Learn how to modify, evaluate, and animate Joints in Fusion.
Right-click a Joint in the canvas, Browser, or Timeline to access a menu with joint options.
Use Drive Joints to move the joint with more precision. Enter exact values in the dialog or drag the manipulator handles in the canvas.
Use Edit Joint to modify settings for that joint.
Use Edit Motion Limits to define the range of motion of a joint.
Lock Motion locks the location of the joint. You can still edit the joint and its limits, but you can not move the joint until you unlock the joint motion.
Suppress makes the joint unavailable temporarily and acts as it has been deleted. Use this to troubleshoot joint conflicts or understand the motion of other joints.
Animate Joint animates the joint only, and does not take into account other joints or any other component relationships. Use Animate Joint to understand the movement of a single joint.
Animate Joint Relationships animates the joint in context with any additional relationships that affect the components involved in the joint, including other joints, grounded components, and contact sets. Use this to understand the relationship between a joint and other relationships in the assembly.
The home position is the location where the joint was initially created related to the linked component. To return the joint back to this position, click Go to Home Position. To redefine the home position, move the joint to the desired location and then click Set as Home Position.
Select Components selects the components that the joint is linked to.