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Learn Fusion 360 - Complete Class For Beginners

teacher avatar Fusion Vibes, 3D Artist

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      01 Introduction

      0:43

    • 2.

      02 GUI Of Fusion 360

      6:43

    • 3.

      03 Basic Sketching Tools

      13:21

    • 4.

      04 Intermediate Sketching Tools

      11:10

    • 5.

      05 Advance Sketching Tools

      5:39

    • 6.

      06 Pattern Making in a 2D Sketch

      3:22

    • 7.

      07 2D Sketching Practice Set 1

      12:43

    • 8.

      08 2D Sketching Practice Set 2

      12:21

    • 9.

      09 2D Sketching Practice Set 3

      17:50

    • 10.

      10 Using the canvas tool

      9:31

    • 11.

      11 Basic Modelling Tools

      9:21

    • 12.

      12 Intermediate Modelling Tools

      7:38

    • 13.

      13 Advance Modelling Tools

      10:02

    • 14.

      15 Pattern Making in 3D Modelling

      7:48

    • 15.

      16 The construct toolbar

      4:45

    • 16.

      17 3D Modelling Practice Set 1

      14:32

    • 17.

      18 3D Modelling Practice Set 2

      6:10

    • 18.

      20 Sweep Vs Loft

      4:04

    • 19.

      21 Revolve & Emboss

      6:13

    • 20.

      22 The Inspect Toolbar

      6:04

    • 21.

      23 Rendering Workspace

      8:31

    • 22.

      24 Bodies Vs Components

      4:26

    • 23.

      25 A very simple assembly

      8:54

    • 24.

      26 Geneva Wheel Mechanism

      20:29

    • 25.

      27 Animation workspace

      5:57

    • 26.

      30 Ball Bearing

      8:24

    • 27.

      31 Lampshade

      11:02

    • 28.

      32 How to become a Fusion 360 certified

      7:42

    • 29.

      33 How to showcase your skills

      7:05

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About This Class

Welcome to the exciting world of Fusion 360! This comprehensive class is meticulously designed to introduce you to the power and versatility of Autodesk's Fusion 360 software, revolutionizing the way we approach 3D modeling, design, and manufacturing.

In this journey, we will master the key features and techniques of Fusion 360 together. Starting from the basics, we will learn how to navigate the software, create 2D models from scratch, and manipulate objects with precision. As we progress, we will delve into advanced topics such as 3D modeling, assembly design, enabling us to create complex designs and test their functionality before manufacturing.

Below are some important links for incorporating in the class

Fusion 360 for Personal Use 

Fusion 360 Educational License

Class Materials Download Link

Throughout this class, we will have ample opportunities to apply our knowledge through engaging hands-on exercises and projects. Don't wait any longer – let's embark on this empowering Fusion 360 journey together. Start Now!

Meet Your Teacher

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Fusion Vibes

3D Artist

Teacher

Join us in our vibrant corner of Skillshare, where collaboration meets creativity! Here, we don't just teach; we believe in learning and growing together. As certified AutoDesk Users & Professionals, we bring a wealth of knowledge and experience to the table, and we're excited to share it with you.

Why join us on this Fusion 360 adventure?

Because we're more than just instructors; we're your partners in exploring the fascinating world of 3D design. We're dedicated to AutoDesk Fusion 360, and we're passionate about helping you master its intricacies. Whether you're a beginner eager to grasp the basics or an intermediate user aiming to refine your skills, we're here to support your unique learning journey.

