• Fusion

Fusion sketch constraints

Use constraints and dimensions to fully define a sketch.


00:03

With a basic sketch defined in Fusion, you can use the dimension tool and constrain features to turn your work into a fully defined sketch.

00:11

Here is an example to give you an idea of why you want to constrain your sketches.

00:16

These are two nearly identical sketches.

00:19

On the left is an unconstrained sketch, as indicated by the blue lines.

00:24

The sketch on the right is a fully defined sketch, as indicated by the black lines.

00:30

The difference is that the features of a fully defined sketch

00:33

have some dimensional or positional relationship with other sketch features.

00:38

This gives you more control over your design, while avoiding unwanted behaviors.

00:43

In the left sketch, you can move the points and edges in space.

00:48

While this gives you more freedom, it can lead to unpredictable and often unwanted behaviors.

00:55

If you attempt to move the same point and edge in the fully defined sketch, you are unable to do so.

01:02

In the right sketch, you have more control over your design,

01:06

as you can establish how features are updated depending on their relationship with other features.

01:11

In the Sketch Palette, if you select Show Dimensions and Show Constraints, you can see what is driving this.

01:18

For instance, if you edit one fillet, then the remaining three also update to the same value

01:24

because of the equal dimensions placed on them.

01:27

Similarly, the width updates with respect to the midpoint constraint placed on the sketch and the construction line,

01:33

and will not extend past this midpoint.

01:37

The aim here is to turn this unconstrained sketch on the left into a fully constrained sketch on the right

01:42

by using construction lines, constraints, and the dimension tool.

01:47

It is considered best practice to fully constrain your sketch before proceeding to 3D modeling.

01:53

Constraints place a positional or relational commonality between points or objects,

01:58

and depending on which constraint you select, you can limit the ability of the point or object to move freely in space.

02:05

In this camera case sketch, from the Sketch Palette, select Show Dimensions and Show Constraints.

02:11

You can see that there are already some automatically applied constraints,

02:15

including the tangent, vertical or horizontal, and equal constraints.

02:20

Although these can be placed automatically, to better understand constraints, delete and reapply these constraints manually.

02:28

Delete the tangent, equal, and horizontal constraint at the bottom of the sketch

02:32

by clicking each constraint and pressing Delete on your keyboard,

02:36

or by right-clicking and selecting Delete from the Markup menu.

02:40

Once these three constraints are deleted, you are free to move these particular sketch features in space.

02:46

First, replicate the horizontal constraint on the lower line.

02:51

Although it appears horizontal, it is always best to place a constraint.

02:55

On the Sketch contextual tab, Constraints group, click Horizontal/Vertical.

03:01

Select the line to lock it to a horizontal position.

03:05

This is confirmed by the horizontal constraint symbol next to it.

03:09

Now you want to create a tangent constraint between the lower line and the corner arc.

03:14

Select both sketch entities, right-click to open the Marking menu and select Tangent.

03:20

You can see that it has been applied by the tangent symbol next to the arc.

03:24

Next, you want to constrain the fillet so that it matches the other fillets.

03:29

However, instead of using the equal constraint, you can use the Dimension tool to reference another sketch dimension.

03:36

You can access the Dimension tool by pressing D, from the Marking menu, or from the Sketch tab, Create group.

03:43

With this tool, you can set linear or angular dimensions to any sketch feature.

03:49

To place a dimension, click on a feature or two features, then click again.

03:54

You then can enter a value of your choice before pressing Enter to confirm.

03:59

In the camera case example, open the Dimension tool and click on the undimensioned fillet.

04:04

As you want this fillet to be equal to another fillet, click on another fillet dimension, and then press Enter.

04:11

This dimension will now always equal the reference dimension of 5 mm.

04:16

If you update the reference value to 6 mm, the newly dimensioned fillet also updates.

04:22

The other fillet values do not update, as you have not applied an equal constraint or referenced the same dimension.

04:29

Repeat the dimensioning for the other fillets, then set the reference dimension back to 5 millimetres.

04:35

You can now create construction lines to define the upper and lower limits of your sketch.

04:41

A construction line is a useful tool for referencing your sketch and acting as a base when dimensioning other sketch features.

04:48

In this case, you want your construction lines to be exactly at the midpoints of the outer sketch profile,

04:54

so one method might be to use the automatically applied constraints, such as the midpoint.

04:59

Instead, a more in-depth method can help you understand the fundamentals of creating geometry and applying constraints manually.

05:07

On the Sketch tab, Create group, click the Line command.

05:11

Place the pointer over the origin point to snap to it, but do not click.

05:16

If you drag down, you can see the dotted line indicating that you are snapping to the Z axis.

05:22

This is an example of how you can use other sketch features to line up entities,

05:27

although you should note that no automatic constraints will be placed in this instance.

05:31

You want to create horizontal and vertical construction lines.

05:35

First, create a vertical line of a length that is approximately the same as the sketch.

