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fixed images not aligning with bullet points
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source/docs/cad/projecttwo.md

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@@ -4,8 +4,7 @@ For this project, you'll design a robotic arm with articulated claws. It introdu
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## Creating the Design
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* First, you create a new component for the base
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* Then, create a sketch with a circle and extrude it
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* Then, create a sketch with a circle and extrude it
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![](../assets/fusion360/circle1.png)
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* Next, you make another sketch on the XZ plane
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* Next, you will make another sketch atop this new disk and make a Rectangle `R`, then use the equal constraint to make two adjacent sides equal
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* Set the length of one side using Dimension `D` to be a little smaller than the disk
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* Divide this side length by two and define 2 sides to be that distance away from the origin to center your square
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* Next, you will make two horizontal lines about ⅕ of your total length away from the two edges of your square
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* Next, you will make two horizontal lines about ⅕ of your total length away from the two edges of your square
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![](../assets/fusion360/base1.png)
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* Select the two smaller rectangles made by your sketch and extrude them
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* Select the two smaller rectangles made by your sketch and extrude them
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![](../assets/fusion360/base2.png)
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* Finally, use the Fillet tool in the Modify section of the Toolbar to polish the edges of the rectangles you extruded
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* Finally, use the Fillet tool in the Modify section of the Toolbar to polish the edges of the rectangles you extruded
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![](../assets/fusion360/base3.png)
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* Then create a sketch on one of the extrusions
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* Under the Sketch Palette, switch the line type to Construction
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* Under the Sketch Palette, switch the line type to Construction
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![](../assets/fusion360/base4.png)
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* Construction Lines are just like Construction Planes; they act like normal lines but are just used as a reference for other things
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* Create a line `L` down the middle of your sketch, making sure the little midline (triangle) symbol appears at both ends of your Construction Line
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* Turn off the Construction Line type, then make a circle `C` at any point on your Construction Line
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![](../assets/fusion360/base5.png)
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* Use Dimension `D` to make your circle a little way down from the edge, then extrude the circle to cut both extrusions
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* Turn off the Construction Line type, then make a circle `C` at any point on your Construction Line
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![](../assets/fusion360/base5.png)
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* Use Dimension `D` to make your circle a little way down from the edge, then extrude the circle to cut both extrusions
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![](../assets/fusion360/base6.png)
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## Mid Arm
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* To create the sketch, simply make a rectangle `R`, then add a construction line to act as your mirror line
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* Project `P` the hole in the extrusion onto the sketch
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* Define the two edges of the rectangle to be collinear with the edges of the extrusion using the Collinear Constraint, and make the bottom edge of the rectangle around the middle of the extrusion
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* Add some fillets to the edge, then mirror the bottom section onto the other end
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* Add some fillets to the edge, then mirror the bottom section onto the other end
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![](../assets/fusion360/midarm (1).png)
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* Finally, extrude the Mid arm
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* Finally, extrude the Mid arm
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![](../assets/fusion360/midarm (2).png)
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## Claw Frame
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* The one you are using today is SpurGear
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* First, make sure to activate the whole design
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* To access the SpurGear script, click on Utilities at the top of the Toolbar, then click Addons, scroll down until you see SpurGear, and click either the Python or C++ version (they’re the exact same), then hit Run
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* To access the SpurGear script, click on Utilities at the top of the Toolbar, then click Addons, scroll down until you see SpurGear, and click either the Python or C++ version (they’re the exact same), then hit Run
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![](../assets/fusion360/gears1.png)
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* Copy my settings, then hit OK
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* Copy these settings, then hit OK
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![](../assets/fusion360/gears2.png)
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* You should see a gear spawn at the origin of your design
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* You should see a gear spawn at the origin of your design
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![](../assets/fusion360/gears3.png)
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* To figure out the Positioning of your gears, you should make a sketch of where they go
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* Create another construction line going down the middle of the Claw frame
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* Use the point tool in your Toolbar under Create and place it in the midline of your first construction line
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* Set your point to the middle of the second construction line using the Midpoint constraint
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* Finally, use the dimension tool `D` to make the circles a little above the middle of the Claw Frame
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* Finally, use the dimension tool `D` to make the circles a little above the middle of the Claw Frame
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![](../assets/fusion360/gears4.png)
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## Joints/Motion Links
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It's good practice to stimulate your design with joints before actually testing it in real life
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* Joints always have to be between two separate components
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* To create the movement of your arm, you first need to create pins to hold the gears in place
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* To do this, extrude the smaller circles you made in your sketches from earlier
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* To do this, extrude the smaller circles you made in your sketches from earlier
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![](../assets/fusion360/joint (1).png)
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* Create a new component called Large Pin
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* Starting at the point between your Base and Mid Arm, create a sketch on the side of the base and make a circle ~0.5mm offset from the hole
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* Create a new component called Large Pin
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* Starting at the point between your Base and Mid Arm, create a sketch on the side of the base and make a circle ~0.5mm offset from the hole
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![](../assets/fusion360/joint (11).png)
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* Extrude this sketch until it's flush on the other side of the base
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* Component 1 is always the component that is moving, so the Large Pin will be your Component 1
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* To select the pin, go to either end of it and hover over the face while holding `CTRL`, then select the center point
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* Do the same to either face of the Base and select the center point of the hole
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* Then slide the pin using the arrows back to the position it was in before
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* Then slide the pin using the arrows back to the position it was in before
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![](../assets/fusion360/joint (10).png)
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* Now, to rotate the Mid Arm, we use the same steps as before, but with the Rigid Joint and the Mid arm as Component 1 and the pin as Component 2
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Motion links let you define movement between different types of joints. For example, you could create a rack and pinion mechanism and set the rack to move 10 mm for every full rotation of the pinion.
