From the course: Fusion 360 Essential Training
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Timeline editing caveat: Sculpting - Fusion 360 Tutorial
From the course: Fusion 360 Essential Training
Timeline editing caveat: Sculpting
- [Instructor] Now I've said this before, I want to reiterate, that there are some things inside of Fusion, which are called Direct Editing. When you create a sketch for example, and you draw to your heart's content inside of here, and then you extrude this, like this, that's great. You go back and get new requirements from your client that changes the shape of this. You need this to be in a more convex profile. Great. But then you create all of your designs based on this little Pac-Man chomper thing, and the client changes their mind back. Well you do not have a record of what this was to start off with. You may have that if you have older versions of this, because as you hit the save button, you have version one, version two, version three, and you can roll back to previous versions, but if you want to in this design, go back to what you had, you don't have the option of doing so. Everything that is done inside of the sketch environment is Direct Editing. You edit inside of there…
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Planning the process2m 44s
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Take a step back3m 8s
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Now get close and start drawing3m 44s
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Overview of the timeline3m 43s
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Editing via the timeline3m 53s
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Why create user parameters?5m 22s
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Timeline editing caveat: Sculpting4m 23s
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The importance of edges3m 48s
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The importance of cleanliness3m
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