In our classes, we don't just focus on the technical ... See full profile

Level: Beginner

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Transcripts

1. 01 Introduction: Hi, I'm Jay Shaw, I'm a Fusion 360 certified user Auto Dec certified professional. I have over ten years of industrial experience, especially in design field. I will be your instructor in this course. I will be teaching you about sketching in Fusion 360. How to create three D models from the sketches. The rendering work space for creating realistic images and creating assemblies from components in the due process. We will also create some interesting designs as well. By the end of the course, you will also get to know how to showcase your skills and the way to become a Fusion 360 certified user. 2. 02 GUI Of Fusion 360: I assume that you have downloaded the software. Now is the time to understand the graphical user interface which is divided into nine parts. The first part being the application bar over here in the leftmost corner. Top corner is which houses data panel, file menu, the option to save your file, redo and undo. Inside the file menu, you can create a new design. You can open a design, You can upload a file that you have saved in your system. You can save it from here as well. You can export your files, you can share it, you can capture your image and many more. The second part is the data panel in which you can create new projects. You can see the designs that you have created. Also, you can add pupil or basically you can invite people to moderate or just to participate in the projects that you're making. The third part is this profile and help section over here where you can see the notifications from Vision 360. From the notification center, you can see the job status. If we are talking about assembly rendering and simulation, you can take help. You can see your Autodex account profile preferences or you can just sign out from here. Fourthly, we have the main toolbar over here. This is where the actual action begins. This tool bar has an option to change the workspace initially. By default it is design. You can change it to render animation, manufacture, drawing in some cases generate to design and simulation. Also, it depends upon the license that you are using. Inside this main tool bar, we have these taps which contains different set of tools. We will gradually come to understand when we are propagating through the course. Now, the fifth part over here is the browser. This browser houses all the things that you are creating. It's like a project tree. Here you have all the sketches of your project, the two diskatches, all the bodies that are made from these diskatches. You can see the origin over here and you can change the unit from this one from document settings. And when we are dealing with assembly, we will have different set of attachments over here. That is called components that will be highlighted over here. Then we have this view cube. This view cube is what shows the orientation of your three D model. This is basically the camera perspective here. As you can see, a home icon is made. If you are making any changes, you click on home. You'll go to the home position. Next comes this canvas. This grid like structure that you are seeing in which the three D model is sitting. This is called Canvas, as the name suggests. This is the place in which you draw, in which you extrude, in which you create your three D models, your assemblies, your rendering, and many more. Then we have navigation bar over here. Here you can change the views, You can make it a multiple view. You can adjust grid settings, you can hide this background grid. You can change the environment. By default it is photo booth. You can change it to these five options. Let's say it's dark sky. Let's change it again to, let's say Tranquility Blue. It depends upon your convenience in which environment you're comfortable to work with. Choose that environment only then. Over here we have some navigation tools. Let's say we are zooming too much out by scrawling the mouse to Joom. In and out you have to scrawl the mouse. If you're Jooming too much in, we want to see our model clearly. We will click on this fit option. If you don't want to scrawl the mouse, you want to just using the mouse clicks, you can click on zoom more here. And using left mouse button, you can drag it in and out. Now to get out of any command, get out of any navigation tools, you have to just press on exit. Then we have Pan. When we switch on this one, we can click and drag our model anywhere. This can be also done by pressing the middle mouse button and dragging it here and there. Then we have the most important navigation tool that is orbit. You can click on Orbit over here in the navigation bar and you can orbit here Thready Model. The shortcut for the same is pressing shipped in the keyboard and pressing the middle mouse button. This is the most convenient way. My recommendation in this regard would be to use as much as keyboard shortcuts as you can to save the time and make yourself more proficient with the software. Finally, we have the timeline over here. This timeline is what tells you what is happening in your project. Whatsoever has happened in your project. When we press on play, this will show all the steps that you have followed to create this particular model. That's it for the graphical user interface. In the next very lecture, we will directly start with today, sketching. 3. 03 Basic Sketching Tools: Since we are thorough with the graphical user interface of vision 360, let's start creating sketches. To create a sketch, you have to click here. Create a sketch. As soon as you do that, the origin will be visible, and if it is not, you can toggle it from here. Now you have to select a plane for that. Let's rotate it once. Let's select this plane. Now let's start with the most common command line. For that, you can invoke that command, the line command from here, or you can simply type L in your keyboard. The very first thing that this command is demanding is to place the first point. It's highly recommend that you always start with the origin itself in order to make your sketch more comprehensible. As soon as I click here and I drag the mouse, the line will start to be made. Let's place it in the horizontal axis. In the x axis, let's provide dimension as 100 millimeter. As soon as I have provided the dimension, two new things have appeared. First is the dimension that we have provided, and second is this small icon. This is what we call a constraint. A constraint is nothing but an entity which relates to sketch entities inside the software itself. This constraint here is telling that this line is a horizontal line, as you can see here. For horizontal, this icon is there. For vertical, this particular icon is there. We will understand all these constraints that are visible to you later on in the course. Now let's make another line. Click L in the keyboard. Or you can select from here, or you can select from here. Let's make it vertical, let's make it 50 millimeter and drag the dimension outside. Now let's say you want to make arc from this particular point. For that what we will do, we will invoke the line command again. But this time we are going to hold the left mouse button while dragging the mouse left words. As you can see, R can be made. Now you have to pay attention here. I have made the arc, but I have not clicked on the right button here, or I have not pressed escape button to close the line command. What is happening here? Since I have not done both of them, the line command is still active. We can create a sketch. Moving forward, we can, let's say, close this region. As soon as I've done that, you can see a difference in this sketch. These three lines, this one, this one, and this one. They're having black coloration. Where this arc and this particular line, they're having blue coloration. The reason behind the same is that these three lines are defined in the sketch. That means they're having a dimension and they're having a position and location where this, this line is not. For that we have to provide dimension to this arc itself. First, for that, you can select the dimension from here. Sketch dimension, or from here. Or you can simply press D in the keyboard. Let's provide a dimension, let it be 50 itself. As you can see, the lines, those were not defined are now defined. Now let's say I have to make a line which is a inclined one. I will again invoke the line command. Let's say, let's start from here. All right, these two lines are being made, These are inclined lines, but they are not defined for defining these two lines. What we will do first, we will try to give it a dimension, let it be 50 itself. But again, it is not getting defined. Let's provide angular dimension. For that, we will select the line, and we'll select this line, that will create a angle. Let's say it's 60 degrees. Again, it is not getting defined. What would be the reason behind the same? That means dimensions are there, but location is not defined. For that, let's give it a dimension from the origin itself. Let's say it's 25 millimeter. As soon as I have provided the position, as soon as I have provided the location, the line is getting defined. Now let's say I want to make a circle from this particular line. For that, I will invoke the circle command center, diameter circle. That means you have to provide a diameter to create the circle, or you can simply press C in the keyboard. Let's draw the circle of diameter. Let's say 50 millimeter. The circle is already defined because it's having a position, it's having a dimension. There is no issue with the circle itself. But this line is not getting defined. What we will do, we will make these two lines equal. For that, we are going to use constraint, this equal constraint. For that, we will select this line first and secondly, this line. As soon as we have done that, everything is defined in the sketch. Now as you can see, there are certain parts, there are certain portion in the sketch that are not desirable. Let's remove them by using the trim modify command. We will understand about all the commands in the coming lectures, but for the basic command, trim has to be there. For that, you can click here or you can just use the keyboard. By clicking. As you can see, the color of the area that can be trimmed is changing. We can trim it. As you can see, after the trimming operation is done, lots of area, this whole circle and this particular line, they are not defined. What we have to do, we have to define them for that, let's first start with the circle itself. To define this circle, what we will do, we will use the horizontal and vertical constraint. Here. What we will do, we will make this point which is corresponding to the arc that we have made earlier. And this point of the circle itself in the same line. That's what the horizontal and vertical constraint does. The rest, what remains is this particular line. For that, we have to again use the equal command, equal constrant command. The reason behind the same is as soon as we have trimmed the portions, the undesirable unwanted portions, the constraints are also trimmed. The constraints are removed. We have to, again, provide the constraint, but still it is not getting defined. That means location is missing. Let's provide location for this one as well. This was just a formality because it was already located in a perfect position. But position was not defined. That means we have to define the position. We have defined the position, and this particular line got defined. Now let's say you need to make a line which is inclined, but you want to provide the angle right away for that. First you have to provide the dimensions, and then you have to press Tab. Then you can provide the degree, the angular dimension. And your line is ready again. If you're providing a angular dimension in the other side, it will create the dimension. But this dialogue box will be there that will say adding this dimension will overconstrain this sketch. We will just simply click Okay. But this is not recommended that you over constrain the sketch. That means you don't have to crowd this sketch with lots of dimensions. As you can see here, this particular angular dimension is in bracket. This dimension is called a driven dimension. That means the changes in the dimensions. Let's say, let's make it 65. We'll change this dimension. This is a driving dimension, and this is a driven dimension. Let's change it again, then you will see that this is also getting changed if you want to swap the position of these dimensions. You can also do that. You have to just right click here and toggle. You can make it driven and then you can make it driving itself. If you want to delete certain section in this catch just left click, drag the mouse and delete the selected portions. Now let's say you want this whole sketch, this whole sketch to be exactly replicated below this axis. For that, we have mirror command, but there is a requirement, you need a center line for that. Let's create a line in between. Let's convert this line as a center line from the sketch palette. Now just select the mirror command. It will ask the objects to be selected. Select the whole object. As you can see, a exact replica is created here. But this replica, as you can see, is not defined. It is in blue coloration. We have to define it. But as you see, the sketch itself is looking cl's not looking very neat because of lots of constraints being added, lots of dimensions being added. For that, you can remove them from the sketch pet by toggling show dimensions and show constraints. We will have a neat sketch if you want, you can remove the origin as well by toggling here in the browser. Then we can have a proper neat sketch, as you can see here, in order to make this particular sketch the replica that we have created using the mirror command, in order to make this one as the defined one. For that we have to provide portion, we have to provide a location to this center line because as of now, the center line is not fixed. For that we will use coincident constrant. We'll click here. Click on the line, and then we will coincide, coincide. We are coinciding this particular line to the origin itself. As you can see, the sketch is fully defined. As soon as the sketch is completed, you can click on Finish sketch, or you can click here. Your sketch will be ready. As you can see, it is highlighted under Sketches in the browser. If you want to make any edits, right click here and just click on Edit Sketch. 4. 04 Intermediate Sketching Tools: Next, let's start with some intermediate commands. In Fusion 360, we will begin with creating a sketch, just like earlier. We will select a plane. The first command here is the rectangle. A two point rectangle, to be precise. To invoke this particular tool, to invoke this particular command, you can directly press R in your keyboard as well. Let's click it here. Specify the first corner. We are beginning with the origin itself. As we are clicking and dragging the mouse, you can see the rectangle is getting formed. Let's provide the width as 100, Press tab, provide the height as 50, and your rectangle is ready. Next is a three point rectangle. As the name suggests, you need three points to create the rectangle. Let's say this is the first point, this is the first corner. Let's say at 100 MM is the second corner. And as soon as we click there and drag the mouse in the other side, you can see the formation of the rectangle. Let's say the height is 50 and new rectangle is created. Finally, we have a center rectangle. As the name suggests, it's a center oriented rectangle. That means you need to provide a center point first, let's say this is the center point. As soon as we left click and drag the mouse outwards, the formation of rectangle can be seen with reference to the center point. Let's provide the 100 tab height as 50 and your rectangle is ready. Do not worry if the sketch is not defined. We are not making a proper sketch here. This blue coloration line will be there. We are just understanding these tools. Then we'll propagate to circle the center diameter circle using shortcut key C, we've already discussed. Let's propagate to two point circle here. We need to provide two points. Let's say we need to create a circle between the midpoints of these two lines of this rectangle. How to find the midpoint? Whenever we howard the mouse over this line, a triangle icon is being made. This is nothing but the midpoint of this particular line in this rectangle. Select this one, select similar in the other line with the triangular notification, triangular icon, and your circle is made. Next circle is a three point circle. As the name suggests, you need three points to create the circle. Let's say the midpoint of this one, the midpoint of this one, and the midpoint of this one. Your circle is created. Next one is a two tangent circle. Here you need two tangents, that means two lines are required to create the circle. Let's say this is the first line and this is the second line. As soon as we click both the lines, you can see the formation of the circle. Next is a three tangent circle. That means you need to provide three lines that tangent to the circle. Let's say this is the first line, this is the second, and this is the third line. A circle is created. Let's get rid of the dimensions because we don't require it, because we are only understanding the tools and get rid of the constraints as well from this sketch pallet. Next is arc. First we will understand a three point. That means we need to provide three points to create the arc. This is the first point, this one is the second point. For the third point, you can see the formation of the arc itself. It can be anywhere. Next is a centerpoint arc. That means you need to provide a center point. Let's say this point is the center point, this is the radius of the, let's say it's 50 millimeter again. As soon as I release it and drag the mouse leftwards or rightwards, you can see the formation of the arc. This dragging is angular, you have to provide degrees. Let's say it's 115 degrees. The arc created next is a polygon in which first is a circumscribed polygon, That means a circle is inside of a polygon. For that we'll click just provide the center point the diameter of the circle. Let's say it's 50. Choose the number of sites you want in the polygon. Let's say it's octagon, it's eight. And center here polygon is it's octagon. The next polygon is inscribed polygon, that means When we provide a centerpoint and drag outwards, you can see the polygon is inside of the circle. Let's say it's 50 again, and it's again octagon. You can see there's certain differences in these two. Next it's ellipse. For creating an ellipse, you need to first provide a centerpoint, then the radius of the major axis. Let's say it's 100. Then when we click here and drag outside, we have to provide the diameter of the minor axis. Let's say it's 50 click in your Alps. Ready, Next is a slot. Slot is a very important equipment in many industries and the design and the sketch of the same is also equally important. First, center to center slot. That means you have to create slot between two centers. Let's say this one and this one. Just provide the width and slot is ready. The next slot is oral slot. It's just like center center slot, but it will, it is created more efficiently. Next is a center point slot. That means you have to provide just a center point. Say, let's check somewhere here. Just provide the center point radius of the slot. You can see the slot is getting formed with reference to the center point. Just provide the width. Let's say it's 15 and your slot is ready. Then we have a three point arc slot. That means you have to provide three points. Let's say this one. This one. For the third point, you are getting a arc. Let's say this is the arc, and when we drag the mouse outwards, you can create the slot. Finally, we have a centerpoint slot. That means you have to provide a center, you have to provide the diameter, create the arc, and then create the slot. That's it for slots. Then we have a important, a very crucial and amazing tool called this Pline. This we will be studying in very detail in the coming lectures. This is like a aditable line. Just click, left click, anywhere, multiple number of times your polyline. In certain software this is called a poly line, but it's a pline here. The points, these points are called control points. When you're dragging these points, you can change the shape of pine. When we double click here the handles, they can change the orientations of different different areas where the control points are made. Then we have conic curve is somewhat like a three point but it's a bit different context that it is very much editable here. Also, you have to provide three points first, second, and for the third point, you can see the formation is conical. Also, as soon as we release the mouse click on the left mouse button, you can see this handle is occurring. Using this handle, you can change the shape, and even you can bring it down to a line as well. Then we have, if you need any reference point in any sketch, you can directly create a point in that sketch. Let's say I want a circle, somewhat like let's say here, let's sprite dimension between these two us 20. I want to create a circle here using this reference point. Then this point command comes handy. Lastly, we have text. In text, we can just create a text box. We can write here, let's say Fusion 360. You can fit this text on Curve as well, on any path as well. Let's select the path, and you can see this is occurring here, or you can simply have it as a text box. You can change the font. You can change the height. You can make it bold. You can make it tallic. You can flip it horizontally. You can flip it vertically. You can align it as center, or right, or left, whatever you want. You can align them in the middle, in the bottom, whatsoever you like. 5. 