1D · Methodology/The Assembly
1D · MethodologyLesson 44 of 52

The Assembly

Stage 1D · Methodology — Assemble components with joints, study motion, and check range of motion in Fusion 360

Est 23 minLevel AdvancedSoftware Fusion 360
01

From Parts To Mechanism

Modeling makes parts. Assembly makes them MOVE.

  • Joints define how components connect and rotate
  • Catch interference before you cut metal
  • A swerve module is useless if wheels jam

Frame it: up to now they've modeled single bodies. Real robots are dozens of components that must fit and move together. Fusion's assembly tools let you connect parts the way bolts and bearings do in real life — and verify range of motion virtually so we don't waste aluminum. Stress that a CAD assembly is a digital prototype: if it doesn't move in Fusion, it won't move on the field.

Translating The Workflow

ONSHAPE (frcdesign)
  • Part Studio holds parts
  • Assembly tab + Mates
  • Fastened / Revolute / Slider
  • Insert from MKCad
FUSION 360
  • One design, many Components
  • ASSEMBLE > Joints
  • Rigid / Revolute / Slider
  • INSERT > McMaster / F3D / STEP

Most students may have seen frcdesign.org which is Onshape. The concepts map cleanly. The biggest mental shift: Fusion keeps everything in ONE file. 'Components' are the movable units (like Onshape parts), 'Bodies' are just geometry inside a component. Joints only work between Components, never raw Bodies — this is the #1 beginner trap.

02

Bodies Vs Components

A Body cannot move. A Component can.

  • Right-click a body > Create Components from Bodies
  • Components get their own origin + timeline
  • Joints, motion, and BOM all need components
  • Name every component immediately
FUSION 360 · SCREENSHOT
FIG 1
Browser tree showing a body being right-clicked with 'Create Components from Bodies' highlighted, next to a properly nested component list (Frame, Wheel, Axle).

Demo live: model a quick plate, show it's just a Body. Right-click > Create Components from Bodies, watch the icon change in the browser. Common mistake: students try to joint two bodies and the Joint command grays out or behaves oddly. Rule of thumb: if it moves on the robot, it's a component. Name them now — 'Component1, Component2' is how you lose an afternoon.

03

Ground The Base

Pick ONE component as the fixed frame

  • Right-click base component > Ground
  • Usually the 2x1 tube chassis or gearbox plate
  • A grounded part anchors everything else
  • Without a ground, the whole assembly floats
FUSION 360 · SCREENSHOT
FIG 2
Browser with the chassis/frame component right-clicked, 'Ground' option highlighted, and the small pin icon now showing next to that component.

In FRC the ground is almost always your chassis or the structural plate everything bolts to. Ground it before jointing anything. If students don't ground, dragging one part will fling the whole assembly around the screen. The grounded component shows a thumbtack icon. Only ground ONE thing per moving subsystem.

04

Placing A Joint

ASSEMBLE > Joint (keyboard: J)

  • Click Component 1 face/edge, then Component 2
  • Joints snap to origins, edges, or hole centers
  • Pick the joint TYPE in the dialog
  • Watch the motion preview before OK
FUSION 360 · SCREENSHOT
FIG 3
The Joint dialog open mid-placement: cursor snapping to the center of a bolt hole on a gearbox plate, with the joint origin marker visible and Motion Type dropdown showing.

This is the heart of the lesson. Press J, hover and Fusion offers snap points — corners, edge midpoints, and crucially hole/circle CENTERS (great for bolt patterns and bearing bores). Click source point, then target point, parts snap together. Then choose motion type. Tell them: aim for the bearing bore center or the bolt hole, not a random face, so alignment is exact.

The Three You Need

RIGID & REVOLUTE
  • Rigid: zero motion, bolted solid
  • Use for brackets, standoffs, plates
  • Revolute: rotates on one axis
  • Use for wheels, arms, pivots
SLIDER (+ MORE)
  • Slider: translates along one axis
  • Use for elevator stages, linear slides
  • Cylindrical: spin + slide together
  • Planar / Pin-slot for special cases

Map each to FRC hardware. Rigid = a bracket bolted to a tube. Revolute = a wheel on a 1/2in hex axle, or an intake arm pivot. Slider = a cascade elevator stage on bearing blocks. 90% of a robot is Rigid and Revolute. Don't over-think it — most beginners only need those two. Cylindrical is for things like a turret shaft that both spins and plunges.

