If Fusion 360 was a toolbox, I've been using only one or two screwdrivers, and wire cutters for now. My hat's off for this great CAD tool and also the supporting tutorials!
Same, but before jumping into big machinery you have to learn the basics first before you branch out into more complex operations. Fusion is a big machine and should be treated as such when learning how to operate. She powerful.
Thank you !!- been through this tutorial about 30 times - and finally got there! I don't know if it is operator error on my behalf, but I get all sorts of strangeness and it has taken me all day to replicate this without some strange glitch that has caused me to have to start again and get more and more frustrated About to 3d print the part and will go through it a few more times from scratch tomorrow... till it sinks in and I can debug whatever I am doing wrong and try and get it right the first time Determined to get over the psychological barrier of this side of F360 that the parametric seemed easy to get through You make it look so easy!
@robocog Same here.Doesn't help that F360 has changed quite a bit since this tutorial was made! I'm only on about round 5 of trying to complete this tutorial, so will need a few more attempts before I get one to stick! Planning to rout the letter with a 1mm ball nose cutter :)
What you've shown in these videos is amazing. Thank you! For this one in particular, how would you adjust clearances, in case you're making something for printing?
Yay! Several attempts and some funky looking shapes later I think I nailed it! Way out of comfort zone but confidence growing. Now will see if can do it again but without the coaching.
Fusion 360 is indeed a software for new age designers.Especially the top down design approach which saves a tremendous amount of time when it comes to creating assemblies.
Thank you Tanner for the great tutorial. The amount of brilliant video and tutorial resource online about F360 makes it one of the best CAD software to learn
Hey Tanner, great video. The stars you see at some intersections are called "star points" and they're how t-splines deals with non-square geometry, FYI.
If you are like me and having trouble connecting the triangles (spline gets kinda curly where they connect) when you 'repair body', just select multiple sides instead of rectangle in a face toolbox. It fixed the problem for me
Everything went well, but for some reason my boundary fill wouldn't work, so I had to do a work around... I'll keep looking for more videos to learn more!
Really nice tutorial, got to the end of it feeling like I've learned a lot. Unfortunately for some weird reason, after extruding the projection, my Boundary Fill won't get green unless I create a whole solid body all around the "F".
Fusion 360 is very power :) Thanks, your videos are a great help! I use Fusion 360 for 3D printing of my models. Keep doing tutorial, I would like to see a video where you realize gadgets and mechanical models. Thank you so much for your help :)
I see that logo slightly differently than your interpretation: to me it looks like the top and crossbar of the F are wedges, tapering to a sharp edge on the right side. Is there a way to lift sculpted faces by different amounts, maybe raise them up to touch a sloping construction plane?
dammm ! that's great stuff! I have been using fusion for a while now but only with sketches, I didn't even know it did this kind of thing ! Wonderful thank you for the great video, very informative and well explained.
on the 21:21 step I get the following error message "Error: There was a problem combining geometry together. If attempting a Join/Cut/Intersect, try to ensure that the bodies have a clear overlap (problems can occur where faces and edges are nearly coincident). " any clue what the problem is?
never mind found the solution on my own, just had to highlight all the faces and move them away from the xy plane so the fill boundary had a little bit more room to work with
Mostafa Mohamed so true. I was using Fusion 360 to do all of my modelings, even for blender and unity... The interface of Fusion is straightforward, intuitive and nice for accuracy , while blender features heaps of shortcuts and modifiers that were overwhelming.
I honestly always thought this logo was based on a cubic shape. With the left portion, the one with the straight edge and the curved edge, was one face, and with the 'F' portion, the one with the two coplanar bits, with the top of the F turning down and forming a point, being another face, with an implied top face connecting between these two portions, with the interior of the F being sculpted out to the face opposite of the 'F' portion, which would imply thickness in two parts on the face opposite of the side face described, which would leave the bottom, which is only an edge formed by the bottom point of the 'F' portion and the bottom of the side face where, along with the back face missing portions, is missing due to the sculpting. Now this doesn't mean there isn't more curvature, as there clearly is, but I think this is the basis for what the logo is. A cube, with two side faces, a back face, a top face, and a front face, with sculpting cutting out all of the bottom face, some of the back face, and most of the face on the right side of the F and the front face of the F. A logo that can be modeled with traditional cad and sculpted in what's closer to 3D modelling, like what the video shows, is a great logo for showing what a program can do while being discrete and not being overly complex, plus it's minimalistic. Good job to whoever designed the logo.