05 Advance Sketching Tools: Now let's understand certain advanced sketching commands. We will be utilizing this modify toolbar here, corresponding to to the sketching. Here we have fill it. Chamfer, trim, extend, break, sketch, scale, and offset. In order to understand this, let's create a rectangle. First, select Modify toolbar. Click on Fill It. This fillet actually creates Arc in a corner point. For that, we have to select first line and then a second line. Then as you can see, this handle appears. You can utilize this handle or you can provide the diameter here itself. Second in the line is chamfer. It's quite similar to fill it, but it looks quite different. Again, you have to select one line and then the second line and your chamfer is created. Next is trim that we have already discussed and then we have extend. In order to understand extend, let's create certain lines side this sketch itself. Now what does the extend commanders is that it extends the existing line to the next line or next sketch. And tight when I'm howing my mouse over this line. This red coloration that you can see here is extending to the next very surface, to the next very sketch. It just left click again. Left click, it will be extended. Same thing goes here and here. Now next is break. When we invoke the break command, it actually breaks the line or breaks the sketch tit at the intersection. If I'm howing the mouse over this line, nothing is happening because it's not having any intersection in between. It's semi intersection in the beginning or in the very end when I'm hoving the mouse over this line, this cross symbols in between when I left click here. This is getting break into two parts. This line is getting break into two parts. Same thing goes to goes for here as well. Then we have sketch scale, which basically scales up and down the sketch entities. Let's select this one. Select all the entities and select a reference point. I'm selecting origin here. As soon as I do that, you will get a scale factor here, you can provide the factors. Then what will happen? All the sketch entities that have been selected will become twice the size. If I provide 0.50 0.5 here, all the sketch entities will be hauled, let it be 1.5 Next, we have offset. When we click on offset and select the outline of the sketch, it will create offsets in either direction. You can use this handle or you can provide plus, minus here. But if you don't want the whole outline to be offset, you can just untick this selection, cross this one, and just select any particular line, you can offset it. Mirror command we have already discussed, but just for the sake of a better understanding, let's use it. For that. We have to provide a center line. Let's convert this line to a construction line. You can do that. Invoke the mirror command, select all the objects, then select the mirror line. As you can see, mirror is created. Let's hide the dimensions and constraints. Last but not the least, we have this move command. Actually moves the sketch antitis asperus your comfort. You can translate or you can rotate. But as you can see, even if I'm making changes in the actual object, the mirrored image, the mirrored replica of the same is not getting changed. 6. 06 Pattern Making in a 2D Sketch: Now let's understand how to make patterns in a two D sketch. For that, we will create a diameter circle using origin as the center. It can have any diameter. There's no need to have a specific diameter here. Let's convert this circle to a construction line. Let's create another circle somewhere here. Let's say now we want this small circle to revolve around this bigger circle in a pattern, but for this center point should coincide with this line, with this circle itself. For that, we will use coincident constraint. Select this, select this, it's coincided. Now, invoke the circular pattern. As soon as we do that, we have to select the object, which is obviously this circle. Then select the center point. As you can see, as soon as I have clicked on the center point, by default three circles are made. Angular spacing here is full if I provide angle to it, If I provide 180 degree angle, that means 180 degree, that means half of the circle will be having the pattern. Let's make it again full. Here you can change the number of quantities, that means the objects that we have selected. The same thing you can do by using this handle. By dragging right side, you are decreasing the number of objects that will revolve around the circular pattern. By dragging it left words, you can increase. Next is a rectangular pattern. For that, let's create a small rectangle here. Click on rectangular pattern, Select the objects. You have to select the whole rectangle here. Then you can drag this one right words, also by default having three increments. Now you can have it in one direction, or when we click on symmetric will have a symmetric increment. You can increase the number of quantities by dragging this. You can increase the number of objects by dragging this one. By dragging left, you're increasing. By right you're decreasing. Same thing goes here as well. Up is decreasing. Down is increasing. 7. 07 2D Sketching Practice Set 1: Since we have completed the basic intermediate and advanced tools of Fision 360 sketching, let's directly jump into creating an actual sketch. For that, we are going to use this particular sketch. My recommendation here would be to start from the bottom and make your way to the top and close the region, and then add additional sketch entities like these circles. This is my way of sketching in Fision 360 and any other software. This is my style. You can develop your own style. But in order to do that, you need to grasp the ideal way of designing. Then you can develop your own style of sketching. Here I will be taking this particular point as the origin and I will be creating this section for that, let's invoke the line command first. The first line is of a followed by a vertical line of 50 followed by a horizontal line of 80. It's 100 followed by 50 click followed by 80 click And then trace this particular point up to the point when you're getting this perpendicular constant icon. Then click this 150 millimeter line. Now we are all set to create the whole sketch. The foundation has been laid, just adjust the dimensions. Now there's two ways of doing this. Either you can just provide dimensions and then start creating this sketch. But for that, for certain regions you have to calculate. My recommendation here would be to give a rough patch, to create a rough sketch of this whole outline, this whole region. Afterwards, you can give the dimensions. Let's do that from here. I'm not making 100, I'm just clicking anywhere. Just make it up to the mark. A rough outline of the sketch is ready. Now we will be providing dimensions one by one. This is 100 and this is 150. Let's provide the dimensions. This is 100, this one is 150, it's already 150. Then this side it's 250. Let's make it 250. This one is 50. We are almost set. Now we have to provide certain constants to define the sketch. We will be using this colinear constraint. The two lines are colinear, as per the sketch. This two and this two are, and this two are, Let's make everything colinear. Lastly, this one. Now the sketch is fully defined. That means everything is in black coloration. Why I'm using the word fully defined always the reason behind the same is whenever you're making any future changes to the sketches, you need to have a fully defined sketch. Otherwise, what will happen? Any manute changes you're making that will trouble the sketch. That's why we need to have a fully defined sketch. That means dimension and location. Now the outline has been completed. Only two things are remaining, this circle and this circle. Let's start with this one. This one is 60 diameter circle. We will click. Let's play. Sit anywhere here, provide 60. It's in blue coloration because not defined. Because it's a dimensions there, but it's a location is not defined. We have to define the location. It's 75 from this line and 75 from this line. Let's give the dimensions, press D, select this one. Let's provide 75. Select this line. Select the circle. Again, provide 75. Now it's defined the next circle is of radius 40. It's R 40 written, that means it's a circle of 80 diameter. Let's create a circle of 80 diameter, it's 115. From this particular point, we can take this line as the reference. Let's select this line, this circle. It's 115. From this line, it's 80. Now our sketch is complete, and it's fully defined. For future uses, we can click on Finish Sketch. Now your sketch is finished, but your file is not saved. We have to save the file. And here comes the role of data panel. When we click on the data panel, you can see all your projects here, libraries and samples. These samples you can go through by yourself. Now, to save this one, you have to create a project. Let's say I'm creating Project Fusion 360 Sketching. I will be saving all the sketching files here. As soon as this project has been created, you can pin it in the top. Then when I click on Save, let's say this one was practice exercise zero. Then you can select here, this is the new project that we have created. Vision 360 Sketching. Here you can create a new folder under the folder name, we can say let's say section eight. I suppose it's lecture inside here you can see now how to access this file. Again, just double click the project, You can see lecture it. Even if it's not there, you can move it from here to lecture it. It's inside here. You can edit it. This editable sign is there. You can make it read only so that only people can read there. Is that. Then we can close this one. Now, the next sketch is this one here. As you can see, this dotted line, this dotted line is there. This is called a center line. We have to create a center line wherever possible. First, let's create the sketch. Select the plane line command from here. Here. Then you can see this area is 225. This is 300 and its orientation, Angular orientation is 150 degrees. Let's provide dimensions, this is 225, this one is 300. Angular dimension is 150. Now, since it's a center line, let's convert it into a center line by clicking on the sketch pallet here. Now in this end, we are having two circles, one of 45 diameter and another one of 90 diameter. Just click, see this one is 45. Left click again. This one is 90. Left click here, we have 1218120, followed by 180. Finally, here we have 30.60 it's 30, then 60. Now as the outline of the sketch is concerned, we have to create tangent lines everywhere. Invoke the line command, select from here, and click on this circle. As soon as you can see this tangency icon, this tangency constraint, same thing goes here as well. But as you can notice, this tangency is maintained at the end point of the line only. We have to provide tangency in the start point as well. For that, we will invoke the constraint tangent constraint. Select the circle, select the line tendency is maintained. Select the circle, select the line here, also, and here. Now a rough patch of the design of the sketch has been made. We have to remove some unwanted areas. Click on the keyboard, or you can click here, or you can click here and remove the unwanted sketch entities. Notice you will get a warning here because the sketch entities we're removing, we're up to certain point linked with certain constraints. That's why that warning. Was there nothing to worry in every sketch? There is one issue, there are some minute details, all is missing. As you can jom here, you will see these two lines are not trimmed. We can trim it from here. Now the sketch is fully complete. You can remove the constraints, remote dimensions, and as you can see, it's almost similar just for a minute detail. This particular arc, let's convert this one as a reference arc. Let's say this one again. Were in 360 sketching project that we have started, lecture number eight. Let's say this one practice exercise too. As you can see in the data panel inside F 360 project lecture eight folder, this is present. 8. 08 2D Sketching Practice Set 2: Now for this exercise, we are going to use this particular sketch here. As you can see. First we have to create a octagon of side 20 millimeter. For that, we will be using edge polygon just to specify the first point, let's start from the origin itself, 20, then provide the number of sides. It's octagon eight. Enter just adjust the dimensions. Then there is a other polygon, it's a pentagon of side 25. First what we will do, we will again use the edge polygon command. But we are not going here. We'll be using right mouse button. You can repeat the previous command select from anywhere from here. This does not give the dimensions yet. As you can see, the polygon is made. Now let's provide the dimensions specification. This one is 25, Let's provide this 25. The distance between these two, the octagon and the pentagon is six millimeter provide the dimension of six. It's already six, I suppose. Now next we will create a construction line between the midpoints. Let's convert it into construction. Now since this whole line, the edge of the pentagon is of 25, then obviously the half of it would be 12.5 Let's provide the dimension between this construction line and this point. It should be 12.5 This will define the pentagon inside. Next is a hexagon in between in the center of the hole sketch itself. What we will do, we will again create one more line passing through the midpoint of these two sides. Let's convert it into a construction line. Then we can create a circumscribed polygon. A circumscribed hexagon here. For that, click here again, circumscribed polygon. Select the point intersection, just zooming to make it conform. Then it's 26 millimeter from this point to this point, or you can say from this side to this side. Let's provide the dimensions. It is 26, It is still not defined. We can provide some constraint. Let's make it horizontal, it's been defined. Then we have the final thing in the sketch, this rectangular look sketch entity here. But we cannot create a rectangle here. If we create a rectangle, what will happen? This particular line here will be overlap with the line of the rectangle with one side of the rectangle. We cannot use that. We will be using line command. Instead, it's 14. Here, let's provide the dimensions, It's 14. Again, use the line command, track this particular point and close it. Hence, our sketch is fully defined and complete. Now let's save this one in the same project, but with a new folder, Lecture eight. Okay, it would be lecture nine. Lecture eight, we have used, let's name it practice exercise three. Let's click Cons, and then you can look into the Data panel Fusion 360 Sketching lecture nine, and is there now for the next exercise, let's solve this one. Let's make the sketch of this one as you can see here. First we have to create these center lines. Let's just create two horizontal and two vertical lines. Let's make this one bit longer. One more genal line, then let's select everything. Convert dimenso construction. Now as I have told earlier, we have to use origin at any cost. Let's coincide this line to the origin using the coincident constant. Let's provide the dimensions. This is 45 and this one is 90. This one is 45, and this one is 90. As you can see, this horizontal line is getting away. Let's click this one. Control click this one coincide. Now we are all set to sketch here. As you can see in the origin, we have these two circles as well as one more bigger circle, 28 dime 38 diameter. And this is 40 80 dimeter. Let's make three circles. This one is 28, again, origin 38, then 80. Now at this intersection, we have circle of diameter 20 and another circle of diameter 40. Just in this is 2040. Same thing here as well, 2040. Now let's trim the areas that is not required. Click in the keyboard on this one. Then we are having 126 radius circle, somewhere here. Which is tangent to the 80 diameter circle. Tangent to this one, tangent to this one. Let's create a circle, let's it's 26 radius. What we can do here, we can provide the mathematical formula here itself. And we can convert it into diameter 26 into two. We can write here present this one is tangent to this one. Use the tangent constraint or you can control and select these two circles and tangent. Same thing, select both tangent, this area is created. Then we have 198 radius circle. A bigger one which is touching the radius circle, as well as this 40 radius circle here. Let's create that one also circle. Let's start somewhere here. It was 98 radius, so we can write 98 into two. It was supposed to be tangent to this radius circle. Here, just select control, both tangent, select this two tangent. It's going other ways sideways. What we will do, we will invert this position position of this circle itself. Let's remove this one. Let's create circle somewhere else. This thing happens. It's 98.22 If this thing happens and your sketch is like flipping horizontally or vertically, try in another way, what we will do, We will first make tangent to this one. Control tangent. Now control tangent. Now we are good to go. Now let's remove the unwanted areas used. The Rim command. This is removed. This is not required. This is not required. What else? This area is also not required. We are almost done with the sketch. Just some minute details like there is one fillet here of radius nine. We can provide file, select this, select this, provide 9.1 very minute detail over here. Here you can see it's a straight line. Let's create a straight line from here to here. Press on trim, the unwanted areas. Then we are having one tangency between these 240 diameter circles. Let's create a line. This one is tangent, Let's make these two tangent. The sketch is almost defined only for this one line. So we can make this as a horizontal vertical constraint. And the sketch gets fully defined. Just remove the dimensions, remove the constraints, and our sketch is ready. Let's say it again in lecture nine itself. Let's make it practice exercise 04. 