Tuesday, 3 November 2026

One Part, Three Ways: Modeling a Bracket in SOLIDWORKS

A bracket looks simple: a flat base, an upright support, and a few holes. But the way you build it in SOLIDWORKS can make a big difference when the design needs to change.

In this tutorial, we’ll model the same L-shaped bracket three ways:

1 One sketch, one extrusion
2 Two sketches, two extrusions
3 Base feature & sheet metal bend

Each approach can produce a similar shape. The best choice depends on how the bracket will be made and what changes you expect later.

The Example Bracket Configuration
Horizontal base
Vertical flange
Two mounting holes in base
One hole in vertical flange
Consistent material thickness
Parametric edit flexibility

The exact dimensions aren’t important here. The goal is to compare how each modeling strategy handles edits.

Method 1: One Sketch, One Extrusion

This is the most direct approach. Sketch the bracket’s L-shaped side profile, then extrude it to the desired width.

Steps

  1. Start a sketch on a side plane.
  2. Draw the bracket’s L-shaped cross-section.
  3. Add dimensions and fully define the sketch.
  4. Use Extruded Boss/Base to give the bracket its width.
  5. Add the holes with Hole Wizard or cut features.

Advantages

  • Quick to create.
  • Easy to understand for a simple, fixed shape.
  • The main bracket form is controlled by one sketch.

Trade-offs

The L-shaped sketch controls several important dimensions at once. If the base length, flange height, or material thickness changes, you’ll need to edit that sketch carefully. A crowded sketch can become difficult to manage as the part grows.

Feature Tree Example

Sketch1 Boss-Extrude1 HoleWizard1 HoleWizard2

This method works well when the part is simple and unlikely to change much.

Method 2: Two Sketches, Two Extrusions

Instead of drawing the entire L-shaped profile at once, create the base and upright flange as separate features.

Steps

  1. Sketch a rectangle for the base.
  2. Extrude it to the required thickness.
  3. Select a face or plane and sketch the upright flange.
  4. Extrude the flange, joining it to the base.
  5. Add the mounting holes.

Advantages

  • The base and flange have separate dimensions.
  • It can be easier to adjust the base length or flange height independently.
  • Each feature has a clear purpose in the FeatureManager design tree.

Trade-offs

The second feature depends on where its sketch is attached. If you attach it to a face that later changes or disappears, the model may need repair. Use stable references and avoid unnecessary dependencies.

Feature Tree Example

BaseSketch BaseExtrude FlangeSketch FlangeExtrude HoleWizard1 HoleWizard2

This approach is useful when the bracket’s base and flange may change independently.

Method 3: Build It as a Sheet Metal Part

If the bracket will be cut from sheet metal and bent, model it with the sheet metal tools. This captures the manufacturing method in the model.

Steps

  1. Create the base using Base Flange/Tab.
  2. Add the upright with Edge Flange.
  3. Set the thickness and bend parameters.
  4. Add the mounting holes.
  5. Check the flat pattern to confirm the part can be unfolded.

Advantages

  • The model represents a real sheet metal part.
  • You can create a flat pattern for manufacturing.
  • Thickness and bend details are handled using sheet metal features.

Trade-offs

This is more setup than a basic solid model. It’s most useful when the part actually needs to be fabricated from sheet metal. For a machined or 3D-printed bracket, sheet metal features may not be the right choice.

Feature Tree Example

BaseFlange EdgeFlange HoleWizard1 Flat-Pattern

Which Feature Tree Is Easiest to Edit?

There isn’t one universal winner. Choose based on the part’s purpose and likely changes:

If you expect… A good starting point
A simple shape with few future changes One sketch and one extrusion
The base and flange to change independently Separate sketches and extrusions
The bracket to be cut and bent from sheet metal Sheet metal features

An editable model usually has sketches that are fully defined, features with clear names, and references that are unlikely to disappear during edits. For example, rename Boss-Extrude1 to Base and Boss-Extrude2 to Flange.

A Useful Test: Change a Dimension

After building the bracket, try changing the flange height or base length. Watch how the model rebuilds.

  • Does the part update cleanly?
  • Do the holes remain in the intended positions?
  • Does the sketch stay understandable?
  • Does the FeatureManager tree make the design easy to follow?

