Joints & Mates
Stage 1A · Assemblies — Connecting components with Fusion Joints (and why they aren't Onshape mates)
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
- Part Studio holds parts
- Assembly + Mates
- Fastened / Revolute / Slider mates
- Mate connectors
- 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.
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
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.
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
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.
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
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.
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
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: zero motion, fully bolted
- Use for gussets, brackets, plates
- Revolute: rotates on one axis
- Use for arms, rollers, pivots
- 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.
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.
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
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.
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
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.
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
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
- 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
- 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.
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
- Model what this lesson covers in Fusion 360.
- Use the AltSkripts tools where they apply.
- Save it with a clear name.
- In Fusion: Share → Public Link → Copy.
- Paste the link below.
- A coach reviews it in AltHub.