9. 09 2D Sketching Practice Set 3: Now for the last practice set of sketching, we're going to create these two sketches. Let's create this one First, click on Sketch Selected plan. Now. First we have a circle of radius 23, then a circle of radius 31, and a circle of radius 40. Let's create it first is 23. 23 into two, because we're creating a diameter circle. Then we have 31 into 262, Then we have 1422, that means 80. Now as you can see, this 131 radius circle is a construction. One let's create as a construction. Now let's create some horizontal and vertical lines passing through the origin. Keeping the mind in the top and at the bottom. And in the lab site, we had to create lines, center lines, or you can make it construction lines. There is no major difference. Track the origin, create one line here, Track the origin, one line here. Let's first create the pattern of these six holes of ten millimeter diameter. Let's start from here. Just make sure that you're selecting the right point. Now let's create a circular pattern. Select the object, select the centerpoint. Use this handle. Six objects have been created. Now let's define these objects. Just click on this line, coincide it with the origin, and it's defined. Since this is defined, you can convert it into construction line. Next we have at this intersection which is 46 millimeter away from the line vertical line that is passing through the origin, two circles of 8.15 radius. Let's first create the intersection. This one is 4062 circles. Are there 8.15 eight in 2.30 that means 15 into two. Remove the unwanted areas. Trim this one. Trim this one, this one. This one. This one, and this one. Then we have a fillet of radius eight here and also in the bottom. Let's create a fillet, Right click, Repeat fill. This is also eight. Now let's coincide this horizontal line to the origin and these circles convert them into construction. Both of them. Then we are having these similar patterns, the similar sketch antities in the top and the bottom. Let's create them. For that, we have to create a horigontal line which is 60 millimeter above the x axis. This one is 60 above. Since the dimensions have been given, you can convert it into construction two circles are there. One of 22 millimeter diameter and another is of 18 into 23622 here, 36. After that we are having a arc of radius eight here, which is joining, or basically which is tangent to this 80 diameter circle and this 36 diameter circle. For that we will create a circle of radius eight into two. Control select both of them. Tangent, exit control select these two, make them tangent, and remove the unwanted area. Now, the same sketch entity, including this arc, is exactly similar here in the bottom. As you can see what we will use mirror command, select the objects, select this line. Also select the mirror line. Press Ok. Now, for the last thing to be done in this sketch is this 100 radius circle, which is tangent to this 36 radius, 36 diameter circle in both the ends. Let's create a circle of 200 diimeter because radius is 100. Control select these two, make them tangent tangency is maintained in the bottom as well, and trim the unwanted areas. The only thing that is remaining in the sketch is this sketch entity here is not defined. Let's try to define it. It's already given 46 here. Let's try to define it by giving some dimensions. Let's say we're removing the 46 and giving the dimensions. By selecting these two circles, the sketch is defined. Sometimes you have to do certain adjustments in order to define the sketch. Okay? These two things are not required to trim them. As I was saying, sometimes you have to make certain adjustments in the dimensions. It's not like the sketch that you are getting. You have to include the same dimensions. You have to improvise in order to define the sketch itself as the sketch is complete finish sketch. Now let's save it there in fitting 360 sketching. This is lecture number ten inside this lecture ten, that's right. Practice exercise five. Moving on for the next sketch, we have to start with a circle of radius 20 and a circle of radius 31. Create sketch circle 20, that means 40 diameter, and 31, that means 62 diameter. Let's adjust the dimensions. Now we have to create this pattern over this 62 diameter, or 31 radius circle. For that, let's create some horizontal and vertical lines passing through the zine. And keeping in the mind that in the bottom we have two intersections, the vertical line would be a longer, one controls that for unwanted things, an original line could be shorter. Let's create this pattern. For this, we are having two circles of radius four and radius eight. Let's create it on this phase four. That means 8.8 that means 16 trim the unwanted areas. We are not trimming these four sketch entities here because it's part of the 62 diameter circle. If we remove them, pattern will not be able to be made none. Let's create circular pattern. Select these two sketch entities objects. Select the center point. Drag this 12 plus how many we require six. Trim the unwanted areas. Okay, we are almost set. Let's define this pattern that we have made. For that, let's coincide this original line to the origin. Let's not doing the magic select the vertical line, coincide with the original still, it's not getting defined. We have to give some extra dimensions. Let's say from this circle to this circle. This is 62 and it is defined. As you can see, this dimension that I have provided is not visible in the actual sketch or the reference sketch. But it's not the concern. The concern is the sketch has to be defined. If you have to give extra dimension, that you have to give extra dimensions. Moving on, let's convert these two lines into construction. Then for the bottom portion, we are having two intersections which are 110 millimeter apart. That means 55 from this side, 55 from this side. This line is 65 millimeter below the horizontal line passing through the origin. Let's create that first make original line. Let's make it bit larger. You can always click on the start or the endpoint of the line and you can drag it to make it larger. Now this is 65 millimeter from this one, let's make it 65. Then these two vertical lines, they are 55.55 millimeters apart from this line. Let's make it, this is like 55 MM. On the second thought, you can see that this particular sketch and the concentric circles, this this line, they are quite similar replica of what is in the other side. We can use mirror command here. Let's here here two circles. Are there one of radius ten and another one of radius 15? Circle of time it 20.30 Let's convert this one to construction. Convert this one to construction. Now from here, one straight line is there. Create a straight line. Just zoom in and make sure that it is touching this arc in the circle. Then this arc here is of radius 18 or 36. Diameter circle we can make here, let's say here 36. Select this one, select this line, make them tangent. Then select this one, Select this circle, make them tangent. Remove the unwanted areas. Now let's invoke the mirror command. Select the objects, this arc of radius 18, this line, these two circles. And select this construction line as well. Select the mirror line. It has been replicated. Now, as you can see in the bottom of the sketch, this arc, the dimension of the arc, is not given. It's not available in the reference sketch, but it's 100 millimeter. It should have been given, but it's not there. Let's take it 100. That means we have to create a circle of radius 200. Select this circle, select this one tangent. Here also, I suppose tangency is maintained. Trim the unwanted areas. The only thing that is remaining is these concentrive circles which are equal to these two. For that, we will select these two circles. Control C, control drag the pisted one. If it's not snapping on this one, just inside, snap it, take it down, press. Okay. But as you can see, it is tangent. You have to join and see it is not tangent to the 200 diameter circle. Let's create tangency constant. Here we are almost set with the sketch. The sketch is almost complete, just 1 minute detail. That is, these two circles, they are not defined. They are having dimensions, but they're not having location. Let's provide location to them. Click the sketch is fully defined, remote dimensions. Remove the constant and try to make a composition as we are made a similar sketch. Now let's see it in Fusion 360 Sketching, lecture ten. This exercise I suppose sixth one we are all set. Click on Finish this sketch. 10. 10 Using the canvas tool: Now, there is a very interesting and amazing tool in Fusion 360 which involves the aspects of two D sketching, three D modeling and rendering. But we are including it here because the aspects of sketching is predominant. This is the tool called canvas. Here what we can do, we can import image and we can draw over it and we can create a three D design. Let's understand it with example. As soon as I click there, I can insert the image from my computer. We will be using this Tesla logo. As soon as I have uploaded the image, we have to select the face. Let's say this is the face. Just click on front to make it face you. Then you can select the opacity of the image that you have imported. My recommendation here would be to make it as transparent as you can work with. I generally work with 30% transparency. If you can work with 100% opacity, it's a prium, let's make it 30 and click okay. The next step is to calibrate this one from the browser I got into the image that we have uploaded. Right click calibrate, make it as close as possible and place the first point, next point it's 0.58 millimeter. Let's make it one. And as you can see, the logo has been scaled. Now let's try to find out if the calibration is done right or not. For that, let's create a sketch over this one. Click on line, select this point, select this point. And you can see it's exactly 1 millimeter calibration is done, correct? See it's one. Let's delete this one. Now we can start making a sketch over this one. As you can see, this logo is quite symmetrical. What we can do, we can create half of the catch and we can mirror it in the other side. For that, let's create a line, a vertical one, and convert it into construction line. Now to trace this logo, we are having a very beautiful command spline. Let's start tracing it. Let's make it as close as possible. Sometimes when you press Exit, while using Spline, it goes away. You have to do the work again. Do not forget to press Enter as soon as your spine is. Now let's use these control points to make it to the logo. So that we can make the pressing perfectly. Click on the spline. Use the control points, Use these handles, these green handles and the control points. All right, now for this section, let's create a line. Let's again use spline for this particular section. This line is called Poly Line in many other softwares and does the same work center. If you don't want this construction line to go anywhere, let's coincide it with the origin. Now for this section, again, spline. I think we are good to go here at just the control points. Always use these handles to maintain the tangency wherever you want. All right, now for this section, again, a line up to this very point. Again, we have to use this line from this point to this one. Right click, repeat, fit, point, spline. Let's trace it even more. Use the control points. Use these handles to maintain tangency. Now we can use a line command here. Let's go all the way to over here. All right, now we are good to create a mirror about this particular axis, Mirror. Click on mirror, select all these objects. Accept this line, because that is the mirror line itself. And click on, okay, our sketch is almost ready. Remote Dimensions, Remote the Constraints. Now here comes the fun part. Now we're going to create a three D image out of this. Select these two regions. What I'm about to tell right now is going to be covered comprehensively in the coming lectures. You don't have to worry. Just for the sake of this lecture, I'm involving the three D modeling and the rendering aspect here. Both the reasons have been selected. Right click, press, pull, let's make it symmetric is provided. Two millimeter and press. Okay, now the canvas role of the canvas tool has been completed. We have created the logo. We can hide this. As you can see, the logo of Tesla has been created. We can go to work space surrender. This logo has red coloration. We'll apply red color here. This will be discussed in the coming lectures. Don't fore, let's make it metallic. Click here. Aluminium select this one. Yeah, this looks good. Here it is. From a simple image to a three D model, to a randed image of Tesla logo. 11. 11 Basic Modelling Tools: Since we are finished with the sketching portion, let's jump directly into three modeling. For that, let's create a sketch. Select this plane, let's make a simple rectangle. We're not going to define every sketch now onwards because that was required in the sketching module. But for three D geometry, it is very much recommended that you must define each and every sketches as you go on. But just for the sake of understanding, we are not defining anything here. Now since this rectangle is created, we can convert this two D object into a three D one. Just click on the closed region, it will be highlighted and right click you will get press pull option. You can also use this trot tool here, but it's more convenient. Let's just click here. Now as you can see, this trot pet is open. Now we are going to utilize this pet. Just drag this handle upwards, or you can provide the dimensions by yourself. Here, let's make it ten millimeter. Now as you can see, the distance ten millimeter is taken and taper angle is zero. If I'm making some changes in this one, if I'm making it ten degrees, what is happening? It's tapering outwards. Now let's make it minus ten. It will taper inward. Now I don't want any taper. Let it be zero itself and click on. Okay, This is your first radio object. Just shift center, mouse button and you can rotate it. Now let's suppose I want a hole on this particular Boyd. You can say what I will do. I will select this face and I will start creating a sketch here. Let's make a circle somewhere here. Click on finish this sketch. Go to home in the view cube. Select this circle, press pull and cut it by dragging it downwards. If you're dragging it upwards, it will extrude upwards. If we are dragging it downwards, it is cutting through it here. Also you can cut through taper, let's say ten. It is cutting in a taper formation. Or let's say I'm giving minus ten. It will cut in a conversing taper formation. Let it be zero itself. Select Okay. Now let's suppose I want to add certain more details on this one. I will again select this, create a sketch. Let's create a rectangle. See here we are not defining any sketches, but it is recommended that you must define for future references. Here, let's select this. Press pool shaped and middle mouse to orbit and extrude it. Click Okay. Now let's suppose I want some additional details on this phase. Then I can select this phase, I can create a sketch. Let's create a rectangle here. Now let's create a rectangular pattern. This whole rectangle. Let's increase the numbers, mine. Okay, finish the sketch. Select all the sketches. Select all the sketch entities. Right click, press pull, and drag it here. The joining operation is there. That means we are adding material. We can use any other options, any other operations as well. This will be discussed afterwards. Let's click on, Okay. Now, as you notice here in this time, line one sketch is there. The initial sketch, then we are extruded. Then another sketch for circle, then we cut through that, another sketch for the small rectangle. Then we have extruded that another sketch. Then again, extrude command is there. This timeline is showing the step by step progression of your design. When I click on Play, all the steps will be there. Now the beauty of timeline is that if I drag it backwards. It will come to the point where that particular tool has been used. Here, we have cut it down. We are down to there. Now let's drag it to the very beginning. At that time, there was only one sketch. What we can do, we can add this sketch by the bulk. Clicking here, let's say we add a circle over here. Trim the unwanted portions. You will notice the changes that this will do. Finish the sketch. Go back, go to home position. See the semicircle portion with press pull command added. Now let's make sketch 13 design. Now this time I want a vertical one. I will select a vertical plane. Let's say this one. Let's get something close, the region and finish the sketch. Now when we click on press Pull, there was this direction option available to us. When I click here and I make it symmetric, the extrusion will be symmetric. Let's make it 15 MM. As you can see, both the side, it's having same increment of 15. You can also provide taper if you want. Both the side taper will be added. Let's make it understand. Let's see what happens. Let's see. Let's make it now. Let's say I want to create a circle on top of this one. Finish the sketch, select the sketch in tight, right click, press pull, and I can cut through all of them. You can either do that, or there is one option that is extend. You can click to two object, then the object that you have selected, it will be extruded to there. Or if you want to cut through all, let's say it's not here, you want to cut through all, just select extent, type us all, it will give you a clear cut. That's all for the basic tool. In the next lecture, we will understand some intermediate tool of pre de modeling. 12. 