From the course: Composite Design and Manufacturing 03: Validation and Production

Understanding bearing races in a composite object - Fusion 360 Tutorial

From the course: Composite Design and Manufacturing 03: Validation and Production

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Understanding bearing races in a composite object

- [Instructor] We're going to be talking about how we set up a bearing race for this push bike. Now this could be a bearing race, it could be some sort of metal insert that goes into your parts, any sort of like precision contact point. So in this case, we're talking bearing races for the headset, which is right here. So we're going to put a race right here at the bearing will sit into, so it holds the steer tube of the fork so that it can rotate. Now, this is a very common part that we make all the time. It's standard across basically all of our bikes on their top headset. So let's see how I set this all up. So the way I do this is, I have a separate model that is actually the bearing race itself. And there's a really simple and easy way to make this. It's basically driven from a sketch. So if we go ahead and open the Sketch up, you can see that I have, let's go ahead and turn it so it looks the way you saw it. So you see that this is the top of where the frame would be in contact and then this is how it comes down and then the angle of which it comes in. And then this is all referenced to the specifications for the bearing that we use. Now, this is the center line. So this is where that steer tube of the fork goes and everything is referenced from that. And you can see that I referenced in the sketch this top point and this is really critical right here because that's going to be referenced when we put this part into the assembly itself. So if you finish that sketch, we then just simply use a revolve. So we'll just edit that. You can see here that we're basically taking this as the access that it's going around and then selecting this section, and we're basically revolving it. And when you do that, you end up with this part. Now I save this and then what I do is, I bring this in as a linked component into my assembly. So I can reference this in other places. So what I'll do is, I will bring that in and I will reference that original sketch, that center point to right here. And what I'll do is it's right here you can see it. So that is referencing the original sketch, where it revolved to this point here. So that that top of this line is the top of this flat bearing face. So then what we're going to do is we're going to simply just copy that surface so that it's natively now in this assembly, but we can kind of hide that and now we have this body six, which is the copied part. So you can see that this surface is somewhat, this is a T spline surface that we built in fusion and it's somewhat irregular. So what we're going to do is, we're going to extend it so that it comes past that surface that we just made. So that, that way we have a nice area where we know that we have a intersection so we can cut it. So we're going to then just select this body which is the frame itself and then we're going to use that flat suction of that bearing face that we designed and we're going to use that as the cutting tool. And once we do that, we have this piece up here and this piece right here and right here, and we're just going to simply delete that so we can remove those faces and then we're also going to go ahead and remove that face right there that we built. And then what we'll do, we'll just create a very simple loft and we'll go from this edge here to this edge here and create a loft and there you go, you have yourself a perfectly flat surface here, so that that cap for the headset can come down and you have that precision bearing mount all designed in. Now, the cool thing is, is that this is really repeatable. We can do these for multiple different types of races, different types of inserts, any sort of mounting connection that we have. It's a super helpful way to do it and yeah, that gets us going.

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