Autodesk Fusion 360 | Quick Tip: Body vs. Component

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In this Autodesk Fusion 360 quick tip video, we are going to cover the difference between a body and a component in Fusion 360. The goal for this Fusion 360 quick tip video is to cover the most common questions and scenarios related to bodies and components.

A body is a container for a continuous 3D shape. For instance, if we make some simple geometry, we will have a body. But then if we go and get sections out of it, we now have many, many bodies. A component, however, is a container for bodies, sketches, construction objects, decals, and even other components. At its root, the distinction has to do with the structure, but it also with how the structures interact and how the structures are used. Bodies have relationships with other bodies inside a single component, and components have relationships with other components inside of a design. Bodies are best used as modeling tools only. Components can be thought of as parts assemblies, sub-assemblies, and so on. Some other important differences to know: Bodies will not show up in your parts lists. Also, patterned bodies will act independently from their parent. Components will have the opposite effect. Bodies and components can be moved to and from different components.

Rule number one: Autodesk Fusion 360 users often find themselves in trouble when they build their models up from the top level, then convert the resulting bodies into components at the end. Instead, we recommend always, always, ALWAYS start a new component and activate it. This will ensure the appropriate structure is maintained and should be helpful if/when you need to reuse components and another design. Rule number two: Always name your components!

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Great explanation of bodies vs components!

Definitely a good idea to get into habit of always re-name your components.

ProductDesignOnline
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Excellent! Concise and to the point. Thank you!

milesup
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Very concise, just as you wanted. Thanks, very helpful!

TheDistantDancer
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I am not particularly good at F360 but I am the best at it of any modeling/CAD I've used and yes, yes, yes. Rule one makes all the difference. Staying on top of the outline tree is SO much easier than trying to clean it up later.

Markevans
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Valuable information and well presented. Thank you.

jackflash
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I ve just started a complex design not knowing about that, i will do it again now cleaner and faster . I would like to ask if in a design the dimensions of components is relative to each other for example the geometry o a bicycle is dependent of its fork and the headset also, should the main sketch that defines everything be at the main component and used as a blueprint for the primary extrusion of the other components or projected in a new sketch inside each component ?

antoniskaloterakis
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This Rule#1 should be displayed in a modal dialog box. And you should have to solve an equation to close it. Seriously. I am now in a situation where I didn't know about it, designed a complex body, and it seems I'm stuck.

jrychter
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Why not just use the Inventor method, which is having separate file types for assemblies? -_-

PowerSports
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What do I do if I made my model from the top node without starting with a new component? How do I organize my bodies after the fact? Currently I can move any bodies into components.

TonyGore
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i still do not understand, why would i ever want a body instead of a component?
when i can use components all the time.. :o

maxlindgren
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yes yes very good I can use this vid for the forum

MrDaniell
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For some reason it's completely counter-intuitive to me that patterned bodies act independently from their parent whereas patterned components are linked. To me, it should be the other way around.

skube