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* In this case, we want our two gear's revolve links to spin in opposite directions
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* To do this, just select Motion Link under Assemble
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* Select the two Revolute Joints, then in the popup menu, change one angle to 360° and one to -360°, which means that for every full rotation one joint makes, the other does a full rotation in the other direction
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* Select the two Revolute Joints, then in the popup menu, change one angle to 360° and one to -360°, which means that for every full rotation one joint makes, the other does a full rotation in the other direction
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![](../assets/fusion360/joint (2).png)
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* Click the play button to confirm it looks right, then hit OK
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* Then you need to create a plane to create your claw around
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* In this case, you're going to use the edge of a tooth from the gear as your starting plane
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* Due to some weird bugginess with the SpurGear script, the ends of the gear teeth aren't flat, so you need to create a construction plane
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* To do this, use the Plane Through Two Edges in the Construction section of the Toolbar and use the two edges of the gear tooth
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* To do this, use the Plane Through Two Edges in the Construction section of the Toolbar and use the two edges of the gear tooth
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![](../assets/fusion360/claw (5).png)
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* Create a sketch and Project `P` the edge of the tooth, then add a rectangle the same width and 3x as tall as the edge of the tooth
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* Create a sketch and Project `P` the edge of the tooth, then add a rectangle the same width and 3x as tall as the edge of the tooth
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![](../assets/fusion360/claw (4).png)
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* Center it with the center of the gear tooth
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* Extrude your sketch downward until it's fully joined with the gear, then change the operation from Cut to Join
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* Extrude your sketch downward until it's fully joined with the gear, then change the operation from Cut to Join
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![](../assets/fusion360/claw (3).png)
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* Because of the bugged face again, to extrude the arm up, you first have to extrude the two outer rectangles
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* Because of the bugged face again, to extrude the arm up, you first have to extrude the two outer rectangles
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![](../assets/fusion360/claw (2).png)
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* Then select the inner face of one of these extrusions and extrude it to join the other extrusion (make sure to change the operation from Cut to Join)
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* Then select the inner face of one of these extrusions and extrude it to join the other extrusion (make sure to change the operation from Cut to Join)
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![](../assets/fusion360/claw (1).png)
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* Now, make a sketch on the side of this extrusion
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* Create another line from any point on the construction line to any point on the left edge of your extrusion, and make it parallel to the other line
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* Make them the same width apart as the width of your extrusion
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* Add a Fillet to the sharp corner of the extrusion, then make a vertical line in between the two angled lines you made, and make it a few millimeters away from the center construction line
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* Mirror everything you made on the other side
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* Mirror everything you made on the other side
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![](../assets/fusion360/claw (10).png)
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* First, extrude the Fillet you made to round the corners a little
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* First, extrude the Fillet you made to round the corners a little
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![](../assets/fusion360/claw (9).png)
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* This might cause the sketch to hide, so unhide it in the browser
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* Then, extrude the left half of your sketch, set the Extent type to To Object, and select the back face of your gear as the object
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* Then, extrude the left half of your sketch, set the Extent type to To Object, and select the back face of your gear as the object
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![](../assets/fusion360/claw (8).png)
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* Repeat the last step for the other half of the sketch
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* Repeat the last step for the other half of the sketch
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![](../assets/fusion360/claw (7).png)
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* Unpin the gears and spin them a little to make sure the claws are properly joined to the gears, then go component by component, making sure all the rotation works properly
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* Save!
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* Activate the whole design, and you should have something like the arm below
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* Activate the whole design, and you should have something like the arm below
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![](../assets/fusion360/claw (6).png)

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