Fusion 360 was released earlier this year. The learning materials are all online. Also, Fusion 360 is completely different from Inventor. It is a cloud based combination of industrial and mechanical design tools. Panic at the disco 2018 tour. Inventor or Fusion 360? Home > Autodesk and other CAD industry articles and news > Engineering & Manufacturing Design > Inventor or Fusion 360? So we were chatting in the office the other day and the topic came up on why would you use Inventor or Fusion 360 at a fraction of the price.
Slicer for Autodesk® Fusion 360™ is a tool to turn your digital 3D models into appealing artefacts. It slices and converts 3D models into 2D patterns that you can cut out of any flat material. Slicer for Fusion 360 also creates 3D instructions you can interact with, to help build a model.
Create a model in Fusion 360 and with a few clicks you can send your model to Slicer for Fusion 360. Apply various slicing techniques to your model and create 2d plans in EPS, DXF or PDF formats that you can cut using Laser cutter or CNC machine.
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Slicer for Fusion 360 can be used as standalone or as an add-in for Fusion, and lets you use different construction techniques to build your model based on 2D slices and animated assembly instructions.
Read Help DocumentA lot of users new to CAD or new to a 3D CAD modeller may be confused by the concept of Fusion 360 Bodies and Components. You don’t know, what you don’t know right? For those users, bodies and components can appear to be too similar to one another, and keeping things organised can be a challenge. So what’s the story? What are the differences between Fusion 360’s Bodies and Components, and when should Components be used?
Bodies are essentially collections of 3 dimensional features connected to one another, until they form a static representation of a part. People can create multiple bodies within a Component. Modern Top down design methodologies use the concept of bodies as the bed rock of its power. Essentially you are modelling one body relative to the next, as they will be built in the real world, allowing users to ‘borrow’ geometry from one body to drive features on the next. It’s a very powerful and convenient way to model.
First of all, you need to understand that as soon as you create a new Fusion design, it is already a Component, additionally it will always be the top level Component for the design. Then by default the first 3D features you create will start to form the first Body for the design and therefore the Component. Components can contain one or multiple bodies. Typically though, as your design takes shape and you move into creating movement within your model, you would only expect to see a single body in each component.
Components can represent either parts or sub-assemblies, so naturally sub-assembly components will be made up of other components. Building the component structure is how you communicate to the tradesman reading your drawings, or viewing your model, how you want them to assemble your design. Any downstream user of your designs will benefit from what is in fact, the Bill of Materials for your product. This structure cannot be achieved with bodies alone. Properties are a huge part of BOM’s as well, so components allow users to enter custom property values for Part Number, Part Name and Description. More properties and the ability to create custom properties will no doubt be added to Fusion 360 Components in the future.
So, essentially Bodies form the geometric representation of your designs, either independently or as a result of relationships with other Bodies.Then Components allow you to define an assembly structure, and via the use of Joints, you can determine how parts and sub-assemblies function with respect to one another. When working with Components, you need to make sure you have the Component you are working with activated, otherwise you may get unexpected results. Just remember that the Fusion Design file is a Component of its own, so any additional features you add may end up as part of the top level Component, instead of the Component you thought you were adding it to. If you would like any further clarification, have any questions or tips about using Fusion 360 Bodies and Components, then please don’t hesitate to fire away in the comments below.
If you are wondering what Top Down design is, Paul Munford wrote a great piece explaining the various assembly modelling techniques within the context of Autodesk Inventor. The concepts discussed also apply for SolidWorks, and of course Fusion 360. The only difference is Fusion 360 doesn’t explicitly label components as parts and assemblies.