If a small change causes errors, inspect the sketches and references. A model that works only at its original dimensions may need a more robust feature sequence.

Final Takeaway

The quickest modeling method isn’t always the easiest to maintain. A single extrusion can be perfect for a simple bracket, while separate features may make design changes clearer. If the bracket is truly made from bent sheet metal, use the sheet metal tools so the model reflects how it will be manufactured.

Before choosing a method, ask two questions: How will this part be made? and What is likely to change? Those answers will help you build a feature tree that’s easier to understand and edit.

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Sunday, 1 November 2026

Fusion 360 Joint Types Explained: Rigid, Revolute, Slider, and More

Introduction

Creating individual 3D components is only one part of mechanical design. To build a functional mechanical assembly, you also need to define how different components connect and move relative to one another.

In Autodesk Fusion 360, Joints are used to establish relationships between components and control their movement within an assembly. Whether you are designing a simple hinge, a gear mechanism, a robotic arm, or a complete automotive assembly, understanding joint types is essential.

Fusion 360 provides several joint types, including Rigid, Revolute, Slider, Cylindrical, Pin-Slot, Planar, and Ball joints. Each joint controls specific degrees of freedom and helps simulate real-world mechanical connections.

In this guide, we will explore the different Fusion 360 joint types, how they work, when to use them, and how to create them in a mechanical assembly.

1. What Are Joints in Fusion 360?

A joint in Fusion 360 defines the relationship between two components in an assembly. It determines how components are connected and whether they can move relative to each other.

For example:

  • A door rotates around its hinges.
  • A piston moves linearly inside a cylinder.
  • A shaft rotates inside a bearing.
  • A robotic arm moves through multiple rotational connections.

These movements can be represented using appropriate joint types. Joints also help reduce unnecessary movement by restricting unwanted degrees of freedom.

Understanding Degrees of Freedom (DOF)

Degrees of Freedom describe the number of independent ways a component can move. A rigid body in 3D space has six degrees of freedom:

  • Three translational movements: X, Y, and Z.
  • Three rotational movements: Rotation around X, Y, and Z axes.

Different joint types restrict some or all of these movements. For example, a Revolute Joint allows only one rotational movement, while a Rigid Joint removes all relative movement between connected components.

2. Types of Joints in Fusion 360

Let's understand the major joint types available in Fusion 360 and their practical applications.

2.1 Rigid Joint

Degrees of Freedom: 0

A Rigid Joint connects two components without allowing any relative movement between them. Once connected, both components behave as if they are permanently fixed together.

Example applications:

  • Bolts and nuts attached to a component.
  • A bracket fixed to a machine frame.
  • A motor housing connected to a support structure.
  • Components that must maintain a fixed position.

How it works:

When you apply a Rigid Joint between two components, Fusion 360 locks their relative position and orientation. Neither translation nor rotation is allowed between the connected components.

When should you use it?

Use Rigid Joints when two components should behave as one fixed assembly without independent movement.

2.2 Revolute Joint

Degrees of Freedom: 1 rotational

A Revolute Joint allows one component to rotate around a fixed axis while preventing translation.

Example applications:

  • Door hinges.
  • Rotating shafts.
  • Gear mechanisms.
  • Fan blades.
  • Hinged mechanical covers.

How it works:

The connected component can rotate around the joint axis but cannot move along the axis or in other directions.

When should you use it?

Use Revolute Joints whenever a mechanical component needs rotational movement around a fixed axis.

2.3 Slider Joint

Degrees of Freedom: 1 translational

A Slider Joint allows one component to move linearly along a single axis.

Example applications:

  • Hydraulic cylinder pistons.
  • Linear guide systems.
  • Sliding machine tables.
  • Drawer mechanisms.
  • CNC machine sliding components.

How it works:

The connected component can move forward and backward along the defined joint axis. Rotation and movement in other directions are restricted.

When should you use it?

Use Slider Joints when designing mechanisms that require controlled linear motion.

2.4 Cylindrical Joint

Degrees of Freedom: 2 (1 rotational, 1 translational)

A Cylindrical Joint allows both rotation and translation along the same axis.