12 Intermediate Modelling Tools: Now the next command is the fillet. You can invoke this command or tool from modified tool bar or you can simply press in the keyboard. Then you have to select any edge, face, or feature from the time line. Let's select Edge. As soon as I do that, you have to provide the radius for the fillet or you can use this handle. Let's say it's a ten radius fillet. Let's invoke the command again. But this type we are going to provide radius type a squad length, then select the edge. Notice when we are selecting the edge, all the three edges, that means the corner, this edge and this, all the three are getting selected. But if you don't want to do that, then you have to simply uncheck this tangent chain check box. Then when you select, you'll be selecting a single edge. Let's check it again. Then you will have a chain selection. Let's select this one. Let's provide some radius to it and make it length. Now notice when I use this handle, the shape of the fillet is changing. Let's change the perspective so that we can weave it more clearly. See this is a card length radius type of fillet. Then we have variable length in which what happens at both the ends. We can have variable radius of the fillet. As you can see, this red color dot is appearing, is getting green at the midpoint. This is the point of variability. If I select it anywhere and use this handle, I can change the shape of the fillet. Let's cancel it for now. Now for the next type of fillet, that is the rule fillet, we're going to create a sketch over this one. Let's say let's create a rectangle over here of any size. Press pull. For press pull, we are having a shortcut command as well, that is Q in the keyboard. Click. Okay, then let's invoke the fillet by pressing. This time we are using rule fillet. In rule fillet, you can either select a phase or a feature. What is a feature? Everything. Every step that is occurring in the timeline is a feature like the skitch that we have created, then the extruded portion, then the fillet we have created. It's all getting highlighted. These are the features. Let's select this feature, that is the small box that we have created right now. Just provide the radius, Let's say one. You will see the formation of fillet here. As you can notice, the corner type is written rolling ball. All the corners are having rolling ball like formation. Basically, it's a ball like formation, but it does not blend properly with the adjacent faces. For that what we will do, we can have a setback type of corner type. It blends pretty well. Let's click Okay. As soon as I have clicked, okay, and the fillet has been generated. Rule filet, to be precise. This new feature has been added to the timeline. When we click on the play, every step will be visible. If we want to delete any feature, we can simply press it. Simply select the feature from the timeline, and click delete. Now let's say we want to create the exact replica of this feature, this extruded portion, somewhere over here. For that, we can simply use the mirror command. But in order to use the mirror command, we need to have some reference point, some reference plane to be precise in this three D modeling. For that, we will use construct toolbar midplane. We will be discussing about construct toolbar very comprehensively in the coming lectures. But for the sake of understanding this particular concept, the intermediate tools of three modeling, we are going to use this midplane only. As soon as we have invoked the const midplane command, we have to first select two planes in between which we want to create. You can see as soon as we are selected two planes, a mid plane is created. Let's select, okay, now we can easily use the mirror command. Now here we have to select the objects. If I'm selecting just a phase, that will not do. We have to select a complete feature. Let's select it from the time line itself. Provide the mirror plane. As you can see, mirror is created. This feature from the time line is added here. Next we have a very similar command to fillet, that is Chamfer here. Also you have to select edge. Okay, let's remove the construction. As you can see in the browser, one construction option is also added. That is the plane that we are adding. Let's switch it off. Now. Here we have selected the edge. Now we can provide chamfer by moving this handle. This is equal distance chamfer. If we change the type to two distance, we can provide two distances. If we change the type to distance and angle, we can provide a distance and a corresponding angle to it. That's it for intermediate tools. In the next lecture, we will understand some advanced tools like shell draft scale. We will also come to know about some pre made objects that can be used in 360. 13. 13 Advance Modelling Tools: Now let's learn some advanced three D modeling tools. First in the line is the Rip. In order to understand this, let's create a sketch like this plane. Create a center rectangle from this point, from the origin itself. Let's press pull it outwards. Then again, let's create a sketch on this face. Again, a rectangle from the origin itself. Then press pull this one also. Now what we need for a rib is a line from this edge, midpoint of this edge, to midpoint of this edge. Or it can be any point, but we're selecting midpoints of these two edges. In order to do that, let's create a sketch on this particular plane. Create a line. But as you can see, this line, this line command is not snapping to the extruded portion that we have created. What we will do, we will switch on Snap in the sketch pallet. Now it will snap. Finish the sketch. Now we are all set to create a rib. Just go to create tool bar followed by rib, then select the profile. Then you have to provide the thickness that's says ten, It's in opposite direction, so you can flip it. Now the extent type is two. Next what we can do, we can give it a distance. In that way, we can provide the distance up to which the repeat is required for us. You can change the direction to one direction as you can see. Or equal direction or symmetry. The next tool is a shell. For that what we will do, we will again on second thought. Let's delete certain things in the timeline. Let's use the old three model only. Right click, press, pull. Let's provide some fillets in the bottom edges. We select everything in the bottom. Yeah, I think everything is selected. Let's give the radius five. Click on. Okay. Now we're going to create a shell from this particular surface. As soon as I click here, we have to provide a thickness. Let's say it's two millimeter and the shell is created. Now here you can change the direction. You can make the shell from the inside or you can make it symmetric. And you can use these handles to change the thickness as well. Let's make the inside thickness as three. Let it be inside. Only, press Okay. Now the next command is Web. Now to create a web, we need to create a sketch on this surface. Let's create a sketch. Let's create certain lines. As soon as the sketch is complete, we can invoke the web command. We can select the profile. Let's say I'm selecting this one, the extent type I'm selecting to next. Notice what is happening. It is extending to the next sketch entity. If we don't want that, we can make it to distance. Let's provide thickness and the extent, and the web will be created. Let it be to, let the extent to which it can go is ten. You can also flip the direction, you can make it one sided or symmetric. Now let's say we want all the sketch entities to be created as a web. We have to select it, press control, select them both, make it to next. And see, the web is created everywhere. If you don't want to be extended to the next surface, you can make it again to distance, provide the distances the web will be created. Moving on, let's delete some features from the timeline. The next command is draft. In order to create a draft first, we have to create a mid plane between these two surfaces, the top and the bottom. For that, we will go to construct tool bar again, mid plane. Select this one. Select this one. Okay, let's click on draft from modified toolbar. Select the pull direction. Pull direction would be always the plane that we have created. And select the phases that select a phase normal to it. And then you can provide angular direction at any point. If you want to change something in the feature, you can always go to the timeline, right click, and added feature. Now here we can also flip the pull direction. We can make the draft two sided, and then we will have two angular inclinations. Let's hide the construction. Next we have combine. Now for combine, let's create a sketch over this one. Let's create a circle. Press pull it. Let's say by mistake the operation was a new body. Let's click this. Now let's check in the browser, we are having two bodies. This bottom one with the draft and the top one that we have created right now, these situations, what we need is a combined tool to select it, Select a target body and select a tool body and use join. Click on. Okay. As you can see, these two bodies are now a singular body. Let's remove these two, Even the sketch also. Now, the last advanced tool is scale. It is quite similar to what we have learned in the sketching itself. Just invoke this one, select the antities, and then provide the scale, that's 6.5 We're selecting this point. Let's select some other point. Let's say this one. It will be scale in the reference of that particular point. Let's provide it to, it will double, let it be 1.5 That's it for some advance editing tools of three D modeling. In the next lecture, we will learn some miscellaneous tools that are not covered in the basic intermediate and advanced tools because they doesn't fit anywhere. 14. 15 Pattern Making in 3D Modelling: Now let's understand how to make patterns in three D modeling. For this, we have already created a three D object box to be precise, with a small hole at this very end. Now, in order to create a pattern, just go to create tool bar, go to pattern, Let's first create a rectangular pattern. It's quite similar to what we have learned in the two D sketching, but here we are implementing the same in Thrid modeling here. First we have to select the phase, or you can select the body, or you can select the feature. We can easily select a phase here because just a hole. Or we can just select it from the time line. Then we have to provide the direction for the same, let's say this edge is the direction. As soon as the direction is selected, these two handles appears as we drag them. The pattern will start to be created initially, it's in extent type. You can convert it to spacing if you want. Then you can provide the spacings, let it be extent only. Now here by dragging this handle rightwards, you can decrease the number of patterns, decrease the number of objects to be made. And by dragging it leftward, you can increase. Same thing goes here, also right to decrease, left to increase. Now here one more option is there, that is called suppress. When we click on this checkbox here you will see this small check box are appearing everywhere. When we click on any checkbox, that particular pattern object will be removed. Let's create, okay, the pattern is created as far as your requirement. Next is a circular pattern. For that, let's create a cylinder. Let's click anywhere here. Let's make it bigger as well. Now on top of this one, let's create another circle of smaller diameter. Let's say 25. Just press pull it. Now for invoking the circular pattern, let's go to Create tool bar followed by pattern. Circular pattern here. You have to select the object again, let's select the feature that is the extruded cylinder here. Then you have to select the axis. As you see, there is one axis that is available here. If we select this, a bigger circle is getting formed. It is creating pattern around this axis, but this is not desirable. We don't require this axis. We need axis in this particular cylinder. What we will do, we will construct one, go to construct tool bar and axis through cylinder cone or trust Select the face on new axis is made here. Again, invoke the pattern command, circular pattern, select the feature, this one, then select the axis. It is very much similar to what we have learned in the two sketching here. Also, by dragging this handle left word, you can increase the number of objects. Right words you can decrease. Let's edit this feature again. Here you can provide angular spacing, just like two sketching. If we are providing angle of, let's say total angle of 180 degree, then only half of the circle will have the pattern. Just like two sketching here. Also you can suppress, click on, suppress suppress any objects that you don't want in the pattern and it will be suppressed. Finally, we have pattern on path for that. Let's create a sketch. Let's switch on the origin. Select this vertical face, let's say this one. Then let's create a sketch over this. Let's use a fit point. Let's create a line to close the reason. Finish the sketch. Just press, pull it outwards. Now here I want to make a cylinder on this particle surface directly. You cannot do so far that we need to create a offset plane. Go to Construct Tool bar again, click on offset plane. Select this face, offset it to a distance, to a higher distance. Click Okay. Select this one. Invoke the circle command. Let's start from here. Let it be 20 itself. Finish the sketch. Select the sketch profile. Right click, press pull, Then select extent type two object. Select the object and it will be extrudate. Or press pull to that one. Just click on, Okay, our objects. Ready? Now we can invoke the pattern on path command. Click here, select the feature, this one in the timeline. Then select the path, let's say this edge. As soon as we drag this handle, the pattern will start to be made. You can change the quantity from here. Let's say nine, let it be seven. Just click on. Okay, here we go. We understood about rectangular pattern, circular pattern, and pattern on path in three D modeling. 15. 16 The construct toolbar: Now let's have a official introduction to the tool bar that we have used multiple number of times in the previous lectures. That is the construct tool bar here. First we are having a offset plane. Now to understand the construct tool bar, we have made some three D models and a sketch. This will guide, this will act as all these three entities will act as a reference for understanding this tool bar. First, we are having the offset plane here. Just click here. And then you have to select a plane or surface. Then you can create a offset plane. You can start sketching on that. Next is a plane at angle. It creates a angular plane. Just select a edge and rotate it, and it will create a angular plane. Next we have tangent plane. As the name suggests, we need a curvature. For the same, it will create a tangent plane anywhere in the curvature. Next is mid plane that we have used multiple number of times. For this, select one phase, select another phase, and it will create a mid plane in between. Then we have plane through two edges. As the name suggests, we need to select two edges, it will create a plane through these edges. It's not like it will be creating a plane between these two edges. It's creating plane through these two edges. Then we have plane through three points, as the name suggests. Let's select three points, it will create a plane accordingly. The plane along path here, we have to provide a path. And it will create a plane normal to the path. As you can see, this drag handle is there. You can drag it along the path, and you can place the plane of location of your choice. Next Drums Axis. This we have also used I think once or twice here we can create axis through a cylinder, cone or Taurus. We are having cylinder here. You have to just select a phase and the axis can be created. Then we have axis perpendicular at point, select it. As soon as we have selected it, axis is created. Let's uncheck it once again. Let's select in some other location. If you have noticed, wherever we are clicking in the surface, the axis can be created. It doesn't matter where you're clicking. The axis will be created. This is the axis perpendicular at point. That means at any point. Next, we have axis through two planes. Let's select this one, select this one. And the axis between these two planes will be created. Next is axis through two points. Let's say this one and this one. And the axis will be created axis through edge. You can convert a edge to axis. Then we have points. This is the only thing that is very much important, that is point along path. You can create a point in a path anywhere you want. That's it for construct tool bar. This will come very handy when we are solving practice exercises which will be in the coming lectures. 16. 17 3D Modelling Practice Set 1: Now let's cover some practice exercises for this. We are going to create this particular three D model first. Whatsoever we have learned in two D sketching, everything changes. Now, whatsoever we have adapted whatever style, whatever approach we adapted for two D sketching becomes completely different when you're creating a three D model. My recommendation in creating a three D model would be to start creating your three D model from a horizontal plane. Here what we have, we are having a 32 diameter circle, then a 56 diameter circle, followed by a key hole over here of six millimeter. Let's start with this. As I told, we have to start with the horizontal plane. Make two concentric circles, always start from origin or involve origin somewhere in your sketch. Because this makes your sketch, this makes your model more comprehensible. We have 32.56, 32. Then we have 56. Finish the sketch. Just extrude it up to 56. Again, provide the dimensions here. Okay, Now what we're having here is a six millimeter of key cut. Just select this phase, create a sketch somewhere here. We have to create that cut. For that, let's take center rectangle, Just trace this point, the origin. You can adjust it. You can place the center point anywhere. It's not the concern right now, the concern only is the width of six. Let's pity six. Let it weigh. Anything else? Finish the sketch. Go to home. Just select this area, press pull, then make the extent, type us all. What will happen? We will have a clean cut. Okay, one portion of the sketch is ready. What we have done, let's switch on the origin. We have selected a original plane and we have extruded one portion of the three de model. Now it's very much easy to look how to create the other portion. Now what we will do, we will create a sketch on this original plane. Again, for creating this particular portion of the three model. Let's select this original plane, create a sketch. Now let's tangle again. Center tangle trace the origin point, provide the center. Let's see how much it is. Its width is 48, Let's make it 48 tab. Then its distance from the center is 90. Okay, let's make it 90 center. Now this is very much far away from the origin. What we will do, we will control and select these to the origin in this line and we will use the construct coincident. Now if I finish the sketch and try to press pull this particular area, what will happen? The area that is inside will also be included. And if I'm press pulling upwards, it will cut. Or even if we use the join operation, this will not give the desired result. What we will do, we will again right click in the timeline in the sketch feature, and we will edit the sketch. This time what we will do, we will project this particular circle to the sketch. Now, finish the sketch. As you can see, we can press pull the area that is required. How much it is we have to press pull up to 24 millimeter. Let's provide it. 24. 