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Fusion 360 Essential Training

Fusion 360 Essential Training

5h 24mBeginner2019-08-28

Authors

Nick Kloski

Nick Kloski

Cofounder of HoneyPoint3D

Course details

Design differently with Fusion 360. This cloud-powered tool from Autodesk is the key to instant 3D creativity, used for product design, mechanical engineering, and fabrication. This essential training gives you the expertise to use Fusion 360 to turn your ideas into ready-to-manufacture designs that flow to 3D printing, CNC milling, or injection molding. Instructor Nick Kloski, founder of HoneyPoint3D, provides an overview of all the basic operations in Fusion 360, including sketching, extruding 3D objects, sculpting, and surface modeling. He explains the functions of the software, while providing a solid foundation in the basics of effective 3D design. Learn how to plan a project; model your ideas; work with sketches, meshes, and surfaces; generate files for 3D printing; and analyze your designs. Plus, learn how to create photorealistic renderings and even animations of your Fusion 360 designs.

Learning objectives
Creating basic shapes
Using Fusion 360 environments
Sketching
Extruding profiles to create objects
Sculpting
Surface modeling
Editing via the timeline
Editing and combining shapes
Analyzing your work
Rendering
Exporting models

Skills covered

Fusion 360Product and Industrial DesignAutodesk3D ModelingVisualization and Real-TimeEssential TrainingAECProduct and ManufacturingAnimation and Illustration

Concepts

0. Introduction

  • 01 - Use Fusion 360 to turn your ideas into designs

1. Introduction to Fusion 360

  • 02 - What Fusion 360 does
  • 03 - What Fusion 360 does not do
  • 04 - Fusion 360 competitors and companions
  • 05 - The online aspect of Fusion 360
  • 06 - Browser-based CAD
  • 07 - Team and client collaboration
  • 08 - What is covered in this course
  • 09 - What is not covered in this course

2. Creating Basic Shapes

  • 10 - Introduction to creating basic shapes
  • 11 - Fusion 360's environments
  • 12 - Environments - Designing
  • 13 - Environments - Showing
  • 14 - Environments - Making
  • 15 - User interface refresher
  • 16 - Let's create some primitives
  • 17 - An intro to sketching
  • 18 - Sketch dimensions explained
  • 19 - Extruding profiles to create objects
  • 20 - What is lofting
  • 21 - Setting up your Loft profiles
  • 22 - Lofting and controlling tangency
  • 23 - Adding loft guide rails
  • 24 - What are Sweeps
  • 25 - Fusion 360 can sculpt
  • 26 - What is surface modeling

3. Planning Your Design

  • 27 - Planning the process
  • 28 - Take a step back
  • 29 - Now get close and start drawing
  • 30 - Overview of the timeline
  • 31 - Editing via the timeline
  • 32 - Why create user parameters
  • 33 - Timeline editing caveat - Sculpting
  • 34 - The importance of edges
  • 35 - The importance of cleanliness

4. Editing Your Shapes

  • 36 - Intro - Modify and assemble tools
  • 37 - Making shapes useful
  • 38 - Making shapes nice
  • 39 - Combining shapes
  • 40 - Use patterns
  • 41 - Sculpt edges and editing

5. Inspecting and Creating Your Work

  • 42 - Analysis tools
  • 43 - Analysis tools 2
  • 44 - Measurement tools
  • 45 - Exporting solid models
  • 46 - Exporting polygonal models

6. Solid Modeling Tutorial - Headphone Hanger

  • 47 - Introduction to the step-by-step section
  • 48 - Introduction to planning your model
  • 49 - Strategy - Inside-out
  • 50 - Strategy - Outside-in
  • 51 - Using paper, pencil, and a ruler
  • 52 - Translating your design into a sketch
  • 53 - Alternate - Uploading an image template
  • 54 - Sketch and extrude the starter profile
  • 55 - Creating a baseplate
  • 56 - Create and extrude your aesthetic curves
  • 57 - Bonus - Sweeping a lip
  • 58 - Beauty through embellishments and fillets

7. Sculpt Modeling Tutorial - Headphone Hanger

  • 59 - Introduction to sculpting the hanger
  • 60 - Importing your template
  • 61 - Sculpting a plane and editing the form
  • 62 - Surface thickening the hanger portion
  • 63 - Sketch and extrude a sculpted baseplate
  • 64 - How to patch and stitch surface models
  • 65 - Cutting holes and making it pretty

8. Now That You Have Your Model

  • 66 - Let's make some photos
  • 67 - Setting up your render stage
  • 68 - Exporting to Meshmixer for 3D printing

Conclusion

  • 69 - Other software classes to check out
  • 70 - Next steps

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