Example applications:

  • A shaft sliding and rotating inside a cylindrical sleeve.
  • Telescopic rotating mechanisms.
  • Sliding rotary shafts.

How it works:

Unlike a Revolute Joint or Slider Joint, a Cylindrical Joint combines both movements along a common axis. The component can rotate around the axis and move linearly along it.

When should you use it?

Use Cylindrical Joints when a component needs simultaneous rotational and linear movement along the same axis.

2.5 Pin-Slot Joint

Degrees of Freedom: 1 (constrained path)

A Pin-Slot Joint allows a pin or connected component to move along a defined slot while maintaining the required contact relationship.

Example applications:

  • Slotted lever mechanisms.
  • Crank and slotted-link mechanisms.
  • Mechanical adjustment systems.
  • Pin-and-slot motion mechanisms.

How it works:

The joint allows the pin to travel along the slot path while restricting unwanted movement.

When should you use it?

Use Pin-Slot Joints when designing mechanisms where a pin must follow a slot or constrained path.

2.6 Planar Joint

Degrees of Freedom: 3 (2 translational, 1 rotational)

A Planar Joint allows a component to move along a plane.

Example applications:

  • Sliding plates.
  • Components moving on flat guide surfaces.
  • Mechanical positioning tables.
  • Planar robotic mechanisms.

How it works:

The connected component can move in two directions within the selected plane and rotate around the axis perpendicular to that plane. Movement away from the plane is restricted.

When should you use it?

Use Planar Joints when components need movement along a flat surface without separating from that plane.

2.7 Ball Joint

Degrees of Freedom: 3 rotational

A Ball Joint allows rotational movement around three axes while restricting translation.

Example applications:

  • Automotive ball-and-socket connections.
  • Robotic arm connections.
  • Camera mounting systems.
  • Articulated mechanical linkages.

How it works:

The connected component can rotate in multiple directions around a common point, similar to a ball-and-socket connection.

When should you use it?

Use Ball Joints when designing mechanisms that require multi-directional angular movement.

3. Fusion 360 Joint Types Comparison Table

The following table summarizes the major joint types and their movement capabilities.

Joint Type Translational DOF Rotational DOF Total DOF
Rigid 0 0 0
Revolute 0 1 1
Slider 1 0 1
Cylindrical 1 1 2
Pin-Slot 1 (constrained path) 0 1
Planar 2 1 3
Ball 0 3 3
Note: The table describes the idealized motion allowed by each joint. Pin-Slot motion follows a constrained path rather than unrestricted linear translation.

4. How to Create a Joint in Fusion 360

  1. Open Your Assembly: Open your Fusion 360 design containing at least two components. Make sure the components are organized as separate components rather than simply existing as bodies within a single component.
  2. Activate the Joint Command: Navigate to the Design workspace and select: Assemble → Joint.
  3. Select the Components: Select the first component and then the second component. You can select appropriate geometry, such as circular edges, cylindrical faces, or other joint origins, to establish the connection position and orientation.
  4. Choose the Joint Type: From the Joint dialog box, select the required joint type (Rigid, Revolute, Slider, Cylindrical, Pin-Slot, Planar, or Ball).
  5. Adjust Joint Position and Orientation: Use the joint origin controls to adjust the connection position, alignment, and orientation. Check that the joint axis and component positions match the intended mechanical movement.
  6. Confirm and Test the Joint: Click OK to apply the joint. Use the Move or Drive Joint commands, where appropriate, to test the component movement and confirm that the assembly behaves as expected.

5. Joint vs As-Built Joint in Fusion 360

Fusion 360 also provides an important distinction between Joint and As-Built Joint commands. Both commands establish relationships between components, but their workflows are different.

Feature Joint As-Built Joint
Component positioning Can reposition components Preserves existing positions
Component relationship Defines connection and motion Defines connection and motion
Best use Creating new assembly connections Connecting already positioned components
Workflow Select components and joint origins Select components and joint type
Example: If you are building a gearbox assembly and need to position a shaft inside a bearing, you can use the Joint command. If the shaft and bearing are already positioned correctly, an As-Built Joint can establish their relationship without changing their current positions.