05

Revolute: Wheel On Hex

Snap joint to the 1/2in hex bore center

  • Set Motion Type to Revolute
  • Confirm rotation axis is the axle axis
  • Drag the wheel to test free spin
  • No spin? Wrong axis or grounded part
FUSION 360 · SCREENSHOT
FIG 4
A wheel component jointed to a hex axle, the revolute rotation axis arrow shown along the axle centerline, and the wheel rotated partway to show it spins.

Concrete demo: REV or AndyMark wheel on a 1/2in hex shaft. Snap to the bore center so it's coaxial. Choose Revolute, verify the axis arrow runs DOWN the axle, not sideways. Then grab and drag — it should spin freely. If it won't move, either you grounded the wheel by accident or the axis is wrong. This is exactly how you'd model a drivetrain wheel pod.

06

Insert Vendor Components

INSERT > Insert McMaster-Carr Component

  • Download STEP/F3D from REV, WCP, AndyMark
  • INSERT > Insert Derive / Upload to insert F3D
  • Inserted parts arrive as components, ready to joint
  • Fix orientation, then joint to your design
FUSION 360 · SCREENSHOT
FIG 5
Fusion INSERT menu expanded showing 'Insert McMaster-Carr Component' and the McMaster web panel open with a hex bearing's STEP download options.

This replaces Onshape's MKCad library. For fasteners and bearings, INSERT > McMaster-Carr is gold — browse, pick STEP, it drops in. For modules (MAXSwerve, NEO, Kraken X60), download the F3D or STEP from the vendor and upload it to your Fusion project, then Insert into Design. Inserted geometry comes in as its own component, so it's immediately jointable. Warn them: vendor parts can be heavy/detailed — that's fine for fit checks.

Key idea

JOINTS DEFINE INTENT, NOT JUST FIT

Every joint says 'this is how the real robot moves' — get the type and axis right and the whole assembly behaves like the physical machine.

07

Motion Study & Limits

ASSEMBLE > Motion Study to animate joints

  • Edit a joint > set Motion Limits (min/max angle)
  • Example: arm sweeps 0 deg to 110 deg only
  • Use Drive Joints to step through positions
  • Limits mirror real hardstops and encoders
FUSION 360 · SCREENSHOT
FIG 6
The Edit Joint dialog with the Motion tab open, Rotation limits enabled showing Minimum 0 deg and Maximum 110 deg, alongside the Motion Study timeline at the bottom.

Show two tools. (1) Right-click a joint > Edit Joint Limits to cap an arm at its real travel — this stops CAD from showing impossible positions. (2) Motion Study / Drive Joints to animate and scrub through the range. Tie limits to reality: physical hardstops, an elevator's max extension, a turret's wire-management limit. This is how you confirm the mechanism reaches its target without overtravel.

08

Check Range Of Motion

Drag/drive the joint through full travel

  • INSPECT > Interference to find collisions
  • Watch the arm clear the bumper + frame perimeter
  • Red highlight = parts overlapping = fix it
  • Re-check after every design change
FUSION 360 · SCREENSHOT
FIG 7
INSPECT > Interference results panel listing an overlap volume in red between an arm and a bumper, with the offending region highlighted in the viewport.

The payoff step. Drive the mechanism end to end, then run INSPECT > Interference to mathematically detect overlaps you'd miss by eye. Red = parts occupying the same space — impossible in metal. Have them specifically check the 120in frame-perimeter rule and bumper clearance for any mechanism that extends. Remind: range of motion changes whenever geometry changes, so re-verify before declaring 'done.'

Your Task

BUILD THIS
  • Take your 2-body part, make components
  • Ground the frame, joint a wheel (revolute)
  • Insert one McMaster bolt, rigid-joint it
  • Add a motion limit + run Interference check
HOW TO SUBMIT
  • Confirm wheel spins, no red interference
  • File > Share > Public Link
  • Copy the shared link
  • Paste it on AltHub for review

Give them 20-25 min. Circulate and watch for: jointing bodies instead of components, forgetting to ground, and revolute axes pointing the wrong way. Success looks like a wheel that spins, a bolt that's solid, and a clean Interference report. To submit in Fusion: File > Share > Share Public Link, enable the link, copy, and paste on AltHub. Public link lets mentors open it without an Autodesk account.

Recap

You Can Now Assemble And Verify Motion

  • Components move, bodies don't — convert first
  • Ground one base, then joint: Rigid / Revolute / Slider
  • Drive joints + INSPECT Interference to check range of 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.