1E · Subsystems/Bumpers
1E · SubsystemsLesson 51 of 52

Bumpers

STAGE 1E · SUBSYSTEMS — Designing legal, durable FRC bumpers in Fusion 360

Est 22 minLevel AdvancedSoftware Fusion 360
01

Why Bumpers Matter

Bumpers protect your frame from 150 lb robots.

  • They are the only legal contact surface in most games.
  • Bad bumpers fail inspection and cost you matches.
  • They define your real footprint and weight budget.
  • Pit crew swaps them red/blue in 90 seconds.

Open with a war story: a robot whose bumpers fell off mid-match got disabled. Stress that bumpers are a graded inspection item every event. Beginners think bumpers are an afterthought; pros design them alongside the drivetrain. We model them so they fit perfectly and weigh what we planned.

02

Know The Rules First

Read the current game manual section R401-R412 yourself.

  • Bumper zone: a 7 in tall band on the frame.
  • Coverage: at least 6 in around each corner.
  • Corners count as part of frame perimeter.
  • Numbers below are typical, but verify yearly.
FUSION 360 · SCREENSHOT
FIG 1
A screenshot of the FRC game manual bumper rules page (R-section) with the height and corner-coverage rules highlighted.

The exact letters and dimensions shift slightly year to year, so teach the habit of looking it up, not memorizing. Walk through bumper zone height, corner coverage, and the rule that corners must be covered. Common mistake: students design a cool feature that violates the 7 in band.

The Numbers That Matter

Geometry
  • Bumper zone height: ~7 in band
  • Wood backing: 2x4 lumber, ~3/4 in plywood end caps
  • Pool noodle: two 2.5 in noodles stacked
  • Min corner coverage: ~6 in each side
Build rules
  • Hard backing: 1x4 or 2x4 wood
  • Fabric: 1000D Cordura, team color + numbers
  • Gaps at corners: max ~1/4 in
  • Mount: removable, no falling off

Put the spec sheet side by side so students see geometry vs construction rules. Emphasize the noodle stack height must hit the bumper zone. Mention that the wood backing is usually 1x4 nominal (3/4 x 3.5 in actual) — nominal vs actual lumber sizes trip people up constantly.

03

Anatomy Of A Bumper

A bumper is wood backing + noodle + fabric sleeve.

  • Wood backing screws to the frame perimeter.
  • Two pool noodles stack to fill the 7 in zone.
  • Cordura sleeve wraps and staples to the back.
  • Brackets clamp the bumper to the 2x1 tube frame.
FUSION 360 · SCREENSHOT
FIG 2
A labeled CAD cross-section in Fusion showing wood backing, two stacked pool noodles, fabric sleeve, and a mounting bracket on the frame tube.

Demo the cross-section so they see how the layers stack. The noodles compress, so model nominal diameter and let real foam squish. Point out the fabric is just a thin skin — in CAD we usually skip it or model it as a thin shell so the part isn't gigantic.

04

Drive It With Parameters

Modify > Change Parameters before you sketch.

  • Add bumperHeight = 7 in, woodThk = 0.75 in.
  • Add noodleDia = 2.5 in, frameTube = 1 in.
  • Reference parameters in every sketch dimension.
  • Change one number, whole bumper updates.
FUSION 360 · SCREENSHOT
FIG 3
The Fusion Change Parameters dialog with User Parameters added: bumperHeight, woodThk, noodleDia, frameTube, with values and units.

This is the Onshape Variables equivalent — in Fusion it is Modify > Change Parameters > User Parameters. Demo adding a parameter, then typing the name into a sketch dimension box. Stress: if the game changes the bumper height next year, you edit one parameter instead of re-drawing everything.

05

Model The Wood Backing

Sketch the backing profile on the frame's side plane.

  • Rectangle: length of one side, height = woodThk band.
  • Extrude to 3.5 in (actual 1x4 height).
  • Create as a new component named Bumper_Wood.
  • Repeat per side; keep segments separate.
FUSION 360 · SCREENSHOT
FIG 4
Fusion timeline showing a sketched rectangle on the frame side, extruded into a wood backing board, with the component renamed Bumper_Wood in the browser.

Always make a New Component first (right-click > New Component or the checkbox in the dialog) so the bumper is its own assembly piece, not a body inside the drivetrain. Common mistake: students model one giant bumper ring — real bumpers are segments per side so they fit around the frame corners.

06

Stack The Pool Noodles

Sketch two circles, noodleDia, on the board's front face.

  • Stack them so the pair fills the bumper zone.
  • Extrude/sweep along the backing length.
  • Model as separate bodies, soft material.
  • Center the noodle pair on the 7 in band.
FUSION 360 · SCREENSHOT
FIG 5
Two stacked circles dimensioned to noodleDia on the front face of the wood backing, extruded into noodle cylinders running the length of the bumper.

Sweep is cleaner than extrude if your backing wraps a corner, but for a straight segment extrude is fine. Remind them noodles compress in real life, so a tiny overlap with field elements in CAD is okay. The two-noodle stack is the standard way to fill the 7 in zone.

07

Design Mounting Brackets

Bumpers must be removable but never fall off.

  • Common: aluminum L-bracket or pin-and-clip.
  • Model a bracket that clamps the 2x1 tube.
  • Insert REV/WCP bracket STEP files if available.
  • Use Joints to attach bracket to frame.
FUSION 360 · SCREENSHOT
FIG 6
A mounting bracket component positioned on the 2x1 frame tube with a rigid Joint applied, shown in the Fusion Joints dialog.

Insert > Insert Derive or Insert McMaster/STEP for real bracket parts (REV and WCP sell bumper brackets). Use Assemble > Joint, rigid type, to lock the bracket to the tube — this is the Onshape Mates equivalent. Inspectors physically shake bumpers; if yours wiggle off you fail. Pin-and-clip is fast for pit swaps.

Key idea

ONE NUMBER, WHOLE BUMPER.

Driving bumpers with User Parameters means a rules change next season is one edit, not a weekend of rework.

08

Common Bumper Mistakes

Modeling one solid ring instead of corner segments.

  • Forgetting nominal vs actual lumber sizes.
  • Noodle stack not filling the full 7 in zone.
  • Brackets that block access panels or wiring.
  • No color/number plan — fails fabric inspection.

Run through these fast as a checklist. The nominal-vs-actual lumber thing is the #1 dimensional error: a 1x4 is really 0.75 x 3.5 in. Show them how to confirm bracket placement does not block the battery or main breaker. Bumpers must show team number and alliance color clearly.

Your Task

Build this
  • Add User Parameters for bumper dims
  • Model one full bumper segment
  • Wood backing + two stacked noodles
  • Add one mounting bracket with a Joint
How to submit
  • Verify it hits the ~7 in bumper zone
  • Rename components clearly
  • Fusion: File > Share > Public Link
  • Paste the link on AltHub

Give them the rest of the session. Walk the room and check that everyone made a New Component and used parameters in at least one dimension. The submit flow is File > Share > Public Link in Fusion, then drop it on the AltHub board. Bonus: pattern the segment around all four frame sides.

Recap

Bumpers, Done Right Verify The Rules Every Season

  • Rules first: height, corner coverage, removability.
  • Wood backing + stacked noodles + Cordura sleeve.
  • Parameters make next year's update a one-line edit.

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.