1A · Assemblies/Joints & Mates
1A · AssembliesLesson 18 of 52

Joints & Mates

Stage 1A · Assemblies — Connecting components with Fusion Joints (and why they aren't Onshape mates)

Est 23 minLevel BeginnerSoftware Fusion 360
01

Assemblies Move

A real robot is parts that pivot, slide, and bolt together

  • Sketches and bodies alone can't move
  • Joints define how one component moves vs another
  • Mirrors frcdesign 'Gusset Setup' — built in Fusion

Open by reminding students that everything they've built so far has been static geometry. The moment you have an arm, an intake, or a swerve module, you need motion. Tell them frcdesign.org teaches this with Onshape mates — we do the exact same ideas with Fusion Joints. The concepts transfer; the buttons differ.

Onshape Vs Fusion

Onshape
  • Part Studio holds parts
  • Assembly + Mates
  • Fastened / Revolute / Slider mates
  • Mate connectors
Fusion 360
  • Components + Bodies in one file
  • Assemble > Joint
  • Rigid / Revolute / Slider joints
  • Joint origins (snap points)

Many students will have watched Onshape tutorials. Be explicit: a Fusion 'Component' is the movable unit, like an Onshape part instance. Joints live in the same design file — there is no separate assembly tab. A 'Fastened mate' in Onshape equals a 'Rigid joint' here. Write the mapping on the board and leave it up.

02

Components, Not Bodies

Joints connect COMPONENTS — never raw bodies

  • Right-click body > Create Components from Bodies
  • Each tube, gusset, gear = its own component
  • Components show a colored icon in the browser
  • No component = no joint available
FUSION 360 · SCREENSHOT
FIG 1
Fusion browser tree showing several components (2x1 tube, gusset, hex shaft) each with the component icon, contrasted with a loose body above them.

This is the number-one beginner trap. Students try to joint two bodies and the tool refuses or behaves weirdly. Demo: select a body, right-click, Create Components from Bodies. Stress that components are the LEGO bricks — bodies are just shapes inside a brick. Activate a component by double-clicking it before editing its geometry.

03

Ground A Component

One component must be the fixed anchor

  • Right-click component > Ground
  • A pin icon appears — it cannot move
  • Usually the drivebase or main 2x1 frame rail
  • Everything else joints relative to ground
FUSION 360 · SCREENSHOT
FIG 2
Browser tree with the drivebase frame component showing the ground pin icon; the rest of the components un-pinned.

Compare to Onshape where the first inserted part is auto-fixed. In Fusion you do it yourself. Ground the chassis or the part bolted to the robot. Common mistake: grounding nothing, so the whole assembly floats and drags when you grab a part. Or grounding everything, so nothing can move. Ground exactly one thing — the frame.

04

Place Joint Origins

Joints snap to joint-origin points on each part

  • Hover an edge, face, or hole — Fusion offers snaps
  • Pick the same feature on both components
  • Hole centers auto-snap for 1/2in hex and bolts
  • Use 'Between Two Faces' for centered origins
FUSION 360 · SCREENSHOT
FIG 3
Joint dialog open mid-placement: cursor snapping to the center of a 1/2in hex bore on a gear, with the joint-origin triad visible.

The Joint command asks for two snap points: Component 1 then Component 2. Show snapping to a bolt-hole center and to a hex-shaft center. Tell them Fusion previews the origin as a little triad — if it lands in the wrong spot, the joint will be off. Tab key cycles snap options. This is the fiddliest part; have them slow down here.

05

As-Built Joints

As-Built keeps parts where they already sit

  • Assemble > As-Built Joint for pre-positioned parts
  • Regular Joint snaps parts together, moving them
  • Use As-Built after you've placed parts manually
  • Great for gussets already aligned to a tube
FUSION 360 · SCREENSHOT
FIG 4
Side-by-side: a regular Joint snapping a gusset onto a tube (it jumps into place) vs As-Built Joint leaving an already-aligned gusset untouched.

Key distinction students miss. A normal Joint will yank the second component to the first snap point — surprising if you'd carefully positioned it. As-Built Joint says 'lock them exactly where they are now, just define the motion type.' For FRC, As-Built is perfect when you've inserted a REV or WCP STEP file already mated by geometry.