Enjoyed the video, but found it hard to keep up as lots of the tools used have now moved! I can't find "Patch" anywhere (I'm using 2.0.8412)...! :D Would love to see an updated version of this tutorial as it contains some very useful stuff.
First I coudn't find it either, but finally got it. They removed the patch workspace completetly, and moved the tools into the Surface section (next to solid, which is the default selection). Hope this helps.
I have little experience. But could it be more convenient to draw these lines by using stylus input or by using bezier pen (like in Illustrator)? And then convert it to 3d model.
This is an excellent tutorial, however most of the time when I try it I cannot get the two main creases to merge. It locks up Fusion and I have to restart it. Am I doing something wrong, maybe I'm missing something obvious? Thanks, --Monte
thanks a lot for the video! what confuses me a little about fusion is that it doesn't have layers and you managed to make the inverted L and the middle dash on the same layer and to create a unique mesh you have to do that. I tried to stitch the two bodies but an error message appeared. How did you do it? Just raising them on the same plane wasn't enough for me. Thanks
Great video! How would you dimension this? I have not seen how to do that on any solid model tutorial so far. Your help would be greatly appreciated. Thanks
Early in the vid, soon after the image import, there was a Scale step. The only other dimension I heard mentioned was the Extrude, which worked and made the real 3d effect. Anything else you thought should be in the vid?
Nice video! Everything was fine until I was raising first two surfaces. The bottom right corner of the letter was coming up together with the surface I tried to pull up. Could someone help?? Thanks.
Thanks for the video and I learnt a few things. All went well except for when I came to the boundary fill. I got an error in red: "There was a problem combining geometry together. If attempting a Join/Cut/Intersect, try to ensure that the bodies have a clear overlap (problems can occur where faces and edges are nearly coincident)" Any help please? I am using the personal license. Thanks.
After clicking the repair, the shape I created remains the same. I can still see boxy shape unlike yours became a curve surface. What did go wrong? Any ideas?
Is it possible to add a "match" feature?It'll match body to the picture you put in it.It'll be interesting! In this case,if I can draw a triangle,extrude it to build a body,sweep it with a pattern,adjust it and get the result?
i'm working on this trouble for 3 days... the matter is: i get repaired the first body, but the second doesn't take the rounded shape. i've tryed many times, also changing the order, but after teh first body it doesn't repair also the second. any tip?
I'm new to Fusion360 and still trying to get around... I'm trying to design a guitar similar to a PRS style body that has both very organic shapes and aggressive arch-top contours at the cutaway but it changes throughout the length of the body, but also very precise cuts for pickups, neck and etc! Could you help? I know that thats is a complex project but it would probably be very helpful to explore all the capabilities... I have plans if it helps.... Thank you! Dan.
Hi there. I can't create a boundary fill. I get this error: Error: There was a problem combining geometry together. If attempting a Join/Cut/Intersect, try to ensure that the bodies have a clear overlap (problems can occur where faces and edges are nearly coincident). I'm not sure what is happening, is it's all good up until then. My extrusion is 90mm deep,, and the depth that I lifted the faces by was (I think) 10mm. Should that be a greater lift? Any help recommended Cheers M.
The solution seems to be that I needed to extend the initial Lift/pull Face" by an additional 7.5mm - so 17.5mm in total, to make a sharper distinction between faces
It would have been nice if you had provided a link or resource for the logo file so that we could try this ourselves. Not everyone can just whip up a .svg version of your logo to play along.
hey nice video ! i had a question regarding the repair bodies section. when the two starts appear and i go to repair bodies, it does not do anything, even tho the section has been selected. Any ideas ? cheers
Compared to how I previously would have made this (in a popular competing software) this IS a huge improvement. In that other software -- which shall remain nameless -- it would have taken probably ~30 sketches, and ~20 features. Sculpt is a huge improvement over lofting and surfacing when making things like this. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-r1UcY2f8DIo.html
Adding triangles did not work. I get T- Spline topology error when I click Finish Form. I narrow down to triangles at the bottom. Auto repair cannot solve. I solve by adding rectangles, then use Weld Vertices to convert into triangles. Works.
really shouldn't be making triangles, I don't think they work correctly, instead best practice would be to use polygons to simulate triangular faces and just sub divide. if you look at the final model, all the faces are polygon anyways after the auto repair.
