4/11/2019
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Autodesk Inventor Vs Fusion 360 Average ratng: 3,0/5 9934 reviews
Hobbyist: Ross Korsky
(18 reviews)
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Description

ATTENTION MAC USERS: If you experiance issues with the installer please e-mail me (ross.korsky@gmail.com) and I will provide a workaround. Autodesk makes the installers and they are aware of the issued. Latest fiatecuscan 3.6.2 crack fiat ecu scan keygen - free and full version 2016 free. That said, the Mac installer has been broken for quite some time and I have little confidance that it will be fixed any time soon!

Helical gears resemble spur gears with the teeth at an angle. They can be meshed in parallel or crossed orientations at 90 degrees or arbitrary angles and can be generated with as little as a single tooth forming a screw gear.

Gears may be specified in either the 'Normal' or the 'Radial' system or the fixed profile Sunderland standard, any of which can be generated as either Left or Right handed. Handedness in helical gears refers to the direction the teeth lean when the gear is placed flat on a table.

Using this add-in, proper Herringbone gears (such as the gears used for this add-in's thumbnail) can be created by using a Sunderland profile then mirroring the gear about one of its faces. In the case of Herringbone or other double-helix gears the handedness of the base gear is not as significant as it is for single helix gears - to effectively change the handedness of a Herringbone / double helix gear all you need to do is flip it over - whereas for a single helix gear it must be mirrored to change its handedness.

Finally, by setting a helix angle of 0 degrees, Spur gears can be created and defined in the metric system (as opposed to the sample Spur Gear script which defines gears in the American system) with this add-in.

Be sure to check out the Gear Down For What YouTube channel and on thingiverse - he is doing some amazing things with Helical Gears!

Read Help Document

About This Version

Version 1.0.3, 11/5/2018
1.0.3 All tooth profiles are now created on their own sketches. This is a workaround for a fusion bug where sketch profiles are not always properly recognized when sketched off of z=0. 1.0.2 Fixing various bugs broken by, or exposed by, recent changes to Fusion. * Textboxes no longer appear to support list formatting - this was causing ERROR messages to be suppressed. * Expanding the Gear Parameters group was causing an infinite preview loop leading to very poor performance and likely causing crashes. ** Having the Gear Parameters expanded and having preview enabled still carries a performance penalty of causing the preview to be generated multiple times instead of just once. ** It can take a few clicks to get the Gear Parameters group to expand ** all-in-all Fusion does not yet support the concept of providing messaging to the user in a way which does not trigger the preview to be regenerated Other changes: * Number of teeth can now be set from a user parameter (gear is not updated if the parameter is changed after gear generation) * Increased the number of decimal places to nine for 'length per revolution' in Gear Parameters

Screenshots and Videos


Customer Reviews

(18 reviews)

A 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?

Fusion 360 Bodies vs Components

Bodies

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.

  • Collections of features
  • Predominantly used with Top-Down modelling techniques
  • Geometry from one body can be used to drive geometry on another
  • Perfect for ‘fleshing out’ your design in the conceptual stages of the process
  • You can have more than one body per component
  • Bodies can be promoted to Components
  • Typically you would only have one body per component during the final stages of design
  • You CAN’T create Joints between Bodies

Components

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.

  • Any new Fusion design is always a Component in it’s own right.
  • You can only create Joints between Components
  • Components can contain other components to form sub-assemblies
  • Defining components allows you to create a Bill of Materials (BOM)
  • Custom values for properties can be assigned to individual Components
  • Drawings are associated with components
  • Components can’t be demoted to bodies
  • Positional representations can be created, allowing a single component in multiple positions to determine the geometry of a neighboring component
  • Components are used in the animation and simulation environments

Fusion 360 Bodies and Components in Summary

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.

Oh, AND!!

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.