05:41

Then repeat for the horizontal.

05:44

Go back to the origin to enable automatic snapping on this axis.

05:49

With these lines in place, note that there are now four separate profiles.

05:54

If you were to extrude this, you would need to select all four profiles.

05:59

By turning these into construction lines, they have no active involvement when you extrude, as you only have one profile.

06:06

Select the lines, and either press X, or from the Sketch Palette, click Construction.

06:12

The lines now appear as dotted construction lines and are free to move in space.

06:17

As these will be the basis of your sketch, you should constrain them,

06:21

so they are at midpoints with each other and their midpoints are then constrained to the origin.

06:26

Select both construction lines, right-click to open the Marking menu, and select MidPoint to place a constraint.

06:33

You are still in the midpoint mode, so select either line, then the origin, and both will snap to this point.

06:40

Now, you want to constrain the sketch, so the perimeter edges are always in line with the construction lines.

06:47

In this case, you can use a Coincident constraint, as you want to constrain the endpoint to the line.

06:52

On the Sketch tab, Constraints group, click Coincident.

06:57

Select the endpoint and its corresponding line to snap it into position.

07:01

Repeat for the other three endpoints and lines.

07:05

With these constraints in place, you are still not fully defined.

07:09

If you drag the lines, the construction lines move with it.

07:13

Also notice how the entities that represent the camera are not quite what you are expecting.

07:18

This is an example of issues that can occur if you do not fully define your sketch.

07:24

Drag the top line up for now so that it is easier to manage.

07:28

Place dimensions to establish what the vertical and horizontal dimensions are.

07:33

You can either select the upper and lower lines or the respective construction lines themselves, which are dependent on the constraints placed.

07:41

You can now finish off the camera portion of the sketch to make sure everything is fully defined.

07:46

As the sides are equal length, you can dimension one side, then use the equal constraint on the other.

07:53

Before you place the equal constraint, note the Sketch symbol in the Browser.

07:58

After you place the constraint, the symbol now has a lock indicating that it is a fully defined sketch,

08:03

and can only be edited by updating the dimension values.

08:07

You can also use equations in your dimensioning.

08:11

In this example, you want the camera to be exactly half of the main body.

08:16

First, click to edit the length dimension of the camera, then click on the main body length dimension as a reference, and finally, type “/2”.

08:25

After pressing Enter, you can now see the fx, indicating that it is referencing another dimension,

08:30

and it is also exactly half of the main body length.

08:34

If you update the main body length, the camera length also updates.

Video transcript

00:03

With a basic sketch defined in Fusion, you can use the dimension tool and constrain features to turn your work into a fully defined sketch.

00:11

Here is an example to give you an idea of why you want to constrain your sketches.

00:16

These are two nearly identical sketches.

00:19

On the left is an unconstrained sketch, as indicated by the blue lines.

00:24

The sketch on the right is a fully defined sketch, as indicated by the black lines.

00:30

The difference is that the features of a fully defined sketch

00:33

have some dimensional or positional relationship with other sketch features.

00:38

This gives you more control over your design, while avoiding unwanted behaviors.

00:43

In the left sketch, you can move the points and edges in space.

00:48

While this gives you more freedom, it can lead to unpredictable and often unwanted behaviors.

00:55

If you attempt to move the same point and edge in the fully defined sketch, you are unable to do so.

01:02

In the right sketch, you have more control over your design,

01:06

as you can establish how features are updated depending on their relationship with other features.

01:11

In the Sketch Palette, if you select Show Dimensions and Show Constraints, you can see what is driving this.

01:18

For instance, if you edit one fillet, then the remaining three also update to the same value

01:24

because of the equal dimensions placed on them.

01:27

Similarly, the width updates with respect to the midpoint constraint placed on the sketch and the construction line,

01:33

and will not extend past this midpoint.

01:37

The aim here is to turn this unconstrained sketch on the left into a fully constrained sketch on the right

01:42

by using construction lines, constraints, and the dimension tool.

01:47

It is considered best practice to fully constrain your sketch before proceeding to 3D modeling.

01:53

Constraints place a positional or relational commonality between points or objects,

01:58

and depending on which constraint you select, you can limit the ability of the point or object to move freely in space.

02:05

In this camera case sketch, from the Sketch Palette, select Show Dimensions and Show Constraints.

02:11

You can see that there are already some automatically applied constraints,

02:15

including the tangent, vertical or horizontal, and equal constraints.

02:20

Although these can be placed automatically, to better understand constraints, delete and reapply these constraints manually.

02:28

Delete the tangent, equal, and horizontal constraint at the bottom of the sketch

02:32

by clicking each constraint and pressing Delete on your keyboard,

02:36

or by right-clicking and selecting Delete from the Markup menu.

02:40

Once these three constraints are deleted, you are free to move these particular sketch features in space.

02:46

First, replicate the horizontal constraint on the lower line.