@Aaron Magnin I can't able to repair...after selecting and clicking on auto repain...it still looks boxy...instead of curved and smooth edge. Please help me..
I'm following this, but as soon as I make the joining creases at the bottom right corner of the F where the creases terminate into one vertex, Fusion 360 crashes
Gabe Nydick Me too!!! The ram and cpu usage was 100% when it crashes. I tried hundreds of times. Every time I try to crease that specific section of line it just crashes. Even if I only select that one section it dies immediately !
Gabe Nydick I think found a solution. Add a piece of line between where the two creases meet eliminating the sharing vertex. It won't crash this way. But I don't know if this would do anything wrong to the modeling.
Hi, thank you for the tutorial, I found it very useful. However, I am having issue with boundary fill. I read some previous comments and AKN for solutions but unable to find solve the issue.. It just won’t let me select the wall, the projected face, and the bottom plane with an error saying there was a problem combining geometry together. Any idea what could it be..?
Hard to tell without seeing it, sorry! Get on the forum to see if someone over there can assist, or you might even want to check out the Fusion 360 Reddit page (www.reddit.com/r/Fusion360/).
annoying but now is my second attempt and not just feeling the love :-( but it was a good tutorial Error: There was a problem combining geometry together. If attempting a Join/Cut/Intersect, try to ensure that the bodies have a clear overlap (problems can occur where faces and edges are nearly coincident).
Nice tutorial, but Fusion just crashes when I try to crease the last Lines @16:30 Edit: I changed the sharp triangle you created at 7:30 to a rectangle and everything is fine now.
+Stuff With Kirby Sure thing - I just google-image-searched for the logo, and this one is a little low-res, but it's the same one I used in the video and should work just fine: static-dc.autodesk.net/content/dam/autodesk/www/products/new-fusion-360/images/overview/fusion-360-logo31.png Thanks!
im having issues with the very bottom of the "F" at the point.. bot lines wont crease.. it crashes PC.. redid 5 times in a row and I even traced your exact topology for faces.. when i made it a triange at the point its fine but then if you try and merge those verts it crashes.. any ideas why that bottom point where the 2 creases meet would have issue?
They changes the menus. Now you have a menu icon in the FORM menu that says UTILITIES and there you will find the RERAIR BODY TOOL. So go to DESIGN, click on the CREATE FORM icon, and there you'll find the UTILITIES icon
Hi Dave, this functionality is largely in the same place. You'll create a form in the Create dropdown of Design (the command is closer to the top of the list now) and that will take you into the "Form" environment. Should be a very similar workflow to what Tanner shows here. Does that help?
@@adskFusion Yeah, a lot actually! Thanks! I've been looking for the Sculpt Environment since the current version unified Model and Sculpt into Design. I didn't figure that out LOL Should've just looked closer in the Create Tab I guess.
I don't think that's entirely true.. however I can be proved wrong as I'm not completely in the know about what subdivision technique they actually use.. however it's a subdivision technique that causes a sort of micro-creasing on the original control points
+chronok Yep it's not true. Triangle topology distorts things up everything the same way as in classic subdivision modeling. I've gone through everything I could find on the technology on Tsplines and did my own tests in Fusion to see whether this is right.. and lo and behold the first test showed every of the same no-no stuff that appears on the models after trying to subdivide anything with a triangle in it (non-quad topology). Tspline technology would have to contain some uber subdivision algorithms that we don't know of yet not to have a problem with triangle topology. Tsplines are flawed in so many ways i'm not sure why Autodesk just doesn't go and just add a lot of the old Alias surface modeling. Pure nurbs 4 life! Evidence goo.gl/95mnMa
That was my problem with this as Tanner was modeling it. The Tris made me cringe. They should have at least an option to 'Quadify' Or 'Quadrify' command. I love the simplicity of this program but the triangle thing is a problem for me modeling soft goods.