From the course: Fusion 360 Essential Training

Editing via the timeline - Fusion 360 Tutorial

From the course: Fusion 360 Essential Training

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Editing via the timeline

- For this video, I am using one of the built-in sample designs from Fusion 360. If you scroll all the way to the top of your Fusion 360 hierarchy up here, and scroll all the way to the bottom, you will see design samples under "Design Samples." Double-click on those and the lamp will be there. This shows a fairly complex design that has a lot of different features. You can go back in time and edit anything that you want. For example, this fillet, Fillet4 right here, if you double-click on it, you're able to change the amount of fillet on this. Now, beware. If you change this too much, likes to some egregious amount like that and click "OK," in this case, it was all right, but there may be other features that are down the design tree that rely on features that are created with this fillet. When you make changes at the beginning, you need to make sure that those changes don't cascade down and cause what are called downstream failures. Anything can be edited on the timeline. You can right-click. You get some different features when you right-click from renaming to suppressing, and it's generally a very very useful thing to do. I talked a little bit before about organizing your designs. It's a very good thing to do so. One thing I did want to point out that's very very important, and is more of a best practices than something that you have to do. This design did not follow this. When you are creating a very complex design, you want to start off by creating a new component. I'll talk about this in later videos as well, but when you start a new design, and you create a new component, you get a new component right here. If you know you're going to be creating one body or just a couple bodies, you may not need to do this. If you know that your design is going to have multiple different objects in it, and be on the more complex side, you'll want to create a new component. The reason why is I'm going in and I'm going to create some features on this, some extrusions, and just generally build up the timeline. Let's say this is a terribly complex little whale that I built here. Now I need to do a different part of the model. I can say, "Create New Component," see I have a new component right there, and my parent is going to be just the top level. Now I have Component2. Notice my timeline is gone. Now I create possibly a sphere here of different size, and let's create a sphere and a torus. Let's cut out of the sphere. Nice. We have this little feature right here. Notice I have two features in my timeline. Where did the rest go? The rest are under Component1:1. When I activate this component by clicking on this little radio button right here, we can see the timeline for the first component. Clicking here is the timeline for the second component, and clicking at the top level, is the timeline for all components. That is a very handy thing about the timeline is that it can show you contextural information based on what component you're working on. It's a really good idea to just create a component to start off with, if you think your design is going to be anything that you would consider complex.

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