
the Data Panel, right-click the D-Ring file, and click Insert Into
Current Design.
Block
Turn on all the components
and make a new Internal
Component called Block.
Import the small flathead screws, 91430A150, with the McMaster Carr
tool and rigidly join them to the bottom right countersunk holes.
Use the Duplicate With Joints to add a 2nd screw to the lower left hole.
Sub Block
Create a Sketch on the Block’s front face, project the leftmost circle, and sketch a 12 x 7 mm Center
Rectangle. Extrude this circle into the Block 4 mm.
Add a 1 mm chamfer to the front face, set ABS as the Physical Material,
and make the appearance black.
Activate the Root Component and add an As-Built Joint to the Block
Body.
Arrow Button
Activate the Root Component and add a Rigid As-Built Joint to the Block
Body.
Add Collinear constraints to the left vertical line and left projected
line, the right vertical line and the right projected line, and the
bottom horizontal sketch line and the horizontal projected line.
Add 0.4 mm chamfers to the top 2 rails, as shown in blue. Click the
( + ) symbol and add 1.2 mm chamfers to the hole’s top edges.
Activate the Root Component and add a Rigid As-Built Joint to the
Block Body.
Chip Card
Make a new Sketch on the top face and draw a rectangle on the left side. The
total width of the Chip Card is 53.2 mm; to get 13 equally spaced extrusion cuts,
set the rectangle’s width to 53.2 / 13 / 2 mm.
Extrude Cut this profile -0.5 mm and set the Physical Material to Gold.
Rectangularly pattern the extrusion 13 times along the length of the part with a
Spacing of 53.2 / 13 mm.
Add the Black Metallic Paint to the 13 groove’s bottom faces. Activate the Root
Component and add a Rigid As-Built Joint to the Brass Chip Tray.
Blade
Show all components and make a new Sketch on the Front Plane.
There are several ways to draw the following Sketch.
SPACE PROP HILT 345
ENGINEERING DRAWING
Select the Projected View tool and select the Base View. Move
your cursor downwards, click below the Base View, and click
the green check mark.
Click and move the new view and click Shift to move it to the
right of the Base View.
Add another Projected View to the bottom left corner of the page.
Select the Base View and click above and to the right of the Base View to
make an Isomeric view. Set it to Shaded and 3:2 Scale.
Add a Center Mark to the center of the radially drilled hole and
set its 5 mm distance to the right face.
Save this file to the folder and navigate back to the Assembly
file.
SPACE PROP HILT 347
RENDERING
Navigate to the Render workspace.
Open the s tool and open the Environment tab. Download and click and drag the Dry Lake Bed
environment into the background. Make sure you change the Background to Environment.
Return to the Settings tab to adjust the scene’s brightness. Adjust the brightness to 20,000 or less, and
analyze the aluminum parts. You should see details like reflections of the blue sky and the sandy ground.
EXPLODED ANIMATION
It is best to break the Space Prop into 2 subassemblies: the Block and the Hilt.
Move the playhead out of the way and move your cursor
to the left side of the lightbulb icon until you see a left and
right arrow. Click and drag it to the 2-second mark.
Play the video to see the Blade for 2 seconds and then slowly
disappear for 3 seconds.
With the playhead at 11 seconds, Hide the component and start the
transition at 10 seconds so it disappears while moving.
Zoom in slightly from 18 to 20 seconds to show a closer inspection of the Subblocks, arrows, and small
bolts exploding sequentially.
Over the same time interval, manually explode (not Transform) the D
ring towards you.
You can’t Transform the D Ring since it is at an angle and will not
move in the same X Y Z directions as the other components.
Move the playhead to 34 seconds and move the view to the top
right isometric view on the View Cube with the end of the Ribs
in the top left of your screen.
Move the Balloons around the model so they are all evenly spaced and don’t overlap. Add extra Balloons
to the second Phillips bolt and the second Sub Block.