24, right? Yeah, 24% Let's the origin. Now we are almost done just for one more detail that is of this particular feature. For this we are having a 32 diameter circle and a semicircle cut. Is required for 40 millimeter. Let's create a circle in the midpoint of 32 diameter. Finish the sketch, right? Click here, press pull up to 40. It's in the negative direction. Negative axis, it's -40 Then click okay. Hence our sketch is complete. And our three model also. Let's save this one. This time we are saving it in. Let's create a new project itself because we are into modeling. Now let's create a new project, Fusion 360 Modeling. Save it to that particular project. Create a new folder. I think this is lecture number 18. Let's name it lecture 18 inside here. Let's save it as practice exercise seven. Let's pin this one also. Now double click, See lecture 18 and this is here. Let's close it for now. Now for the second three D model, we're having this particular entity here. Also we will be selecting a horizontal plane. And we will be providing certain sketch dimensions, certain sketch entities, in order to create a base or a foundation. Here, as you can see, there is a base plate of 160 by 100 and which is having a thickness of 24. Let's create it. First, select original plan. Let's select again, center rectangle, only because we have to involve the origin. Anyhow, it's 100 by 160, it's 100. Tab 160. And finish the sketch. Right click, press pull how much it is, 24. Now as you can see here, there is three features. One is of 52 with 52 millimeter width and ten millimeter height. There is a thorough cut cut. Then we have these two cuts of 12 by 24 -12 12, that means square cut is there in both ends. Let's make the corresponding sketches in this phase Here also, we will use a center rectangle only. This is 52 tab. Let it be 20 because we need height of ten and it's a center rectangle, half of 20 would be ten. That's why we are providing 20 here and it is repo. Okay, Then we have two squares here of 12 MM. Let's select two point rectangle. Select this, 0.12 tab 12. Just click inside anywhere in this square that we have created. Then your command will be retained. Then again here, 12, tab 12. I think we're good to go finish the sketch. Select this one control, select this one control select this one, right click, press, give the direction and this time extent, type us all click. Okay, now our base plate is ready. Now the next thing is to create this particular section. If you see closely here we are having a 30 diameter circle hole. Okay? Here zero is not written minus t, it's a 30 radius circle outside. All right, basically it's a 30 radius circle. That means 60 diameter, complete area. This complete dimension would be 60 itself. And Extrusion is 42 millimeter. Let's start sketching from this phase of the sketch of the three D model. That means this particular phase, it would be like 60 by 42 rectangle. Let's select two point rectangle from this particular point. Let's rotate it ten from this point. It's beginning, right? It's 60, tab 42. This is done. Then we have a circle inside of 30 in the midpoint itself. C four circle 30 for another circle. We don't even have to provide diameter. We can simply select the end points. Now let's stream the unwanted areas. This is not required. This is not required. This is not required. These two are not required. Finish the sketch. Go to home, select this area, right click, press pool. This time we have to extend up to this particular surface. What we will use extend type to object and select this. We're almost done except for this particular rib here. To create the rib, if you can recall, we have to create a sketch in between because the rib is exactly at the center of this particular base plate. For that, what we'll do first we have to get the origin. It's exactly in the center. Let's select this particular plane and start sketching. Create a line. It will not snap properly. I suppose what we will do, we will simply make a line. Click Enter Now coincide this and this point first, and then this and this circle second. Also, if you look closely in this three model, it looks like tangency is getting maintained. What we'll do, we'll provide tangency constraint between these two. Finish the sketch, go to home in the viewcube, Hide the origin, then we can create a rib like the sketch profile. The rib is of 12. I think we're good to go. Click on. Okay, your three model is complete. Let's see this one also in Lecture 18 itself, Vision 360 Modeling. Let's name it practice exercise eight. 17. 18 3D Modelling Practice Set 2: Now for the next practice exercise, we are going to create this particular three model. Now as I told you earlier, we need to utilize horizontal plane whenever possible. See in this particular three model, which portion of the three D model can be created on the horizontal plane? Obviously, this particular plate of 15 thickness and 80, the length of this particular plate would be 80 plus 20 plus 20. That means 120. That means 120 by 80, and the thickness is 15. Let's create this. First, select the sketch. Select the plane. Here we will create a center rectangle. Because we need to involve the origin, it is 120 by 80. Let this site be 120, tab 80, finish the sketch. Now as you can see, let's suppose we are creating this outer profile of this rectangle. Then we have to extrude downwards. Just select press pool, let it be -15 Our foundation has been laid. Now on the basis of this, we can create the whole three model. Now what we will do, we will create this particular area of the Thready model. First, here we are having a 80 diameter circle, which is extruded up to 20 M. Let's select this surface, Click for circle, make it 80. Finish the sketch, then extrude it to 20. Now here again we are having a circle of 60 dimeter, which is extruded downwards 15 millimeter. Select this one. Circle is of 60 diameter. Finish the sketch. Extrude the inner portion or press pull the inner portion down to 15 millimeter. Finally, we are having a 30 diameter circle inside which is cutting through the whole remaining area of the sketch. Let's select this surface. Click four, circle, this is 30 diameter finish. Select this one, Press pull, then you can drag the handle downwards and you can make a clear cut. Or you can use all types. All the operation is obviously cut. Let's select. Okay. Just check if the cut is made. Yeah, it's made perfectly. Whenever you're losing the orientation of the sketch and you're getting any confusion, you can always click on this home button. Now this portion has been completed. Only thing that determining is these two identical area of the model. Here we are having this particular flinch like structure for this, what we will do, we will create a rectangle, two point rectangle of 80 by 50. Let's do that from this surface. Create the rectangle. And notice we are taking this particular point because the rectangle should start from here, because the dimension is like that, it's like 80. This one is 50. Then here we are having a 32 dimeter circle as well, a bigger circle which is tangent to these two lines of the rectangle itself. What we will do, we'll create a circle from the midpoint and let it touch this point. Then again, circle of 32 diameter. Finish the sketch. Or on the second thought, let's trim the unwanted areas. This is not required. This is not required and this is not required. Let's trim this, also the finish the sketch. Now select this. It is having thickness, this fleving thickness of 20 millimeter. Right click, press pool. Let's write -20 This particular area is created. This is identical in this side as well. What will we will use mirror, we will select the type as feature. And let's select the feature from the timeline. Then select the mirror plane. As you can see this is getting created there. Our three D model is complete. 18. 20 Sweep Vs Loft: Now the only thing that is remaining three modeling are revolve, sweep, loft, and boss. In this lecture we will be discussing about sweep and loft. These tools have not been included in basic, intermediate advance or even in miscellaneous because they are very special tools and they need a dedicated lecture, a dedicated tutorial. Let's begin here. We have certain sketch entities for sweep and loft. Let's begin with sweep. Basically for creating a sweep, you need a cross sectional area, a sketch, obviously, and you need a path for the same. Let's create swip. You have to first select the profile and then you have to select the path. As you can see, a swip is created. And this creates a three D object with this particular cross section area, area or the profile that you have initially created it to outwards. Basically, it don't only do that, it does so much more that we will be discussing. Let's create this one. As soon as I created that, a new body has been created. This one we can rename it. You can also double click here to rename it. Let's rename it Body here also. Next is Loft. For Loft, we need two profiles. One is the profile from which the loft will be created and the end profile also. Let's create a lot. Select the first profile, select the second profile, and the loft is created between these two cross section. Initially it was a rectangle and finally it was a circle. Now, what's the difference between a sweep and loft? The basic difference is that sweep need a cross section, single profile and a path, whereas loft needs basically two profiles. Now in sweep, when let's say addit this feature, we can adjust the extent to which sweep command is going to be acted. But the same thing is not possible with loft. One more thing is there, in sweep, we can provide twisting effect from this twist angle. Let's say let's make it 90, then it will be twisted like this, let's make it 180. But the same thing is not possible with loft. Let's control that. Now let's have a sectional analysis from inspectoral bar in order to understand what is happening in sweep and loft. Now this will be discussed in the coming lectures, but for the sake of this particular concept, we are using section analysis of inspectoral bar. Let's select any phase, let's start dragging it all the way. As you can see in sweep, the cross sectional area is uniform. But in loft, what is happening? Initially, it's a rectangle, and gradually it is very smoothly turning to a circle, but sweep is constant. These are the major difference between sweep and loft. In the next lecture, we will understand about revolve and emboss. Thank you so much. 19. 21 Revolve & Emboss: The next command is revolve. This revolve command actually revolves a sketch around a axis and creates a three model. Let's understand this with the help of example, invoke the revolve command, select the premed profile that we are having here, It's just a rectangle. Now when we click on the axis, you will see what this rectangle is going to change into. As you can see, a rectangle is getting changed into a solid cylinder. What is happening here? The revolve command is utilizing this profile of a rectangle and revolving it around a particular axis, which is for now, as of now, passing through the sin and creating a three D model. Let's understand the working of this particular tool step by step by using this handle. As soon as I drag it leftwards, you can see the tool in action. We can also provide angular orientation to it. We can leave it here. We can leave it here. We can leave it anywhere. This is what a revolve commanders. Now let's say in the sketch itself, I'm making a small change. Let's say I'm just adding a rectangle over here. Just trim this portion and finish the sketch. What is happening in the solid cylinder? We're getting a cut. We are adding something stream the inside portion. Finish the sketch. You can see a protruding flinch like surface has been created. This is the working of a revolve command. The next command in the line is emb. For this, let's just create a small box somewhere over here. Now this emboss requires a sketch profile on a Three D modern or basically on the surface of a threat model. For that, we will just insert a logo of Fusion 360 on this surface. Let's rotate it. Click on Okay. Now we are going to create a sketch over this profile using the canvas. Select this, create a sketch. Now, first to create this, this particular portion of the logo of Fusion 360, we are going to use Fit Point. Now I'm going to fast forward everything because we have already discussed the canvas tool. This particular portion of the logo has been finished. Now for writing this, we can simply add a text. Let's select this one first, just write autodesk, all bold. As you can see, it's going outwards. Just adjust the height. Let's give it 4.57 Let it be eight only. Okay, this looks good. Right click, repeat text this time from here. Here we have Fusion 360, increase the height. Let's make it we are not making anything identical, just for the sake of understanding, we are just writing the text here. Now, finish the sketch and go to home. Invoke the emboss command. Select this one. Select this te, select this one. Then you have to select the face on which embossing has to be done. Let's say one click on okay and hide the canvas. This is what emboss command does. Now you will ask, the same thing can be done by making a simple sketch and extruding it outwards. But here, there are certain advantages. Added the feature and see, you can give rotation to this one, or you can use this handle to rotate, which is not possible with a sketch. 20. 22 The Inspect Toolbar: Now let's learn about inspect tool bar, which we have used quite few times earlier. Let's officially understand it. The first tool in the inspect tool bar is the meser. In order to invoke this, you can use the shortcut key as I in the keyboard. Now for this, in order to demonstrate how Mes of inspect tool bar works, we are taking this particular example of three D model that we have created earlier. The corresponding sketch is this one. This meser tool of the inspect tool bar handy comes into play when the sketch or the three model has been already completed because we are going to cross check the dimensions that we have created. This tool is very much powerful in finding errors in your three model or even in sketch. Let's check this. Let's say we need to check if the distance or the length of this base plate is 98 or not. For that we will select this point. And select this point, this is 98, we are good. Then let's say this fillet is of five MM radius or not. For that we will just select the fillet edge, and as you can see, it's five millimeter. Now let's see, let's check for this 14 dimension here over here. Let's select this one. This one. Okay? This edge was selected, that's why it's tracing it all the way over here. Just press exit, press I again. This point and this point it is 40. This is how measure tool of the inspectral bar works. Next, interference. It basically reports the interference between selected solid bodies or components. About components we'll be discussing in the very next section itself. But initially let's understand about bodies now. What is the body? Any they model that we are creating comes in browser as a body. This is a body. One body. Now, for one body, there would be no interference obviously. Let's say we're creating something over here. Let's say a big circle, the sketch press pull downwards. But this time what we are doing, we are making the operation as a new body. Click. Okay. Basically there are two bodies. This is the body that originally is, this is another body that we have created right now. Now when we click on Interference and we'll select all these include the coincident phases. And compute you will get this message and it will tell how many areas are having interference, this red coloration. Let's delete this one next section analysis. This we have seen while we were discussing about sweep and loft. Just invoke this. Select any phase, and then you can have a sectional analysis of your model. You can provide any inclination as well, if you want, in any way, in any direction. Last, but not the least, center of mass for this, we will create something new. Let's create a box initially. All right. Now, what is this center of mass? It is a point in a body or system of bodies at which the whole mass may be considered as concentrated. This is the point to which a force may be applied, which may cause a linear acceleration. Without a angular acceleration, this comes very much handy when you're designing something, the norms of kinetics and kinematics of machine. For this, just select center of mass and then select the body. Click, Okay. And you will see this small icon over here, which is representing the center of mass of the body. Now let's say I'm creating a circle over here. Fish the sketch, press pull outwards operation is joined. Now as soon as I click on okay, you will see a shift in the center of mass which is obvious. This center of mass tool of inspect tool bar is very much interactive. It changes accordingly, the changes made in the three model which is obvious as well. And it is very much useful. 21. 23 Rendering Workspace: Since we have completed the two sketching and three D modeling, the only thing that is remaining in this particular propagation is Render. For propagating to render work space, just click on Change work space and go to Render. In order to understand the render work space we are using this particular model that we have created earlier. Just click here, go to Render. Here you can see the interface is changed completely. Your three D model is here and the background is completely changed and you're having a different set of tools over here. Here we have appearance, scene settings, decal, here we render. We will understand them one by one. First is the appearance here in the set up. When we click physical material is also coming. But this has been covered. This is also available in design work space. Generally, people provide physical material in the design work space itself and then they render it. Sometimes, if you're forgetting about providing the physical material, you can provide it from here also in the render workspace. Now the appearance can be invoked by using short cut A as well. This is also available in the design work space. Let me show it to you once this is available in this modified toolbar itself, fiscal material we have discussed, appearance is also available here. Without going to rendering work space, you can change the appearance of your three model here itself. But it is highly recommended that you change the appearance in the rendered workspace because in that way you will have more control over how the rendered image will look. Now when we click on this appearance, this appearance palette opens. And here you have the application prospects of appearance. You can either apply to the whole body or you can apply to a particular phase. Here in the library, you have different kinds of materials. This checkbox is there. If we click here, it will show the available downloadable materials like, let's say, I think I have not downloaded this. Yes, you can download by clicking here, whichever appearance you want. Now here, let's provide some metallic texture to it. Let it be aluminum itself. When I'm left clicking this one and dragging the mouse over to the body, it will be applied to the whole body or the component, because the application prospect is bodies or components. When I click on this face and I try to apply it, it will be applied but only to the face. Let's apply in the face itself. By using this library, you can change the appearance of your three model. The next thing here is the scene setting. The scene is nothing but this gray coloration that you can see in the background. This is the scene, this is your three model. The background is the scene. When we click here, this scene settings palette opens Here, you can change variety of things. You can provide reflection to your model as you can see here, ground reflection, You can change the background color as well. Let's make it a bit yellowish or even you can provide the background essay environment. You can also change the focal length of the camera that we are using. You can change the exposure of lighting here. You can change the aspect ratio, lots of things. You can change from this pellet. At any point you are feeling that you have changed so many things and you want the original, you can always restore to the defaults. Now here are very important things there. You can change the environment from this environment library. Let's say we are providing this cross roads. You just double click and you can see. The whole background has been changed. This comes very handy when you're working with projects like belonging to like automobile sector. This environment will be very much handy. Let's say this one, a snow field here. Also, you have downloadable options. You can download them if you want. There are many options over here to change the environment, change how your render will look. Let's change it back to solid color itself. The next thing is decal. You can actually put images on your three D model. Let's put the logo of the company I work with that is the Learning Hub. Select this one. You can use these handles to move around or you can scale them. Also the image that you have uploaded over here and you can change the opacity also from here. Let's adds one more image over here, Fusion 360, you can render the image. Now just click here. You can change the aspects, you can change the image size, you can change the file format, You can make it PNG JPG or TIWF whatsoever you want, and then you can render it from here. As soon as render has been started, rendering has been started. The file will appear here and the status is seen with this green color line. As soon as it will finish, we will have our render ready. Now once the rendering has been completed, you can see the image by clicking here. This is your rendered image. You can download it or you can directly share it to the Fusion 360 gallery. We will come to later on in the course, how to share and how to showcase your scales in Fusion 360. This we will discuss later on, but this option is there in random. 