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Making a hex grid in Fusion 360

Kimmy

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Overview of the typical parametric design process

  1. Make 2D Sketches
  2. Turn those sketches into Bodies by extruding
  3. Modify those bodies by putting various Features (chamfer, fillet, extrude, cuts/joins, etc) on the Timeline
  4. Repeat as necessary.

Fusion 360 doesn’t store polygons. Instead, bodies are stored as a mathematically exact representation of their form, which may include faces, spheres, curved surfaces, etc.

We modify these forms by adding features that add, subtract, or modify their shape.

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UI overview

Timeline: shows the features you’ve added to your design

Properties of what you selected

Viewing cube!�(Mnemonic for the axes colors: RGB = XYZ)

Contents of your design (bodies, sketches)

Layout options (grid, etc)

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UI overview

✴️ The most important (and often overlooked) part of the UI is the Timeline, right here.

Key idea: the features on your timeline are what define every aspect of your design.

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Features, not polygons

Your timeline is a sequence of features (operations/steps).

In Fusion 360, we don’t edit model geometry directly – instead, we add features to the timeline, and each feature changes the body’s form in some way.

Example: this volcano has five features:

  1. 2D sketch, just a single circle
  2. Extrude the circle to a solid cylinder with some taper
  3. Fillet (curve) the outside top edge
  4. Extrude the center down to cut a hole
  5. Fillet the inside edge

You can scrub through the timeline and add/remove features as you wish. The timeline isn’t related to undo history – you’re encouraged to add, edit, and even reorder features you’ve defined.

It’s good to keep clean timeline hygiene in mind as our designs unfold.

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Parametric design in a nutshell

Designs in Fusion 360 are parametric, meaning that every feature is mutable and nondestructive.

Your timeline is a recipe. Later features build upon earlier ones, so edits to early features propagate through to the final result. This way, we can change our design without having to redo tedious modeling work.

Example: As I edit this first Extrude feature, watch how the later features get “replayed” on top of the modified design automatically.

👆🏻Double-click a feature on the timeline to edit it.

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It starts with a sketch

Most designs in Fusion 360 start from a 2D sketch on some plane.

Select Create Sketch on the toolbar and select the XY ground plane.

Sketches are collections of 2D points, lines, and curves, paired with the Constraints that define them.

A closed collection of curves on a sketch makes a Profile that can later be extruded.

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Sketching a shape

After we create a sketch, the camera rotates to view its plane directly overhead.

Now, select Create -> Polygon -> Inscribed Polygon

Click once on the origin point, then click anywhere else to draw the shape.

While drawing, you can also enter values and press “Tab” or “Enter” to finish. This will add additional Dimension constraints.

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Sketching a shape - Constraints

The final shape becomes a Profile, a closed collection of curves with a light blue background

Underconstrained profiles show up with a blue border. Because they are underconstrained, we can drag these shapes around with the mouse. This may change their scaling, rotation, or even position, depending on the constraints in our sketch.

In this example, the only constraint specifies that the middle of the shape should lie on the origin. (See the pentagon icon near the center) We can’t move it around, but we can drag parts of the sketch to scale or rotate.

(If we clicked on the constraint and deleted it, we would then be able to move the shape around with the mouse.)

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Sketching a shape - Constraints

Fully constrain your first shape by

  1. adding a Vertical/Horizontal constraint to one side, and
  2. adding a Dimension constraint to one side.

Once a profile becomes fully constrained, its outline turns black and it can’t be dragged with the mouse anymore.

👆🏻 It’s generally a good idea to fully constrain your sketches.

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Sketching a shape - Constraints

Constraints show up as little icons. They are first-class objects – you can select them and hit Backspace to get rid of them if your model is overconstrained. You can also double-click on Dimension or Angle constraints to edit them.

This hex has three constraints:

  1. The midpoint of the polygon is coincident with the origin
  2. One edge is vertical
  3. One edge is dimensioned at 3cm long

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Sketching a shape - Offset

Add a 0.1cm offset around your hex.

Doing this creates a second profile around the first.

