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<time class="post-full-meta-date" datetime="2018-08-03"
>3 August 2018</time
>
<span class="date-divider">/</span>
<a href="../tag/guide/">Guide</a>
</section>
<h1 class="post-full-title">
Biggest Rules of Modeling in Fusion 360
</h1>
</header>
<figure class="post-full-image">
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srcset="
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alt="Biggest Rules of Modeling in Fusion 360"
/>
</figure>
<section class="post-full-content">
<div class="post-content">
<p>
I recently had my friend create a model for me to 3D print and
it became immediately clear that while Fusion 360 is widely
available, it is not as beginner friendly as most people
online make it seem. This guide aims to highlight a few things
that are not as straightforward, or even really mentioned at
all in the Fusion interface.
</p>
<hr />
<h2 id="changezaxistoup">Change Z-Axis to up</h2>
<p><img src="../content/images/2018/08/zUP.png" alt="zUP" /></p>
<p>
For some odd reason, Fusion defaults to Y-Up, every other
program uses Z-Up so if you ever import anything to another
program it is going to be sideways. Change this when you get
started and save yourself some headache later.
</p>
<hr />
<h2 id="alwaysstartwithanewcomponent">
Always start with a new component
</h2>
<p>
<img
src="../content/images/2018/08/createComponent-1.png"
alt="createComponent-1"
/>
</p>
<p>
In a quick 5-minute project you can probably get away with
just doing an entire project without making a component, but
for anything larger making a component will make your life
much easier. Keeping the timeline clean is extremely
advantageous for multiple reasons. Mainly it allows you to
easily go back in time and make changes to each part, instead
of scrolling through a massive timeline that's full of every
modifier that you've used.
</p>
<p>
Fusion <s>can be</s> is buggy. The most common issue I come
across is when a Modifier doesn't want to update or editing it
makes everything after it break. While these issues still
occur when your project is broken into components, it is much
easier to manage when it does. Most of the time you just have
to scrub back in the timeline to where you made a feature and
do the feature over again from scratch. For some modifiers,
this isn't an issue in the slightest, but sometimes you have a
mirror with 15 features selected and it can be a pain to find
them all when your timeline is massive.
</p>
<hr />
<h2 id="parametersarevitalinlargeprojects">
Parameters are vital in large projects
</h2>
<p>
<img
src="../content/images/2018/08/parameters-1.png"
alt="Parameters"
/>
</p>
<p>
Parameters are like writing comments in Code. In my opinion,
there is nothing worse than having to go through an old model
trying to make a simple change when you must search for where
that change is defined, or even worse if the value is used
multiple times so you have to go hunting for it. Parameters
make life easier for current you, future you, and any other
poor soul that might have to modify your file. You can also
leave comments on parameters for added brownie points with
future you.
</p>
<hr />
<h2 id="utilizethebrowserandhideunnecessaryitems">
Utilize the Browser and hide Unnecessary Items
</h2>
<p>
<img
src="../content/images/2018/08/browserTree-1.png"
alt="browserTree-1"
/>
</p>
<p>
This one is basic; the Browser hides a ton of functionality in
it and most of the time it is easier to keep anything that
isn't necessary for what you're doing at the moment hidden. If
you still have a mess of lines and faces on your screen long
pressing the left mouse button can be a tremendous help. It is
also good to note that you can unhide old sketches to use them
again.
</p>
<hr />
<h2 id="offsetplanesandthelofttool">
Offset Planes and the Loft Tool
</h2>
<p>
<img
src="../content/images/2018/08/loftAndOffsetPlanes.png"
alt="loftAndOffsetPlanes"
/>
</p>
<p>
In parametric modeling, it's easy to get stuck in the mindset
of just wanting to start everything as cubes and cut them down
to the shape you want, but the loft tool wants to do this work
for you. You can create two sketches with the geometry you
need, have one sketch use the default plane (or define a plane
however you want), then the other on an offset plane, click
both profiles with the loft tool open and you're off to the
races. This is the closest that Fusion will probably ever get
to the amazing Generative Design Tools that CATIA has, but
this pretty much gets you where you need to go.
</p>
<hr />
<h2 id="mcmastercarrintegrationisawesome">
McMaster-Carr Integration is awesome
</h2>
<p>
<img
src="../content/images/2018/08/mcMasterCarrImport.png"
alt="mcMasterCarrImport"
/>
</p>
<p>
This integration completely takes the guesswork out of making
holes for nuts, bolts, or one of the literally thousands of
modeled parts. I generally import .step models and they look
great, import with the part number as the item name, and are
dimensionally correct. This takes literally all the guesswork
out of working with these kinds of components
</p>
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Biggest Rules of Modeling in Fusion 360
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