22. 24 Bodies Vs Components: Now let's start a new concept in Fusion 360, that is assembly. Now for that, we are having a pre made assembly over here. If you are from a mechanical engineering background or any technical background, you will pinpoint it right away that it's a Geneva mechanism. Now, here in this assembly, there are four basic entities. This Cam, the pin that is attached with the follower, and the pin that is attached with the Cam. These four entities are what we call components in fan 360. These components are what that makes a assembly. Now to create a component, you have to go to here assemble and you have to create a new component. Inside every component, we have separate body and a separate sketch. Each and every component is independent of each other unless and until they are a sub assembly. That means if you're creating assembly by clicking over here and making a new component, it will make a sub assembly over here. You have to pay attention that whenever you're creating an individual component, you need to switch this one on, This is your main head assembly. From there, you can create a new component. Now, what's the difference between a body and a component that has to be understood? For that, let's start a new design. Let's create a simple body, a simple box. As soon as I do that, a body is appearing in the browser itself. We can copy it and we can paste it. It's like two bodies over here. Next, let's click here in the head assembly and create a new component. This time also let's create a box in the same plane. Let's select this and copy. Then in order to copy also, you have to select this one, press copy, paste. These two bodies are actual bodies and these two entities are components. Now what's the basic difference? These bodies can be a component, but a component cannot be a part of a body. Basically, what happens when we are making assembly, we cannot utilize these bodies. When I click on joint, which is the most basic thing for assembly, the bodies get hidden, but the components are there. You can provide joints between two components. They can be joined, but the same thing is not possible with bodies. That's the basic difference. One more thing from these bodies, you can write Click, and you can create them as components as well. But it is highly recommended that you always create a component from this assembly or this assembled tool bar by clicking over here in the head assembly. In the next lecture, we will start with a very simple assembly. We will understand how to create joints, how to create components. Then we will propagate to something complex like this Geneva mechanism. We are going to make this whole assembly by the end of this section. 23. 25 A very simple assembly: Now let's understand how assembly works in Fusion 360 by making this very simple assembly. As you can see here, it's a circular plate having a pin attached in the center and a pin attached here with the handle. The objective here is to rotate this circular plate when we drag this handle, whenever we are making any assembly, you need to define the objective, how the assembly should work. This should be your primary focus. Prior to making the assembly here, we have to rotate the circular plate by dragging this handle. This is the primary focus here. What we will do, we will recreate this assembly when we are recreating this. When we are creating anything in this assembly section, we are not using proper dimensions. It's not two dimensions. Let's create a new design. Now here we have three components. One is the circular plate with a pin over here somewhere and a circular hole in between. To make it more comprehensible, let's hide the other two components. This is component number one. Let's make it first go to Assemble New component. Click, Okay. As you can see, a new component is added to the browser. Create a sketch. Select a vertical plane, circle command. Make any dimension because it's not two dimension. Make a circular hole over here and drag this area for pin. Finish the sketch. Let's press, pull it backwards. Let's make it minus five. Switch on the sketch. This, we forgot to press, pull this one. Okay, let's make it two side so that we can press from here as well. For providing the handle, our first component is ready. Let's hide the sketch. Double click here and write it as a circular plate. Now for the next component, let's push them on. For the next component, we need to have a pin over here in the center of the circular plate. What we will do, we will again invoke the head assembly. We are not invoking it. If we are having this component activate and we are creating a new component, then it will become a subcomponent of this component, which is not desirable. For now, let's activate this one and create a new component this time. Select this phase, this is very much visible. Create a sketch, make a circle from this end, select it, Press pool, let it be two sides. So that we can cross over here to somewhat like this. The most important part is this operation would be obviously a new body and a new component has been created. Switch on the head assembly and you can see, let's name it Pin. Now for the last part, we need to create this handle over there. This would be the last component for that. Again, just check if this is activate or not. Go to assemble tool bar, create, new component. Create. Okay, select this face of the pin that we have extruded from the circular plate. Create a sketch. Let's create a circle. The fit point is fine. Invoke the line command. We're almost done. Just stream the unwanted areas just for consistency. Make them and finish the sketch. Now select this reason that we have created right now, press pull it backwards. I think this much would be sufficient. Operation is obviously new body click. Okay, Now this is a handle. You need to provide specific names for each and every component because what will happen if you're having like ten to 20 components in your assembly? You will not be able to understand which component is which one. That's you have to make a habit of providing Nomcalsa, providing name to them. Now, everything has been prepared. All the three components, they are individual and when we drag them, they can be go out like this. Now, if you accidentally did this, you want to revert it to the original position, Just click here In the revert, it will be reverted back. Now comes the fun part. Now we are going to provide joints to them. Now, joints are that lets components to have relative motion between each other. For that, we can go to assemble and joint, or you can use the shortcut key Jin, the keyboard. Just click here, this one again, and make the motion revolute. Click. Okay. Now as you can see, the motion has been provided. But these two components are attached together, but they are moving here and there. What we need in such kind of situation is that we have to ground something. Let's ground this one. Now we can have a relative motion between the circular plate and the pin that is in the center. But as you can see, this grip, this handle, is not attached to this one. This spin, we have to do that. Let's revert the position again. Click J, start the joint, select this one, select this one, and make the motion as rigid. Click Okay. Now as you can see, we have the desired rotation, or basically our primary focus has been attained. 24. 26 Geneva Wheel Mechanism: Now as promised, let's create this Geneva Mechanism from scratch. Now, what is this Geneva Mechanism? Geneva Mechanism is the most commonly used mechanism for producing intermittent rotary motion. It is characterized by alternate period of motion and rest with no reversal in direction. It is also used for indexing, like rotating a shaft through a prescribed angle. Other applications of Geneva Drive includes automatic sampling devices, banknote counting machines, indexable equipments like tool changers in CNC machines, and many more. Let's create this particular assembly. Now here, as you can see in the browser itself, we are having four different components. First is the follower, which is a driven component. Then we have a Cam, which is driving the whole assembly. It's a driving component, a pin, which is attached to the follower and which is attached to the can. Basically, we can say we have two basic components, follower and Can. We will start with the follower. For that, let's create a new design. As I told earlier, always start with a new component from the assemble toolbar. Let's give the name Follower. Now here let's hide all the other components. The follower be visible as you can see here, this component is clearly having circle as the measure sketch entity out of the circle. All the shapes have been carved out and the component, the follower is made. What we will do will create a sketch on the horizontal plane. Invoke the circle command. This assembly is not two dimensional. You don't have to worry about providing dimensions here and there. Just go with the flow. Let's create a line. Let's pray the origin from here. Let's make it coincide with the origin itself. Let's make another line over here. Let's say at angle of 54 degrees. Invoke the mirror command. Select this line. Select the mirror line. Click. Okay, let's convert these to us construction line. Let's get another circle somewhere over here and make it tangent to this and this one. Let's convert this to construction as well. Now again, make a circle from the center point of the construction circle that we have created and give any dimension. Now create a slot center to center slot on this line till this in section point, let it be of any width. Now what we are planning to do here, we are trying to recreate this particular section of the component, this one. That's why a slot has been created. Now create a circular pattern. Double click on the slot to select all the four objects of the slot. Select the center point, give quantities of five, y five, because we are having five symmetrical, or basically similar sections in this component. Now what we will do, we will try to recreate this particular section of the component. Now for that, let's trim, let's remove this one, also better create it as a construction line only. Again, invoke the circular pattern. This time, select this particular arc, select the centerpoint, and provide five first the quantity. Now all that is left to create this component is to trim the unwanted areas. We are going to fast forward this particular section. Since everything is trimmed, finish the sketch and take the reference from this premed assembly of how much we have to extrude. We have to extrude to five millimeter. We're taking reference of how much press pull command we have to use, up to how much we have to extrude a two D sketch to a three D model. That's the only difference we are taking with this premed model. Let's select this one, Press pull five millimeter upwards. Our first component, the follower is completed. Now for the next one that is the can activate the head assembly, new component. Let's name it Can. Now for this, what we will do, we will make the sketch of the previous component visible. Let's create a sketch on this plane itself, from the previous component. If you can see the circle, the construction circle, we can project it. This we have discussed earlier in one of the sketches. This one, click on, okay. It's been projected to the sketch that we are creating right now. Now, again, create a circle from here. Try to make it coincide with the arc. Or here, make one more circle and a small circle over here. Right now what we are trying to do, let's hide the follower for now. We're trying to recreate this particular component, the Cam one. For that we are creating this profile. Let's create one more circle over here, just trace the origin. This circle corresponds to this particular pin which is made on the Cam itself. And what this pin is going to do, as you can see, this is having contact with the follower and it is rotating it. This is important in this assembly. It should not be more than this gap. Let's check the gap once between these two points. It's 6.221 We cannot make it more than this one. Invoke the circle command. Just stress the origin. Let's make it five, only now we have to create this particular section of the can. For that, what we can do, we can create a line anywhere from, let's say here trace the origin, this one. Let's make it tangent to the circle. This one also. Then let's make it original vertical. Click on modify, provide, fill it. I think this much will be sufficient. Present we are almost set for the cam, but here we have to generate this particular profile for that. What we need is a three point arc. Let's say somewhere over here to here. Just stream the unwanted areas. We're almost good to go. Just finish the sketch. Select all this, I just switch out the follower for now. Right click and we are to extrude it downwards. By how much? Let's check it from here. Three millimeter. Remember, you have to provide a space for the pin of the can, that's why this is blank. Right click. Pull it down by minus three. As you can see, sketch is gone. Let's make it visible again. Now, again, select this one. Select this one. Also, extrude it upwards. Okay. We have to take the dimension here. Right now, what we're creating, we're creating this profile, this theory profile and this. Let's, let's measure it. It's like ten millimeter above. Let's select this right click, press, pull ten millimeter. Let's hide the sketch. And switch on the follower. Go to head assembly, and you can see two components are made. Let's hide the sketches for now. These two components are independent of each other as of now. But we will provide joints and we will provide attachment to them. Now, in any case, even if you are dragging the component here and there and they are in very different positions, you can always revert them back. Now the only thing that is remaining is the pin for the follower and the pin for Cam itself. For the follower, we need to create a hole over this one, let it be of any dimension. Right click, press pull downwards. Now we will create a fresh component to give a pin to the follower. Let's name it pin for follower. Select this face circle, select this one. Press pull it downwards to let's say 25 millimeter. Obviously the operation would be a new body. Click on. Okay, again, activate the head assembly. We are having now three components. Now the only thing that is remaining is the pin for the can. For that, again, let's create a new component, rename it Pin can click on Ok. Select this phase circle command. Press pulte downwards and up to where, let's make the extent type two object. And select this one, the pain of the follower, it will be extruded to that particular distance. Switch on the head assembly. Now we are having all the components in place. Now comes the time for visualization to understand how each and every component is interacting in the assembly. For that, let's go to this one, this premed assembly, as you can see. This is driving the follower. But these two pins are fixed. They are not moving. This follower is rotating on the pin of the follower. This cam is rotating on the pin of the cam. We are having a relative motion between them as I told earlier. Also, we need to ground certain things. When you try to understand this particular mechanism, you will come to know that these two pins, they are both grounded. They are both fixed. What we will do, we will right click on the pin of the follower. We will ground it, right click on the pin of the cam. We grounded. Now these two are grounded. That means I can freely move these two. The follower in the cam, but I cannot move these two. Let's reverse the position now. The follower and the pin of the follower, they are having a revolute motion. Similarly, the Cam at the pin of the cam, they are also having a revolute motion. Altogether, the assembly is having a relative revolute motion. What we will do, we will go to joint. The short cut of the same is J, the keyboard. Select this face and select this point for the pin, and give the motion as revolute. Similarly for the Cam, again, motion is revolute only. Now, as you can see, the pin that is supposed to revolve, the follower is like protruding out of the follower. This is not desirable, so what we will do, we will adjust it somehow so that it's not touching it. Let's check if any overlapping is there apart from this pin. I think there is none. Just adjust the pin in between over here. Now you have to capture the position. That means if I am rotating it anywhere, when we revert it back, it will revert to the captured position that we have did right now. I think we are good to go. Now provide context to all the surfaces and our assembly is complete. Now let's animate the model in order to see if any mistake is there in the assembly. Just go to joints, select any of the joint, and animate the model. As you can see, there might be chances that some overlapping of surfaces is taking place. What we will do, we will press pull this just a little bit, just like over here. And now animate the model. And our assembly is officially completed. Let's hide the joints. Let's provide rendering to it. Our Geneva mechanism is fully complete. Thank you so much. 25. 