The Three You Need

Rigid & Revolute
  • Rigid: zero motion, fully bolted
  • Use for gussets, brackets, plates
  • Revolute: rotates on one axis
  • Use for arms, rollers, pivots
Slider
  • Slider: translates on one axis
  • Use for elevators, telescoping tubes
  • Set the axis along the 2x1 length
  • Cylindrical = spin + slide (less common)

Map directly to Onshape: Rigid = Fastened, Revolute = Revolute, Slider = Slider. Give FRC examples for each: rigid for a gusset onto frame, revolute for an intake roller on a 1/2in hex shaft, slider for an elevator carriage on 2x1. Mention that the joint's motion axis is set by the joint origin orientation — get the origin right and the motion is automatic.

Key idea

Ground one part. Joint the rest to it.

Every assembly is one grounded anchor plus a chain of joints defining how each component moves relative to it.

06

Drive & Limit Joints

Right-click a joint > Edit Joint Limits to set range

  • Set Rest, Minimum, Maximum angles or distances
  • Drag the component to test the motion live
  • Limit an arm to its real 0–110° sweep
  • Animate to check for collisions before building
FUSION 360 · SCREENSHOT
FIG 5
Edit Joint Limits dialog on a revolute arm joint showing Minimum 0deg, Maximum 110deg, with the arm dragged mid-sweep in the canvas.

Show them grabbing the arm and dragging — instant feedback, the payoff moment. Then set limits so it can't swing through the floor or the bumpers. This is how you catch a mechanism that crashes into the frame before you cut metal. Onshape calls these mate limits; same idea. Encourage testing every revolute and slider this way.

07

Capture Position

Capture Position freezes a moved assembly state

  • Drag parts, then right-click > Capture Position
  • Revert Position snaps back to the joint default
  • Lets you screenshot the arm 'up' for design review
  • Doesn't break your joints — it's just a snapshot
FUSION 360 · SCREENSHOT
FIG 6
Right-click context menu in the canvas with 'Capture Position' and 'Revert Position' highlighted, arm shown in raised pose.

Students panic when they drag a part and it 'won't go back' — teach Revert Position. Capture Position is for documenting poses: scoring config, stowed config. Warn them: editing geometry while a captured position is active can cause weird results — revert before editing sketches. It's the Onshape 'positions' equivalent.

08

Jointing Real Parts

Insert STEP/F3D from REV, WCP, AndyMark, McMaster

  • Insert > Insert Mesh/Derive, or drag a STEP in
  • MAXSwerve, NEO, Kraken come as ready components
  • Joint a 1/2in hex shaft to a #25 sprocket bore
  • Snap to existing hole centers — don't re-model
FUSION 360 · SCREENSHOT
FIG 7
A MAXSwerve module STEP file inserted into the design, with a NEO motor component being revolute-jointed to the module's output, hole-center snaps visible.

This replaces Onshape's MKCad library. Show downloading a STEP from REV Robotics or grabbing a McMaster-Carr bolt, then inserting it. Inserted vendor parts arrive as components already — perfect for As-Built or hole-snap joints. Tip: insert as a STEP for geometry you'll joint to; the hole centers snap beautifully to hex shafts and bolt patterns.

Your Task

Build this
  • Ground a 2x1 frame rail component
  • Rigid-joint a gusset to the rail
  • Insert a 1/2in hex shaft, revolute-joint it
  • Add limits, test the spin, capture a pose
How to submit
  • Fusion > File > Share > Public Link
  • Set link to 'Anyone with the link'
  • Copy the URL
  • Paste it on AltHub for review

Give them 25–30 minutes. Circulate and check for the classic errors: jointing bodies instead of components, nothing grounded, or everything grounded. Verify each student grounded exactly one part and used a revolute (not rigid) on the hex shaft. Submission is a Fusion public share link pasted into AltHub — make sure the link permission is actually public before they paste.

Recap

Joints Connect Components Ground One, Move The Rest

  • Components first, then joints — never raw bodies
  • Rigid / Revolute / Slider = Fastened / Revolute / Slider
  • As-Built keeps position; limits and Capture test motion

Your Task

Build this
  • Model what this lesson covers in Fusion 360.
  • Use the AltSkripts tools where they apply.
  • Save it with a clear name.
How to submit
  • In Fusion: Share → Public Link → Copy.
  • Paste the link below.
  • A coach reviews it in AltHub.