Fusion 360 Joint Issue

Hi all, I have about 5 hours worth of combined YouTube video knowledge and practice with Fusion 360, and I encountered a problem with creating a joint with a motor- it attaches to the right spot on a c-channel, but about 45 degrees twisted. I double-checked that I had the motor square when I first imported it, but when I try to edit the joint it won’t let me change the orientation even though it is only attached at the one point (which seems to me like it shouldn’t be locked down but rather rotate around the joint?) Anybody know how to fix this?

I assume you used a rigid joint (when you create a joint the second tab in the joint menu gives an option for the type of joint). If you want to create a revolute joint (one degree of freedom, which is rotation) you can simply remove the current joint and choose the revolute option when you make the joint. However, I suspect you’d rather make a rigid joint (as you probably don’t want your motor to spin around). When you make the joint, after selecting the parts you wish to join, you’ll have an option to rotate/move the component. Just rotate it to the desired degree amount. :slight_smile:


Thank you, that worked! But why would it rotate like that in the first place?

Honestly I don’t know. Fusion can be weird sometimes. Just take a second to make sure joints are the way you want and it shouldn’t be too much of a pain.


The motor is rotated at a 30 degree angle due to the metal screw inserts being at an angle. Instead, joint the motor cap directly to the c channel. It helps with alignment and your motor will be straight.

Edit: when you are pointing things and hover your mouse over the points, you can see lines indicating whether or not the part is straight.


I just use two rotating joints to add my motors, it makes it look nice and is easy to do.

I use inventor instead of fusion but I would assume most of the methods of joining are the same. Therefore, shouldn’t you connect four different axis together for the angle and then two surfaces for the position to get it bang on?

+1. Using resolute joints is extra work for the computer. Stick with rigid joints, and select the black outer casing of the motor instead of the inner standoff. If your motor is held together with a rigid group, this will also make the placing animation more useful, as you can see the orientation more easily while creating the joint, and don’t have to re-edit the joint to find the correct orientation.

Efficiency is everything in cad. There’s almost always a proper way to do things that is easier on your computer. Using a revolute joint in this situation is a temporary bandaid. Joining to the correct part of the motor is the more efficient route.


That’s correct. Investor, f360, and onshape all have the same jointing system. The first two are made by the same company and the last one is pretty much f360 but online.

Inventor has constraints in addition to joints, something I believe can not be found in fusion and other cad systems

Constraints can be found in every single major CAD software found in the mechanical design industry. This includes Inventor, Solidworks, PTC CREO, and Pro E.

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Aren’t joints a specific type of constraint

I understand this, all im trying to say is that while both fusion and inventor share the same jointing system, from my knowledge (from hearing other people talk about fusion 360 and their experience with it) fusion does not contain the same type of constraints (a tool which functions similar to joints, but are much more basic) I know that joints are constraints in and of themselves and can be used to complete the same tasks in slightly different ways


Yup constraints can’t be found in f360 or onshape and I’m pretty sure are exclusive to inventor, however, my previous comment was regarding the jointing systems, which do happen to be identical

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