1 00:00:00,240 --> 00:00:05,700 This is the second video of Module six, we will learn all about creating joints in this video. 2 00:00:06,300 --> 00:00:11,220 We will start by learning how to create a joint and then move on to looking at the various types of 3 00:00:11,220 --> 00:00:11,550 joints. 4 00:00:11,550 --> 00:00:12,510 Infusion 360. 5 00:00:13,050 --> 00:00:13,890 Let's get started. 6 00:00:16,450 --> 00:00:18,940 Now, to create a joint, we need two components. 7 00:00:19,270 --> 00:00:22,180 I have created two components here the cylinder and the box. 8 00:00:23,140 --> 00:00:29,620 So essentially the way the joint would work is, I want this part of the cylinder, this extension to 9 00:00:29,620 --> 00:00:31,780 fit into this hole that I've created here. 10 00:00:33,600 --> 00:00:39,060 Now, to create a joint, I can click on this button up here that says join or go to assemble and click 11 00:00:39,060 --> 00:00:41,100 on Join or just Typekit on my keyboard. 12 00:00:42,450 --> 00:00:48,660 Now, this joint panel appears here, firstly, we need to select points on both our components. 13 00:00:49,700 --> 00:00:55,460 Now, as you can see, when I hover over this extension, I can see three points, which I can select. 14 00:00:56,090 --> 00:01:00,110 However, when I go to select this third point right here, it's just this face here. 15 00:01:00,950 --> 00:01:05,810 Now, if I want to select that, I can either go to a different view and then select it. 16 00:01:06,900 --> 00:01:12,180 Or what Vision allows us to do is when hovering over this extension, just click on, come on on your 17 00:01:12,180 --> 00:01:12,600 keyboard. 18 00:01:13,560 --> 00:01:19,170 And that locks it onto this face now, you can't switch faces an agency like this point at the back 19 00:01:19,170 --> 00:01:19,410 here. 20 00:01:20,010 --> 00:01:25,470 So for this demonstration, I would just like this front point here and once you select your. 21 00:01:26,590 --> 00:01:31,990 First component infusion, it disappears, it becomes transparent. 22 00:01:33,020 --> 00:01:36,780 And then select the point on the second component. 23 00:01:36,800 --> 00:01:43,370 So here I'm hitting come on, if I don't hit, come on, you see, I'm only being able to select the 24 00:01:43,370 --> 00:01:44,720 outer faces or the edge. 25 00:01:45,260 --> 00:01:48,920 But now if I step command, I can choose this back. 26 00:01:50,070 --> 00:01:50,610 Face your. 27 00:01:52,520 --> 00:01:54,080 And as you can see, our. 28 00:01:56,300 --> 00:01:56,770 Of. 29 00:01:58,150 --> 00:02:02,530 Cylinder body has now moved to this box to create the joint. 30 00:02:03,590 --> 00:02:11,420 Now, initially, when I was selecting the two components, one thing you need to keep note of is. 31 00:02:12,830 --> 00:02:14,570 The component that you want to move. 32 00:02:15,790 --> 00:02:20,560 See, for example, in this case, I wanted my cylinder to move, needs to be selected first. 33 00:02:21,490 --> 00:02:22,660 So just keep that in mind. 34 00:02:24,100 --> 00:02:28,930 So now that we have created our joint, we have types of joints. 35 00:02:29,320 --> 00:02:35,080 There are seven here, we only need to look at three, which are rigid, resolute and slider is currently 36 00:02:35,080 --> 00:02:42,490 flexible slider that changes to rigid, as you can see with this animation rigid, rigid joint, essentially. 37 00:02:43,480 --> 00:02:47,440 Like glue, so it doesn't really move, and it's fixed in one position. 38 00:02:49,080 --> 00:02:50,400 Our revenue joint. 