Once this is done, save the file as a reference image, and this project is done!
Congratulations on finishing this textbook; we hope you learned enough to bring your creativity to life.
When you started, you likely had little familiarity with Autodesk Fusion or CAD modeling. Now, after
working through 27 projects, you’re on the path to becoming a master. We wish you success if you decide
to start a company, continue as a student, or move on to new endeavors.
If you’ve enjoyed this workbook, please leave us a positive review. If you have ideas or projects you’d like
us to consider in our next book or feedback about what we can improve, email [email protected]
or leave a comment on Discord. You rock!
B
Cutter tab 305 Feature 17
Cylinder 77 Fillet 46 J
Balloon 296 Join 35
Cylindrical 154 Finish Sketch 25
Base View 258 Joints 117
Fit Point Spline 26
Body 25
D Fixed Size Box 304
Boundary to Selection 320
Data Panel 15 Fix/Unfix 27 K
Bounding Box 304
Decal 222 Flag Revolve Icon 203 Keep Tools 279
Box 69
Decal Appearance 43 Flatten Ground 235 Knurls 92
Break View 258
Decal Thread 116 Flip 46
Browser 16
Bump Map 213
Delete All Unused 216 Focal Length 236 L
Density 103 Folder 16 Laser Cutter 176
Depth of Field 236
C Designation 151
From Preceding Setup 322
Full Length 81
Line 57
Linear Precision 259
Calibrate 211
Design workspace 17 fx 90 Linetype 90
Canvas 43
Detail View 259 Linking tab 319
Centerline 90
Dialog Box 43 Local render 237
TOOL REFERENCES / INDEX 355
The CADclass Tinkercad Workbook includes engaging projects and exercises that
gradually increase in complexity, developing your skills step by step. Each section offers
detailed instructions, helpful tips, and practical examples that make learning enjoyable
and effective. Whether you are a student, teacher, or hobbyist, our Tinkercad workbook
is an invaluable resource that sparks creativity and sets you on the path to becoming a
proficient 3D designer.
Explore the world of Tinkercad with CADclass and discover how easy and fun 3D
modeling can be. Visit CADclass.org to learn more about our Tinkercad workbook and
other educational materials to help you achieve your design goals.
FUSION
SORTCTS
DESIGN WORKSPACE ANIMATION WORKSPACE
Appearance A Auto Explode All Le4el U
As-!uilt Joint Shift8J Manual Explode E
Compute All CTRL 8 B CMD 8 B Pu!lish Video P
Extrude E Transform Components M
Freeform Selection 2 View C
Hole H
Joint J CAM WORKSPACE
Measure I
Duplicate CTRL 8 D CMD 8 D
Model Fillet F
Generate Toolpath CTRL 8 G CMD 8 G
Design Shortcuts S
Scripts and Add-Ins Shift 8 S
Mo4e M
Show Log CTRL 8 L CMD 8 L
Paint Selection 3
Press Pull Q
Show/Hide
RENDER WORKSPACE
V
Component Color Shift8 Appearance A
Window Selection 1
SYSTEM COMMANDS
SKETC WORKSPACE Reco4er7 Sa4e CTRL8Shift8S CMD8Shift8S
Sa4e Version CTRL8S CMD8S
2-point Rectangle R
Center Diameter Circle C
Line L CANAS SE ECTION
Construction X
Cop7 CTRL 8 C CMD 8 C
Offset O
Cut CTRL 8 X CMD 8 X
Pro)ect P
Or!it Shift8Clic*8Hold Middle Mouse
S*etch Dimension D
Pan Hold Middle Mouse
Trim T
Paste CTRL 8 V CMD 8 V
Redo CTRL 8 CMD 8
DRAWING WORKSPACE Undo CTRL 8 Z CMD 8 Z
Balloon B Zoom Roll Middle Mouse
Center Mar* C
Dimension D
Mo4e M
Pro)ected View P
Text T