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Fusion 360 Draw Lines Connecting Sketch on 2 Planes

Autodesk Fusion 360 is a powerful sketch-based CAD/CAM blueprint tool that is FREE for hobbyist makers. The tool allows one to make 2-dimensional CAD drawings and extend them into the third dimension by calculation what Autodesk calls "features" to your drawings. In this blog post, nosotros'll dive into what that process looks like in a step past step guide.

There is an upcoming Fusion 360 online class covering these and similar concepts, sign upwardly today!

First, Fusion 360 allows 1 to "extrude" a 2nd square into the third dimension to create a 3D cube. The extrusion extends outward at right angles to the length and width dimensions thus extending the second CAD drawing into the third dimension which in turn allows it to then be 3D printed or milled by a CNC automobile.

Fusion 360 features like "extrude" and "revolve" practical to 2D shapes are extremely useful just they perform a very specific function and can be somewhat constrained in how they add the 3rd dimension to your digital design. For example, the extrude characteristic tin can only extend the height of a singular outline, the outline does non and cannot change throughout the change of top so even though that feature is extremely powerful, it is limited in that particular way.

If you are looking to expand your creativity and desire to connect two (or more) totally different outlines and create a smooth surface between them, y'all'll demand to use the "loft" characteristic. The loft feature allows you to transition from one outline to a totally different outline and Fusion 360 extrapolates the resulting surface to connect the 2. Y'all tin access the loft characteristic by clicking the "S" primal to pull up the search box then blazon in loft  and clicking or by clicking create in the elevation menu bar then selecting loft.

The claiming becomes, how do I tell fusion what sketch to offset from and which to terminate at? Furthermore, how exercise I draw sketches at different heights, this is where the Construction offset planes come in to play. Beginning planes are a sub element of Construction objects and although they appear on screen, they do not show up as agile objects in the blueprint. They are merely at that place as guides to help you place other objects in infinite and are passive in nature.

For Construction Planes, you can designate a new plane in the workspace that is offset from another airplane past a certain distance, in our case height. And so If I have a sketch of a circle and I wanted to extend a loft to a sketch of a triangle xxx mm above it, I could create a construction plane, solely for the utilize of creating and placing the new sketch of the target shape.

The workflow looks like the following:

  • Create you first sketch
  • Choose any plane to sketch upon
  • Place a circle on the sketch
  • Click finish sketch

  • click "Construct" then "Beginning plane" in the superlative toolbar

OR

  • type S to pull up search window, type in "starting time", select kickoff airplane


THEN

  • click on the original sketch airplane with the circle on information technology or the circumvolve itself, you should see it highlight
  • Pull to the arrow to set up the desired height OR enter the height numerically, 30mm for this example, click enter to confirm

  • click create sketch
  • click on the newly created showtime structure airplane as the sketch surface

  • draw a triangle
  • click finish sketch


At this betoken you should have two shapes on the screen, the lower circle and the upper triangle. Assuming you have clicked the finish sketch push, blazon "s" for the search window and enter loft in the search field. Click the loft command OR alternatively you lot can click on the create menu item from the top tool bar and choose loft. It will so prompt you to select the sketches to extend the loft between..

To meet the final loft,

  • click the circle to select as the sketch every bit origin
  • click the triangle to select sketch every bit destination
  • you should see a preview of the new body that is created
  • make tweaks every bit needed, click OK to take the new body


The result should be a new body that smoothly transitions from one shape to the other. Experiment to see how changes to the sketches and loft attributes change the torso.

Jump on the Hackerlab Discord and let us know if this worked for you. Did you successfully use the feature; testify us your piece of work and tell the states almost annihilation else you've learned.

Happy Hacking!

P.South. At that place is an upcoming Fusion 360 online course roofing these and similar concepts, sign upward today.

Most Curtis Soldano:
Curtis Soldano is a long fourth dimension technologist, tinkerer and maker who wants to share his excitement for using cool tech to make cool stuff. He has been with Hacker Lab since before the institution of the mid-town location and has volunteered his fourth dimension on many occasions to help grow Hacker Lab by providing elbow grease and skilled electrical maintenance and installations. Curtis' educational foundation is in Digital Electronics and separately he attained his California State Electric Contractor license in 2004 afterwards apprenticing for his male parent in the family business organisation for many years. Curtis' also worked for over 20 years as producer for top tier tech and amusement companies like EA, Disney, Atari, Playdom, E*TRADE, GSN and Sega.

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Source: https://hackerlab.org/en/blog/read/1342521194/using-construction-planes-in-fusion-360---bringing-your-sketches-to-new-heights

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