5 Things You Should Know About Components and Bodies
What is a component? And why do we need them? To simply put it: a component is a position and motion independent part of an assembly within our single design environment. We use joints to define its motion and its relationship with other components in the assembly so that the design is mechanically accurate.
For example, take a look at this pump design. The Pump Housing V35 at the very top is the whole assembly design, and each part on the pump is a component of the overall assembly. Some components are just single bodied bolts, but some, like the pump housing, contain other components, making it a sub-assembly. Some components were designed by other people, and some were imported from existing data, which is why we introduced distributed design, making the work of managing an assembly more efficient and easier to control future changes.
Still with me? Okay, now let’s get to the fun part.
1. A component can contain bodies as well as other components.
The Pump Housing is the holistic assembly design and inside it, we can see various components such as the Base, Housing, and Coupler. If we expand into the Base component, we’ll find that it contains only one body. If we expand the Housing component, we’ll notice that there are many other components within it, such as Housing Front and Housing Rear, which contains their own respective components and bodies. Since Fusion 360 has a single environment for design and assembly, this is how we can give our designs organizational structure in terms of what is a single part (body or component), sub-assembly (component), and assembly (design). Oh and by the way, we can also rename any component at any time, and do not have to worry about feature dependencies or where they are saved.
2. Components have their own origin planes whereas bodies do not.
We established earlier that components are parts that can have motion relationships with one and another. This is made possible due to them having own origin planes. Components are not dependent of the assembly design’s origin, but they can refer to it. When we create it a body, it does not have its own origin planes, because it is dependent on the top level assembly’s origin planes and can not have motion relationships unless it is converted into a component.
3. Create a component right for the start of the design.
When we create 3D geometry in Fusion 360, we always have the choice to make it a body or a component, but if we already know that our design is going to become an assembly, we can and should begin with components right off the bat. By going to the top level design node, we can right-click and select New Component. This will create an empty component in the browser, and will allow us to define what the component should be with more features. Think of an empty container that we can fill up with Lego bricks where the container eventually takes the shape of the end result. The advantage to this workflow is that we can begin to give our features some structure right from the beginning. If we’re not sure about where our design is going yet, we can start with bodies, and then convert them to components when they’re ready.
4. Activate a component to work within it.
As mentioned in our Assembly Modeling video, we can think of components as containers for bodies as well as other components. In scenarios where we have multiple components in a single assembly, Activating the component in which we want to work will allow us to associate all the features we use to build that component specifically to itself. If we don’t activate the component, all the features will be associated to the top level design by default. Take this example for instance. There are 2 identical boxes with holes in them. The one on the left was a component I created from the start, which I then activated, and continued with by applying a box, sketch, and extrude feature to obtain its geometry. The one on the left is a body I created using the same features. After converting the body into a component, notice that I now have 2 identical components…or do I?
If I activate component1:1, the timeline will show the 3 features I used to create it, however if I activated component4:1, the timeline will only show the body-to-component conversion, and none of the other features. This happens because when when I created Component4:1’s body, it was created when the top level design node (Unsaved) was active, thus the 3 features I used to create that body was associated with the top level design node, and not the new component of which the body became. This is why it is always best practice to activate the component in which we want to work with first before creating new geometry.
If we look at the pump design again, we can see that when the top level design node (Pump Housing V36) is active, the timeline stretches out quite a bit. Yet if we just activate the Top Mounting component, the timeline focuses on what was used to create that specific part.
5. Turn Component Color Cycling on.
Component color cycling is nice and easy way to tell which features in the timeline belong to which component. Let’s go back to our 2 boxes example and turn component color cycling on. When we activate Component1:1, we can see that the features in the timeline following its creation is the same blue color as it is the component item shown in the browser, indicating that they are associated with Component1:1. In Component4:1’s case, all of its features are associated with the assembly, and is highlighted yellow, because they were committed as a body and then converted into a component.
When we look at the pump design, we can start to see the value of component color cycling when we activate.
I hope this post helped you better understand the differences between components Vs. bodies, how and when to better use components, and why they behave the way they do. If you have any questions, feel free to post in the comment section below, and myself as well as our team will be glad to help.
Keqing and the Fusion 360 team