Both profiles remain fully-constrained.

Make sure that this becomes an offset rather than an inset! Negate the value if necessary.

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Sketching a shape - Construction lines

We need to add two extra construction lines that will help us tile our hexes later.

Add a line going from the center of the shape to the midpoint of the outer side. You’ll need two of them.

Be sure to select the outer edge, not the inner edge.

Example: while drawing the first line, I hovered my mouse over the midpoint until I saw a blue triangle, which meant Fusion 360 would add a midpoint constraint automatically.

For the second line, I added the midpoint constraint after-the-fact, just to demonstrate.

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Sketching a shape - Construction lines

Construction lines can help align geometry or apply further edits down the road. Construction lines are dashed, regular lines are solid.

What’s the difference? Closed regions that involve construction lines don’t become profiles, so they aren’t selectable as an area.

In my example, I can select the “pie slice” area separately, but this isn’t selectable after marking them as construction lines.

👆🏻Construction lines help convey the “engineering intent” of your design. You don’t need to mark them, it’s just a convention.

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Sketching a shape - Construction lines

While we’re here, Inspect one of these lines and write down its length for later. This is half of the length we will need to offset each hex when we make the grid.

This one is 2.698cm.

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Sketching a shape

We’re done here. Finish your sketch.

Your sketch is listed under the browser on the left hand side:

The red padlock means your sketch is fully constrained. If you instead see , you usually have more work to do, but that’s less important for simple designs.

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From sketches to bodies

Add an Extrude feature. Click Extrude, then click the profile of your sketch. Type 0.5 and press Enter.

Your Extrude feature also shows up on the timeline:

If you need to change its parameters later, you can double-click it on the timeline to edit.

Because the default is “New Body” mode (see settings on the right), this extrude also creates a new Body in the browser.

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From sketches to bodies

Unhide your Sketch, and add a second Extrude feature. Select the outer ridge and this time extrude to 0.7 cm.

This second Extrude also shows up on the timeline:

This time, the “Operation” is “Join,” so this feature gets joined to our first Body instead of showing up separately in the browser.

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Patterns

Let’s fill our grid with hexes. Begin to add a Rectangular Pattern feature.

For “Objects,” drag-select your hex body, or click it on the browser.

For “Axes”, select the two construction lines you added earlier. (You may have to zoom in to select them.) These specify the 60° directions to tile along, rather than just the X or Y axes.

You can then begin to drag out your shape.

Don’t hit Enter yet.

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Patterns

Let’s turn these clones into nice uniform grids.

First, set “Distribution” to “Spacing.”

We want to offset successive hexes in each shape by 2×2.698cm, the length of the construction line we made earlier. Enter “2.698*2” for both directions. (Math is supported in all text fields.)

Don’t hit Enter yet.

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Patterns

Want more hexes? No problem.

For “Direction,” choose “Symmetric” for both axes, then bump up “Quantity.”

You can then turn on “Suppression” and uncheck hexes until you get a nice pleasing shape.

Hit enter when you’re done.

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Patterns

Adding so many hexes filled the browser with many spurious Bodies! We need to combine them for export.

Shift-select them in the browser and add a � Boolean Combine feature. Once you hit Enter, only one body should be left.

Fusion 360 is awesome at booleans. You generally don’t need to worry about overlapping or nonmanifold geometry when using boolean operators on bodies (except in pathological cases).

Note: if this fails, double-check that your Rectangular Pattern feature’s “Distance” matches the length of your construction line. (See slide 15)

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Preparing for export

In Fusion 360, all geometry is manifold and watertight by default because the boundary representation is mathematically accurate.

You’ll find 3D Print Export under “Utilities.”

Now is a good time to preview the resulting mesh and make sure it slices correctly.

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Where to go from here?

CAD is a great jumping-off point to develop more skills. Learn by doing!

  • 2D and 3D CAD exercises: this magic phrase unlocks shittons of warmup content on google! Gotta sketch ‘em all!�Links: A, B, C, D
  • Videos
  • Reference: the Fusion 360 manual is a must-read for specific operations