Using Fusion 360 for the Time Machine Lab

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Time Machine Motion Study

Arthur Harsuvanakit and Lucas
Prokopiak
are on our team. Speaking of teams, they
teamed up with Autodesk CEO Emeritus, Carl Bass, as well as two
guys from LUNAR Design to imagine, design, and create a clock.
You may recall that this clock won some SPARK Awards.


Read_blog_article
Read blog article
.

Well Lucas and Arthur decided to share their story on the
Fusion 360
blog
:


Read_fusion_story
Read about their experience
.

They told it like it is — the good and the bad.
Knowing Arthur and Lucas for years, I recall their initial
experience as well as this latest one:

Good

  • Having been familiar with non-Autodesk software prior to
    learning Fusion 360, one can easily adapt to the new
    interface of Fusion 360. After some getting-used-to,
    modeling the components becomes intuitive.
  • Working with models in the Simulation workspace, after only
    a few clicks, a user can generate results that are digestible
    even for someone with limited finite element analysis
    experience.
  • Using the rendering workspace is easy, quick, and
    acceptable; however, using advanced features to add textures
    and different environments generates realistic renderings that
    could easily be mistaken for actual photographs.
  • After working through the difficulties (see Bad below), it
    was great to create realistic moving simulations of the clock
    design.
  • The ability to edit parts and automatically update
    toolpaths was a big time-saver.
  • With the click of a button, Fusion created a photorealistic
    movie to showcase how the clock functions.

Bad

  • When simulating an off-center stepper motor interfacing
    with a custom-designed central gear featuring perpendicular
    teeth using joints and contact sets, Fusion struggled to
    smoothly solve such computationally-intense calculations.
  • Using motion links, motion studies, and in-depth animations
    presented their own difficulties.

Whereas the good extols Fusion’s benefits, the bad uncovers
opportunities for improvement (which itself is the goal of
our experiencing our software for ourselves).

Storytelling is alive in the lab.

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