1
00:00:00,180 --> 00:00:06,000
In this surface or face, I am going to create a cylinder.

2
00:00:07,000 --> 00:00:16,300
And obviously I am going to make that cylinder into a board, although I can use a sphere as but I did

3
00:00:16,300 --> 00:00:18,250
not blow this one.

4
00:00:20,080 --> 00:00:23,050
Oh, that would be great if I can utilize the sphere.

5
00:00:25,740 --> 00:00:30,360
A sphere of ten radius or a sphere of 15 radius would be fine.

6
00:00:30,450 --> 00:00:31,170
Let's see.

7
00:00:33,570 --> 00:00:39,770
I think you should be making a new body and give me a better look than a sphere.

8
00:00:39,870 --> 00:00:40,620
That's fine.

9
00:00:41,130 --> 00:00:42,720
This seems to be awesome.

10
00:00:43,590 --> 00:00:48,660
But there is some sort of a problem, though, that I am going to solve it for you.

11
00:00:49,950 --> 00:00:57,900
Let's create it first and then I am going to cut this whole ball into half so we can use it as a costume.

12
00:00:58,920 --> 00:01:06,390
How I am going to do that, I am going to press SX to design circuit shortcut, to design shortcuts

13
00:01:06,720 --> 00:01:11,790
and then I need a plain offset plain.

14
00:01:15,300 --> 00:01:22,800
And for this, let's select this plane and I'm going to bring this plane or I should select this plane,

15
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by the way.

16
00:01:25,580 --> 00:01:26,030
Yes.

17
00:01:26,540 --> 00:01:27,610
Bring it here.

18
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Which should be in the middle of our ball right here.

19
00:01:35,150 --> 00:01:39,020
Now, let's cut the body.

20
00:01:39,530 --> 00:01:40,040
That was.

21
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Split the body.

22
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Select the body.

23
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Select the splitting plane.

24
00:01:46,010 --> 00:01:48,590
This is going to split it into two portions.

25
00:01:48,620 --> 00:01:51,200
I am going to hide it.

26
00:01:51,920 --> 00:01:56,840
Let's bring in the base and our cast of Will is perfectly on its place.

27
00:01:58,070 --> 00:02:02,860
The thing that I was talking earlier was to make this car now look a little bit better.

28
00:02:02,870 --> 00:02:06,830
I am going to apply fill it and things are going to make.

29
00:02:07,490 --> 00:02:11,390
I'm going to apply filler and things are then going to look a little better.

30
00:02:11,840 --> 00:02:17,440
Let's start doing it at this point to the base first to get to the wheels.

31
00:02:17,450 --> 00:02:23,750
We have one thing remaining that I will show you and we'll talk about that later.

32
00:02:24,350 --> 00:02:32,120
And selecting hold points and applying filler to all of them at once is going to cause errors.

33
00:02:33,110 --> 00:02:39,140
So we are going to select individual points and apply appropriate filling.

34
00:02:39,770 --> 00:02:51,110
And then we will move towards a point where Fili impacts a lot, which is this point and apply a little

35
00:02:51,110 --> 00:02:51,620
bit of it.

36
00:02:53,300 --> 00:03:02,930
I think this is fine and obviously and now you can see we have a problem here because it was not very

37
00:03:02,930 --> 00:03:05,420
much discussed or designed robot.

38
00:03:05,420 --> 00:03:09,950
It was being made on the go and I think things are ready.

39
00:03:11,480 --> 00:03:18,050
One remaining thing in the wheels is we need a wheel and we have made some sort of wheel.

40
00:03:18,320 --> 00:03:24,680
But I think I should add a little more detail to the wheel so it might look better and how I am going

41
00:03:24,680 --> 00:03:26,480
to do that, it's simple.

42
00:03:26,660 --> 00:03:33,680
We are going to add sort of alloy rooms to it, which will make this robot look a little bit better.

43
00:03:33,890 --> 00:03:43,370
Let's remove the body from the view, the base body and select the face of r v, then press l because

44
00:03:43,370 --> 00:03:44,900
I'm going to draw some lines.

45
00:03:45,290 --> 00:03:46,430
This is the middle point.

46
00:03:46,790 --> 00:03:54,860
I am going to design sort of the board of a rim and we'll take a look on the output.

47
00:03:54,860 --> 00:04:01,240
How does it looks like bring it to this point?