39 00:02:52,200 --> 00:02:58,020 Allows it to rotate, so currently it's said to the Z-axis, and this joint is represented by Green 40 00:02:58,020 --> 00:02:58,710 Flag right here. 41 00:02:59,130 --> 00:03:02,520 So now if I animate it, you can see it revolving. 42 00:03:03,760 --> 00:03:08,470 This is a lender, so you cannot see the object revolving necessarily, but it is. 43 00:03:10,380 --> 00:03:15,760 You can also change the axes, so if I wanted to revolve around the x axis, it's going that way. 44 00:03:16,050 --> 00:03:21,510 It doesn't work in this case, but I used to demonstrate it or the y axis which goes this way. 45 00:03:22,110 --> 00:03:26,640 You can also create a custom axis, but for this, let's leave that the Z-axis. 46 00:03:28,510 --> 00:03:30,580 And the third type is our slider. 47 00:03:32,190 --> 00:03:33,810 So it can move in and out. 48 00:03:34,680 --> 00:03:40,210 It's not quite there yet, when I animate this entire cylinder goes in, we can fix that later. 49 00:03:40,230 --> 00:03:40,710 I would show you. 50 00:03:41,730 --> 00:03:42,750 So let's click OK. 51 00:03:44,870 --> 00:03:50,600 And our joint has been created, and now, as you can see, we have another dropdown here that says 52 00:03:50,600 --> 00:03:51,140 Joints. 53 00:03:51,650 --> 00:03:53,330 And we have our slider one. 54 00:03:54,460 --> 00:03:58,810 Now we can right click on this and we have a few settings here. 55 00:03:59,860 --> 00:04:04,180 We will look at three which are dry joints and the joints and the joint limits. 56 00:04:05,170 --> 00:04:06,460 Now for. 57 00:04:07,810 --> 00:04:12,670 Drive joints, you can essentially select the starting point of the joint. 58 00:04:12,790 --> 00:04:14,470 So let's just leave the subzero. 59 00:04:16,079 --> 00:04:22,470 We can edit our joint, which was essentially the panel we saw a few seconds ago where when we were 60 00:04:22,470 --> 00:04:25,800 creating our joint and you can change the specifications here. 61 00:04:26,980 --> 00:04:29,990 And the next one is our joint limits. 62 00:04:31,960 --> 00:04:34,630 So you can have a minimum or maximum under arrest. 63 00:04:35,080 --> 00:04:36,610 So I want to arrested zero. 64 00:04:37,880 --> 00:04:40,520 And have a minimum of minus 10. 65 00:04:42,090 --> 00:04:49,080 And now an enemy, you can see it works properly because it's sliding in and out and at the right distances. 66 00:04:50,030 --> 00:04:50,510 Now. 67 00:04:52,300 --> 00:04:55,960 It's sometimes hard to tell which one's the maximum and which one's the minimum. 68 00:04:56,350 --> 00:04:58,510 So you may need to play around with these values. 69 00:04:58,990 --> 00:05:00,850 But this is really helpful. 70 00:05:01,690 --> 00:05:04,630 So as you can see, our perfect joint has been created. 71 00:05:05,640 --> 00:05:12,710 You can hit OK and then you can also animate your joint, so as you can see, it's moving in and out, 72 00:05:12,720 --> 00:05:16,860 so if you just want to show someone how it works, you can click on an image. 73 00:05:18,890 --> 00:05:20,870 And then you can again, right click. 74 00:05:22,350 --> 00:05:24,030 And stop the animation. 75 00:05:25,260 --> 00:05:29,010 So that is it for this video, and that is how you create a joint. 76 00:05:31,220 --> 00:05:34,280 You have just learned all about creating joints and Fusion 360. 77 00:05:35,170 --> 00:05:38,680 As you keep using this tool, you will realize how exciting it is. 78 00:05:40,130 --> 00:05:42,950 Now, get ready for the next challenge to test your knowledge. 79 00:05:43,400 --> 00:05:43,940 See you there.