27 Animation workspace: As of now, you know how to make three D models, how to render them, how to create assemblies from various components, but you don't know how to showcase what you have made. For that, we have animation work space. This animation work space creates animation of how the design should be operated or assembled in case of assembly. This animation work space creates a animated video of your three model or assembly in order to showcase it. Let's understand this. As you can see, there is a different set of tools in the top and a new time line that is called animation timeline made here. This is the slider which can be adjusted and with this slider we can provide animation to our three model. Let's say I'm dragging this slider and making a small change. Then you can see a small icon is appearing here. This is called a action. Now let's slide it even further and make another change. You can see another action is added to the timeline. This action is what we are calling camera view action because we are playing with the camera over here. You can also drag these actions and make them shorter in durations. Then you can play on the playback over here. Let's make some other change this time. Let's rotate it and met in and out. Let's drag them and make them shorter in duration. Let's click on Play and see this is a animated video of your three model. Now let's see the same for assembly. Let's provide a rotation to this one. First, in assemblies, we are having different components. We can expo these components to show how the assembly actually got assembled. For that, we have different options in this transform tool bar. Here we have transformed components out, explode all levels, and manual explodes. Understand them one by one. First is transform components. The shortcut for the same is M. It's quite similar to the move command in the design work is Place. Let's click here. And then we have to select any one component. Let's select this one. You can provide the orientation in which you want to explode it. Let's say we're exploding it upwards when we click on Okay, one more action is added here. This is move action or transform action. This is along with the camera action when we click on Play, The rotation of the camera as well as the transformation of the component is taking place simultaneously. Let's say we want the camera view action first and then the transformation. What we can do, let's adjust this first. We can drag this one outwards and you can see this dotted line is showing it is overlapping with the end of the camera view action. Let's make this short as well and click on Play. The camera view is coming first and then the transformation is happening. The next thing that we have is auto explode all levels. I don't recommend because this generally explodes the assembly in a very erratic fashion. Better go for manual explode. When we select manual explode or use the shortcut key E, we can select the components and explode them in any direction. Let's say this direction. And then you can provide the explosion scale. Let's hit on playback. Let's transform even more. Select this one, transform it outwards. Click, okay, drag this. This is the action, and this is the complete playback of your animation. Now the only thing that is remaining is how to convert this into a video format. For that, you have to click on Publish Video. Then you can provide the video resolution, let it be 16, issue nine. Then click on Okay. You can save the project in the cloud. You can change the type if it's available over here, or you can save it to your computer as well. This is got saved here when we double click over here. Your whole animation video will be played in high definition. That is how animation work space works. 26. 30 Ball Bearing: The next design is of this ball bearing, which is a very common and widely used part in many instruments and machines in order to minimize friction and power losses. This is a bit complex to be made, but if you follow the steps dead, I'm telling you can make it in like four to 5 minutes max. Let's start. Go to New Design. Create a sketch in this vertical plane. Invoke center rectangle. Double click and select this. Copy and paste, Drag it downwards. Yeah, this much would be sufficient. Let's make a line in between them and create a circle in this midpoint, up to the midpoint or the center of the center rectangle. Now why we are making this sketch, We are trying to create this outer and inner rays of the ball bearing. These two are called outer and inner rays. Now finish the sketch. Let's use re wall again control and select both the profiles over here. We could have trimmed this particular line but let it be there is no issue for the As. Select this one. In just a matter of seconds, the inner and outer s is complete. Next is to create these spherical balls. For that, let's hide the body. First, select control, and select all these. Then again, invoke the revolve command. Show the body and select this axis, the spheres created. Now we need several of them. What we can do, we can create a circular pattern. Let's hide the sketch. Don't require it. Now let's create circular pattern. Select the feature which was the second revolve to create the sphere. And select this axis. Let's see, 20. Yeah, let's make it 2020 spheres are made. And when we look at the bodies, we will have the corresponding bodies. Let's rename it. This is the outer race. This one is in a race. All of these are the balls inside. Now the only thing that is remaining is the encasing that is surrounding these Spericer balls. For that, let's show the origin on this particular plane. Let's create a sketch. Must make a concentric circle. Finish the sketch and select this region. Right click, press pull, Choose the extent type as two object and select the surface of the inner race. An operation should be a new body joined, not cut new body. Click on. Okay, now when we see in the bodies we will have this new body which would act as the casing. Now let's hide this outer and inner race. Just select the control, select this one, right click, and hide it. You can also use shortcut V to show or hide the bodies or anything that is in the browser. Let's hide the sketches for now. Now we are going to learn a new thing that was not covered in the course that is using combined in a more proficient way. Select, let the target body be the encasing that we are having. For the tool bodies. Let's select all these bodies. Just select first one, Create on shift. Select the last one, it will cut the target body. These tool bodies are cutting in the target body. Do not forget to tick on this checkbox to keep the tools. Otherwise all these spherical balls will be gone. Click on okay. Now again select this body shift. Select this last body, right click, and hide them. Now to create the engssing properly, we need to provide shell to this. Select this face, select this one. Select this and let's make the inside thickness as 0.1 We are almost good to go now, show the origin. Use mirror and select the bodies. This is one body only of the encasing itself. Select the mirror plane. The operation should be join. Because it is joining to the encasing body only click on, Okay. Then we want all the bodies to be shown to be visible. Click on the bodies in the browser and click on Show all the Origin. Our bearing is complete, almost complete. Let's provide filet to this surfaces control and select all these. Let it be one m on. Our bearing is fully complete. 27. 31 Lampshade: Knowledge creates something a bit complex like this. Lambshed over here. Just create a sketch on any of the vertical plane. Invoke the line command. Make one vertical line, then one horizontal and one larger horizontal line over here. Invoke the fit point line. Select this point. Select another point which is above the midpoint of the vertical line over here, just a little bit above and close the reason. Press Enter. Now use the control handles to give the shape of the lampshed. Finish the sketch. Now let's invoke the revolve command. Select this profile, select this axis, and click Okay. The outline of this lampshade has been created. Now as you can see, we are having these empty ****** in the top and the bottom. Intricate pattern is created in between when we rotate the design, we can see the formation of the top portion like this. To create this, we are going to use a new command that was not covered till now, that is split body. In order to use this one, we need to create a Pset plane from this particular surface. Now invoke the split body command. The splitting tool would be the Pset plane we have created. Notice we are initially having just one body, and when we use this tool, we will have two bodies. The body to split would be obviously this one. And click on, Okay. Now you can see two bodies are created. Now let's do the same thing in the bottom as well. Again, invoke the split body command. This is the body to be splitted. It is excluding the top body because it's been removed from the main body. Splitting tool would be the new obst plane we have created. Okay, now we have three bodies. Let's name them for the sake of better understanding, let's say this is top, this one is center, this one is bottom. Let's hide the construction. Let's hide the center and the bottom one. Now here, in order to create this particular intricate detail, just make a hole over this one. Now let's switch on the center body and hide the top. Let's create a shell. Let's say one MM. We need the same thing in the top as well. Let's addit this feature. Let's control and select both. Now let's switch off this one and switch on the bottom here. Also, let's create a shell, one MM on both sides. Now let's switch on all we have a basic model. Now the only thing that is remaining is this intricate pattern in between. For that what we will do, let's switch off the top and the bottom. Switch on the origin, just zoom out to select this particular plane. Let's start sketching on this one. Now, the first thing we require is the outline of this body. What we will do, we will project it. This will be projected to our sketch. Let's hide the body. And this is projected to this sketch corresponding to this particular plane. Now let's make a line somewhat like this. One more line. Let's use peer constraint to make them parallel to each other and finish the sketch. Switch on the bodies. Select the reason, right click, press, let the direction beat symmetric. But we don't require this cutting operation. What we require for this particular design is Intersect press. Okay. We just require these two bodies are basically these intersections. Let's name it as original center part. This one new center part. This is just for convenience, we need to rename bodies, or even when we were dealing with assemblies, we need to rename the components because this makes a bit easy to operate in order to create. Now, select pattern, circular pattern, and select bodies. Let's select the new center part. And select this axis, let it be 20 only quantity. Click on, okay. Now as you can see, lots of bodies have been created. That's why we have renamed them because right now we are going to create a circular pattern with the original center part over here. Again, go to Create pattern circular pattern. The object is already selected, which was the original center part for the axis. Select this one, let it be 20 only, and click on Okay. Now here, switch on the top and the bottom as well. Let's hide the origin, and our lamb shed is complete. Let's go to render. The top and the bottom portions are obviously having wooden like texture. The center portion in which pattern is made, they look like fabric. What we will do, we'll go to appearance. Let's search for wood. Let's put Mahogany over here, the bottom. Let's try something different. Let it be pine in the center. We need to provide fabric. When we are providing it, you can see lots and lots of bodies are there. If you are providing appearance, single one of them, one by one, it will be very time consuming. What we will do, we'll go to bodies. We control and select all the better shipped and select and control and release these two. Select this also the shipped end. Click. I think all of them are selected. And let's provide fabric white. And it will be applied to all the bodies in the center. 28. 32 How to become a Fusion 360 certified: Now that you know the in and out of Fusion 360, now is the time to understand how to utilize this knowledge and become a Fusion 360 certified user and earn this certification and this badge, which can add a tremendous value to your carrier. Now the very first step is to understand certiport. Certiport is a portal which conducts many international certification examinations including Autodex Certified User Examination for Fijion 316. For that, you have to just go to buy or here, and then individual purchaser. Then you have to head to the Certiport USA shop. Here you can show for certification products. We are interested in Autodex only. We will go to Autodex vouchers. The very first step is to buy a examination voucher. As you can see, the most basic voucher is of $90 which may be costly to some of you. There is alternative for the same, that is to locate a Autodex authorized training center or a Autodex training partner. The respective link for the same is attached to the resources. From here, you can type the country you're living in, the state and the city. And when you click on search, all the authorized training centers will be visible to you. You can contact the centers to purchase the examination vouchers, which is very much less in cost, almost like one third of the cost that we are seeing over here. The second step is to register yourself in this certiport portal. If you are a new user, you can click on Register over here. Then you have to fill certain details like the country of your origin, your preferred language, and you have to set up your account. After that, you can login from here. You will be welcomed as a test candidate. You see if you are having any assigned vouchers to you, if you have bought a voucher or if you are planning to buy a voucher or from a authorized authorized center, you have bought a voucher. Everything will come here and here you will see the exam results. As you can see, I'm having two of these examinations. One is of Auto Certified Professional Exam and another one is of F 360 Examination. And you can see the score as well. The Certified Professional Examination has a score out of 100 and the user examination has a score 1,000 As you can see in the Auto Cat Certified Professional Exam, I have failed once with a score of 77 out of 100 because the passing percentage or the passing marks at that time was 80. When I retake the examination in 2016, I passed with the flying colors, whereas for user examination, the passing score should be 700. I have scored 767 and I have passed. Now you might be wondering what kind of questions can be asked in such examinations. For that, I have prepared two sample questions for the same as you can see here. The question goes like, open the file name model, rip from Fusion exam folder and find the distance between point A and B as shown above. Obviously, I cannot share with you the actual exam interface because it's very confidential. But I can share what kind of questions comes with this question. You're having a file that is appearing in Fusion exam folder. This exam folder is located in your computer through a console eight or any similar software which is conducting the examination. This folder will be available to you and this file will be available to you. You have to just double click over there and your file will be opened. Now here, what is being asked? The distance between these two points. We have made this similar three model earlier. We will open that. Let's again see the question distance between these two points. For that, we will use obviously the Mesa command. This point, select this point, you can see it is 162.234 millimeter. You had to write the answer over here. Let's see, one more question here. You had to open a file name caster wheel from Fusion exam folder. You had to write the name of the grounded component of this assembly. For that, we're having this assembly made over here with various components. As you can see, this small pin is made with this component. This is showing that this is grounded. One more ways there to know if a component is grounded not is to just right click over here and you will see unground option. That means this one was grounded. We will write Rear wheel N as the answer. As soon as the exam is over and you have scored more than the eligible limit of obtaining the certification, you will become a Fusion 360 certified user. Then you can propagate to your certiport ID. You can see how well you have performed, in which area, you can see in which area you are proficient, and in which area you are lacking. As soon as this is done, your certification will be available to your registered e mail ID. You can also go to my transcript and order official certificate, which might cost you like $10 It will be sent to your address itself. In the transcript tab itself, you can also see your score report. You can download it for your future references. With successful completion of all these steps, your certification will be available to you, obviously this badge. 29. 33 How to showcase your skills: We have learned many things in this course. Two, D, sketching, three D, modeling, rendering, creating assemblies, animation, and how to become a Fusion 360 certified user. Now is the time to understand the ways by which you can showcase your skills for that. We have two inbuilt options in Fusion 360 itself. One is Artodex Gallery, and another one is Grabcad. Let's understand about this Autodex Gallery first. The Autodex Gallery has many designs by many big designers in the field. Also, recruiters and decision makers from many big design companies are already there in this online gallery. If your project, if your model is up to the mark and you have uploaded it to this gallery, there are chances that recruiters, or the decision makers of many big design companies, they might hire you to upload anything over this particular gallery. You need to go to File menu of Application Bar and then go to Share. Provided that you have your model ready, just like we are having here a logo of Fusion 363 logo. We will click here. Go to Share Autodex Gallery. Here you can choose between a new project or existing project. Initially, it will have the screen capture as the thumbnail, but if you have rendered images, that will also come here in the option. Now let's give the project title Fusion logo. You had to write a very lucrative project description in order to add value to your project, but for the sake of saving time, let's just write here created in Fusion 360. Then you have to provide the industries, there are many options over here. If it is not fitting over any of these options, you can write other industries. Then you can provide categories. Then you have to provide certain tags. You can consider this tags as the tax that we use in Youtube in order to refine the search engine. In order to put our model or put our project file up in the search hierarchy, you have to be very careful in providing tags. This is a logo. You can write logo here, present to finalize your tag. You can also write Fusion 360 logo. You can add generalized tag like three D model. You can provide certain texts that are very popular, like three D, D in this case. Then you can allow the users to download the file or you can disallow it. Let's publish it. It will be published right away to the gallery. Let's take a look here. Go to your profile, then my public profile. Here you will see your project will have pending approval. As soon as it gets approved, it will be available in the gallery right away. The next thing is Grab. This is also quite similar like Ottodex Galt, but in Grab Cat there is even more exposure here. Also, you need to create an account in Grabcad community. The respect to link is provided in the resources. But when we're talking about the Autodex online gallery, you don't need to create a account because we have already created Autodex account earlier in the course when we were downloading the software. These credentials are the same with which you're logging in in the Fijion 360. You don't have to create anything else for Autodex online gallery, but for Grabcad community you have to create a separate account. Now here also for uploading a file, you have to just go to share Grabcad. Then you have to select community or work bench. It's recommended that you must select community first. You will understand about work bench once you get hang of Grabcad and then new library model. Just type the model name, write any description and create model. You have to just click on Published here. It's been published in your Grabcad community. Don't need approval for this one, just go to my models. You will see that it's published right away. You can see if any likes, or downloads or comments are there right here. Apart from these two inbuilt options to showcase your skills, my personal favorite is Sketchfab. Here you can upload your models, you can earn from it as well. When I'm clicking on this by three D models and I'm selecting anything over here, let's say, let's click this one. It's like $5 in cost. That means if you're uploading your models to this particular site, you might even earn some side income. That site that wraps our course. I hope you enjoyed the various aspects of Fusion 360 and we'll apply it in real time. Thank you so much, all the very best.