48
00:04:01,250 --> 00:04:09,380
And when I was trying by applying a very interesting feature of Fusion 360 that is not extrude, by

49
00:04:09,380 --> 00:04:15,170
the way, that was related to the circular pattern.

50
00:04:15,200 --> 00:04:23,270
Let me show you now, as we have extruded this bar of alloy to the whole body, we are going to apply

51
00:04:23,270 --> 00:04:27,620
a circular pattern, which is a great feature of Fusion 360.

52
00:04:27,740 --> 00:04:37,100
Again, I'm going to press s to find it in the shortcuts circular pattern and type is going to be bodies

53
00:04:37,100 --> 00:04:42,740
because this this bar is actually a body and I'm going to select the Xs.

54
00:04:43,010 --> 00:04:49,520
Xs are going to be the middle point and I want more than five.

55
00:04:50,510 --> 00:04:51,320
That would be fine.

56
00:04:52,100 --> 00:04:55,910
So this is now our whole wheel.

57
00:04:56,450 --> 00:05:03,260
Although there are a lot of bodies being represented inside of one wheel, I'm going to perform a combine,

58
00:05:03,800 --> 00:05:08,350
select this and all of the other bodies combine them.

59
00:05:09,260 --> 00:05:16,580
We have now a single body, body number two, which contains all of these things because we are going

60
00:05:16,580 --> 00:05:19,880
to copy and paste it and name it to be real.

61
00:05:19,940 --> 00:05:27,470
Number two of what which reshape we would what should we see real?

62
00:05:27,850 --> 00:05:28,430
Right.

63
00:05:30,590 --> 00:05:35,390
And this is going to be the left.

64
00:05:37,670 --> 00:05:45,440
So we left and we like all the they are currently at the same point and I don't want them at the same

65
00:05:45,440 --> 00:05:45,800
points.

66
00:05:45,800 --> 00:05:54,170
Let's bring the wheel right to be pressing M to move this to -57 if you remember.

67
00:05:54,740 --> 00:06:02,120
And we will bring the base now and make some changes into the base which will apply fairly to these

68
00:06:02,120 --> 00:06:09,050
points to give a better look for real fixing into the car.

69
00:06:09,050 --> 00:06:11,240
That gives a very fine look.

70
00:06:11,810 --> 00:06:13,230
Let's apply it now.

71
00:06:13,250 --> 00:06:18,530
Enable the wheels and to some extent our car is perfectly ready.

72
00:06:19,100 --> 00:06:19,850
Perfectly.

73
00:06:21,200 --> 00:06:24,320
And yes, I think it is ready.

74
00:06:24,320 --> 00:06:24,770
We should.

75
00:06:24,950 --> 00:06:29,900
Export it and apply the ROS related commands to it.

76
00:06:30,170 --> 00:06:36,650
But before that, I'm a big fan of really, I'm going to apply the fillet to the veal as well, and

77
00:06:36,650 --> 00:06:41,820
then we will move towards the point of exporting these files into a steel mesh.

78
00:06:42,740 --> 00:06:49,850
Let's apply fillet and make them circular so they give a little bit of futuristic view.

79
00:06:50,300 --> 00:06:55,250
So here we have our reels ready, our base ready, and the cost of will as well.

80
00:06:55,670 --> 00:07:02,750
So how we are going to export these files into a mesh file, which is a very important question.

81
00:07:03,380 --> 00:07:14,210
I am going to first save it and then perform certain things which are moving them into the exact location

82
00:07:14,210 --> 00:07:14,780
of the base.

83
00:07:14,780 --> 00:07:19,240
But I am going to teach you if we only have the steel and how we can fix them.

84
00:07:19,250 --> 00:07:29,510
So currently I'm just going to bring in this base by pressing export and selecting the steel file and

85
00:07:29,510 --> 00:07:34,010
export it is you have to see where to perform the exportation.

86
00:07:34,370 --> 00:07:40,550
And once we have the base being exported, we are going to select the reel and then perform export and

87
00:07:41,030 --> 00:07:43,210
exported as an steel.

88
00:07:43,210 --> 00:07:49,160
Again, it is saying, but I will be using a little bit of different mesh that I designed.

89
00:07:49,160 --> 00:07:52,610
It was more creative, so I thought I should use that one.

90
00:07:53,120 --> 00:07:55,220
So that's how it is going to be.

91
00:07:55,670 --> 00:08:02,030
Now let's move towards the rice installation process and then we will utilize these measures after fixing

92
00:08:02,030 --> 00:08:03,320
them in our simulation.