02:51

Although it appears horizontal, it is always best to place a constraint.

02:55

On the Sketch contextual tab, Constraints group, click Horizontal/Vertical.

03:01

Select the line to lock it to a horizontal position.

03:05

This is confirmed by the horizontal constraint symbol next to it.

03:09

Now you want to create a tangent constraint between the lower line and the corner arc.

03:14

Select both sketch entities, right-click to open the Marking menu and select Tangent.

03:20

You can see that it has been applied by the tangent symbol next to the arc.

03:24

Next, you want to constrain the fillet so that it matches the other fillets.

03:29

However, instead of using the equal constraint, you can use the Dimension tool to reference another sketch dimension.

03:36

You can access the Dimension tool by pressing D, from the Marking menu, or from the Sketch tab, Create group.

03:43

With this tool, you can set linear or angular dimensions to any sketch feature.

03:49

To place a dimension, click on a feature or two features, then click again.

03:54

You then can enter a value of your choice before pressing Enter to confirm.

03:59

In the camera case example, open the Dimension tool and click on the undimensioned fillet.

04:04

As you want this fillet to be equal to another fillet, click on another fillet dimension, and then press Enter.

04:11

This dimension will now always equal the reference dimension of 5 mm.

04:16

If you update the reference value to 6 mm, the newly dimensioned fillet also updates.

04:22

The other fillet values do not update, as you have not applied an equal constraint or referenced the same dimension.

04:29

Repeat the dimensioning for the other fillets, then set the reference dimension back to 5 millimetres.

04:35

You can now create construction lines to define the upper and lower limits of your sketch.

04:41

A construction line is a useful tool for referencing your sketch and acting as a base when dimensioning other sketch features.

04:48

In this case, you want your construction lines to be exactly at the midpoints of the outer sketch profile,

04:54

so one method might be to use the automatically applied constraints, such as the midpoint.

04:59

Instead, a more in-depth method can help you understand the fundamentals of creating geometry and applying constraints manually.

05:07

On the Sketch tab, Create group, click the Line command.

05:11

Place the pointer over the origin point to snap to it, but do not click.

05:16

If you drag down, you can see the dotted line indicating that you are snapping to the Z axis.

05:22

This is an example of how you can use other sketch features to line up entities,

05:27

although you should note that no automatic constraints will be placed in this instance.

05:31

You want to create horizontal and vertical construction lines.

05:35

First, create a vertical line of a length that is approximately the same as the sketch.

05:41

Then repeat for the horizontal.

05:44

Go back to the origin to enable automatic snapping on this axis.

05:49

With these lines in place, note that there are now four separate profiles.

05:54

If you were to extrude this, you would need to select all four profiles.

05:59

By turning these into construction lines, they have no active involvement when you extrude, as you only have one profile.

06:06

Select the lines, and either press X, or from the Sketch Palette, click Construction.

06:12

The lines now appear as dotted construction lines and are free to move in space.

06:17

As these will be the basis of your sketch, you should constrain them,

06:21

so they are at midpoints with each other and their midpoints are then constrained to the origin.

06:26

Select both construction lines, right-click to open the Marking menu, and select MidPoint to place a constraint.

06:33

You are still in the midpoint mode, so select either line, then the origin, and both will snap to this point.

06:40

Now, you want to constrain the sketch, so the perimeter edges are always in line with the construction lines.

06:47

In this case, you can use a Coincident constraint, as you want to constrain the endpoint to the line.

06:52

On the Sketch tab, Constraints group, click Coincident.

06:57

Select the endpoint and its corresponding line to snap it into position.

07:01

Repeat for the other three endpoints and lines.

07:05

With these constraints in place, you are still not fully defined.

07:09

If you drag the lines, the construction lines move with it.

07:13

Also notice how the entities that represent the camera are not quite what you are expecting.

07:18

This is an example of issues that can occur if you do not fully define your sketch.

07:24

Drag the top line up for now so that it is easier to manage.

07:28

Place dimensions to establish what the vertical and horizontal dimensions are.

07:33

You can either select the upper and lower lines or the respective construction lines themselves, which are dependent on the constraints placed.

07:41

You can now finish off the camera portion of the sketch to make sure everything is fully defined.

07:46

As the sides are equal length, you can dimension one side, then use the equal constraint on the other.

07:53

Before you place the equal constraint, note the Sketch symbol in the Browser.

07:58

After you place the constraint, the symbol now has a lock indicating that it is a fully defined sketch,

08:03

and can only be edited by updating the dimension values.

08:07

You can also use equations in your dimensioning.

08:11

In this example, you want the camera to be exactly half of the main body.

08:16

First, click to edit the length dimension of the camera, then click on the main body length dimension as a reference, and finally, type “/2”.

08:25

After pressing Enter, you can now see the fx, indicating that it is referencing another dimension,

08:30

and it is also exactly half of the main body length.

08:34

If you update the main body length, the camera length also updates.

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