Simulating Nut and Bolt Movement in Autodesk Fusion 360 with a Cylindrical Joint
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- Опубликовано: 15 июл 2024
- In this video, learn to use a cylindrical joint in Autodesk Fusion 360 to simulate the movement of a nut and bolt in your models!
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Joints in Fusion 360 can simulate lots of different kinds of movement. In this case, for example, we need a joint that can simulate both sliding along an axis as well as a rotational movement. This means that we’re going to want to use the cylindrical joint.
The cylindrical joint lets you simulate movement along an axis and adds a spin. This is perfect for a nut and bolt as the nut needs to spin as it works its way along the threads.
In addition, we can use joint limits to limit how far along the bolt the nut can go, and motion links to link the movement of the nut to the rotation of the nut to make the object more realistic! Наука
Hi everyone! What other kinds of joints would you like to see in Fusion 360?
Can you do more in assembly.... 🙂
Sir I want simulation of bending a sheet metal Embossing process
I'm doing a Bayonet Mount. I first model it on Rhino (I know, I know but I'm being introduced in Fusion) But can't seem to make it work.
How can I do this in the animation workplace.
Thanks! Your videos are very helpful. Appreciate your work!
Thank you, sir, this is a superb video. Thank you for taking the time to make it.
FINALLY!! Thank you.
Thank you for the vid, was really helpful!
Nice tutorial! Thanks!
fantastic tutorial mate
BRAVO! EXACTLY what I needed! No drama and 1h of lecture how, where, why, if, history of...! GREAT TUTORIAL! SUBSCRIBED!
Thanks, that's exactly what I'm looking for :)
Great ! Thank you very much.
Thanks man!
Thanks!
thanks for the video, well presented. shame F360 doesnt have a drop down there for SAE/Metric threads such that you set the distance based on the threads. 1/4"-20 is 20 turns per inch. it is fairly important for positioning machines to simulate that. learned a lot. thank you.
I'm just starting with F360 and found this tutorial perfectly paced. Exactly what I needed. Subbed and will be going through the rest very soon. Thanks! 👍
Welcome aboard!
Thanks man! This has so much value!
nice tutorial. Ist possible to mate the surface betwen threads so it really actual rotating based on the thread?.. like in solidworks.
I am from Germany but this Videdo helps alot
This is exactly what i needed. Thanks! "The Fusion Essentials"
Glad it helped!
So, you would want the rotation distance to match the pitch of the two threaded bodies (nut & bolt), right? If I did as shown in the video would it work to do a finite element analysis?
Great tutorial video! really detailed teaching
Thanks, amazing! I found that if set the length for a 360 rotation to the same amount as the thread design (i'm using metric threads, so it might be easier), then it looks to rotate perfectly.
So for example, if using an m16 thread, which is 2mm per thread, then you'd say 2mm Distance and 360* rotation, correct? That's what I did and it looks correct as far as I can tell
What a powerful software! I'm impressed by these features. Beyond my imagination. Thank you for teaching!
This was a cool one!!! I had to play with it just to see the realistic turn ratio. VERY COOL!
The distance travelled for 360 should be the thread pitch.
Thanks exactly what I was going to say
Great. This solved a problem I had. thanks for this video.
06:42 there is something still unrealistic: the shadow's movement :-)
I saved your video on my playlist because it's greatly useful
Glad it helped!
On my 5th video of yours - great stuff. You still out there? Curious why you're not posting anymore.
Still out here, I just kind of ran out of time. This is my 4th RUclips channel and I just couldn't keep up - still loving Fusion 360 though :)
The actual pitch for a 1/4"-20 bolt is 20 threads per inch. Bolt = 2" therefore the bolt is 40 threads. Length = 2", angle = 40(360). Now the nut will spin synchronously with the bolt threads.
its even easier than that: just do length = 1/20" angle = 360
HELLO SIR,,how can i add Mc-master car component in my fusion 360 ..please tell me
I'm making a nut and bolt and the nut has a blind hole. How would I work the bolt to only rotate down until it hits the bottom of the hole based on the threads?
thanks so much for this! At the end of the video (around 9min.) you say "you could calculate the actual distance...". And that is what i need!!! Any help would be great! I dont want to calculate this by myself, but i am looking for a SW (maybe its not Fusion 360) that does this for me. So not really "animate" a movement, but "simulate" it- with real world conditions. For example - Simulate nut and bolt that don't fit and see the stresses (how the threads of each break)
Why shadow below is moving up and down?
I mean to make it realistic is good enough reason for me. I would set the revolution to the distance. Ps. Solving the thread pitch isn't that hard. English threads are how far did I move (forward) per one 360° rotation. The actual formula that you would type into the distance portion
1/x
X is the threads per inch. In your case, you got a 1/4-20. The 20 is the threads per inch. So the distance, in this case, is:
1/20
Literally type that into the box and hot enter.
Subscribed! I have a question though: so lets say that the screw you have is an M6 and the nut you have is a 1/4 inch (1/4"=6.35mm) in real life if you try to insert an M6 screw in a 1/4" nut they wont go in, if you import both from Mcmaster and try to slide them does fusion 360 show that they won't work or the simulation isn't a really practical and realistic and will show them sliding in?
I think they will only go together if you have CONTACT disabled in the assemble drop-down menu
My problem with this approach is that Fusion 360 is not aware of the clamping force exercised by the fastener, so it won't help with simulation???
How to do same in autocad pls explain
good tutorial, I found it extremely difficult to move my joints without glitches though. My objects have a much larger radius
i was hoping this wasn't a simulation and fusion would automatically figure out the motion physics based on the the two screw surfaces
How do you control the starting angle of the nut to avoid interferences between the teeth of the nut and bolt?
I was about to ask how to make Fusion 360 do deduce this automatically? As in actually simulate the connection between those parts?
@@MikkoRantalainen I'm still having this problem. I'm simulating a bolted assembly and it's failing where there are conflicts at the threads!
Does using contact sets serve as an alternative to using joint limits?
Sorry I meant motion link not joint limits
Hi, and first of all thanks for your clean presentation. A Simple question: Is it possible to turn the bolt and see the nut moving linear instead of turning the nut to see it climbing the bolt ? Thanks :)
yes you can, just ground the Nut instead of the bolt. apply the rotation to the bolt and you'll see the bolt move in and out of the stationary nut
I think this should be called animation instead of simulation because the threads are still intersecting for this animation.
Were you ever able to get the threads to not intersect? I'm still unable to simulate a bolted connection.
@@CopperRivets I'm not aware of any way to do actual thread simulation. Everybody just seems to be fake it instead.
WHERE IS THE Dowel Joint
IDK why app can't see both things as solid physical objects and can't simulate by it self. Even 10-20 usd games allows you create physical object and simulate on real world conditions. It is annoying.
THE JOINT IS NOT SOO GOOD. as others write, tuo didnt to the right match btw the nuts and the screw
Well.. the video does not really match the description as the movement does not correlate to the thread.
No good!
After a lot of fiddling around I noticed that if you set the distance (in motion link) to the exact height of the thread it gets pretty close, to almost perfect. The distance and rotation angle is basically the amount of rotation done on that given distance.
Too fast please slow 😭
The distance is the pitch size.