6. Common Joint Problems in Fusion 360 and How to Fix Them

  • Problem 1: Components Move Incorrectly
    Possible cause: The joint origin or axis is incorrectly positioned or oriented.
    Solution: Edit the joint and check the joint origin alignment and orientation.
  • Problem 2: Component Does Not Move
    Possible cause: A Rigid Joint, grounded component, or another joint constraint may be restricting movement.
    Solution: Review the assembly relationships and check whether the selected joint type allows the intended movement.
  • Problem 3: Joint Is Created in the Wrong Position
    Possible cause: Incorrect geometry or joint origin selection.
    Solution: Reposition the joint origin or use the appropriate reference geometry to define the connection.
  • Problem 4: Assembly Has Unexpected Movement
    Possible cause: Missing joints or incorrect component relationships.
    Solution: Review the assembly structure and identify components that are not properly constrained.
  • Problem 5: Joint Movement Is Limited
    Possible cause: Joint motion limits may be enabled.
    Solution: Open the joint settings and review the motion limits. Adjust them according to the required movement range.

7. Practical Applications of Fusion 360 Joints

  1. Piston-Crank Mechanism
    • Revolute Joint for the crankshaft.
    • Revolute Joint for the connecting rod connection.
    • Slider Joint for the piston movement.
  2. Robotic Arm
    • Revolute Joints for rotating arm sections.
    • Rigid Joints for fixed mounting brackets.
    • Multiple joints to create controlled movement.
  3. Gearbox Assembly
    • Revolute Joints for rotating shafts.
    • Rigid Joints for fixed housings.
    • Appropriate joint relationships for the remaining components.
  4. Hydraulic Cylinder
    • Slider Joint for piston movement.
    • Rigid Joints for fixed mounting components.
    • Revolute Joints for pivoting connections, where required.

8. Tips for Working with Joints in Fusion 360

  1. Create separate components for individual mechanical parts.
  2. Ground the main base component when appropriate.
  3. Choose the correct joint type based on actual mechanical movement.
  4. Check joint origins and axes before confirming.
  5. Avoid unnecessary joints that overconstrain the assembly.
  6. Use meaningful component names to manage complex designs.
  7. Test joint movement before creating motion studies.
  8. Review joint limits when designing mechanisms with restricted movement.

Conclusion

Fusion 360 Joints are essential for creating functional mechanical assemblies. From fixed connections using Rigid Joints to rotational movement using Revolute Joints and linear movement using Slider Joints, each joint type serves a specific mechanical purpose.

Understanding Cylindrical, Pin-Slot, Planar, and Ball Joints also helps you model more advanced mechanisms with realistic movement.

By choosing the correct joint types and applying them properly, you can create accurate mechanical assemblies, simulate component movement, and improve your overall CAD design workflow.

Whether you are a beginner learning assembly design or an experienced mechanical designer working on complex mechanisms, mastering Fusion 360 Joints is an important step toward developing practical engineering skills.

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Friday, 30 October 2026

Why Won’t My Part Rebuild? 7 SOLIDWORKS Problems Beginners Face When Designing Mechanical Parts

You’ve made a few sketches, added some features, and your part looks right. Then you change a dimension—and suddenly SOLIDWORKS shows an error.

This is a common experience when learning mechanical part design. A rebuild error usually means a feature can no longer find the geometry or references it needs. The good news: you can often fix the problem without starting over.

Here are seven common rebuild problems beginners encounter, using a simple mounting bracket as an example.

1. The sketch won’t extrude

What you see: The Extruded Boss/Base or Cut-Extrude feature fails.
Why it happens: The sketch may have a tiny gap, overlapping lines, or an unintended open contour. SOLIDWORKS needs a valid closed boundary for many solid features.
Try this: Edit the sketch and use Tools > Sketch Tools > Check Sketch for Feature to locate gaps or other issues. Zoom in around corners, remove duplicate lines, and make sure the outline closes.
Example: A bracket outline that looks closed on screen may have a small gap where two lines almost meet. The gap can prevent the sketch from forming a solid profile.

2. A feature depends on a face that disappears

What you see: A hole, fillet, or cut fails after you change an earlier dimension.
Why it happens: The feature was attached to a face or edge that changed or disappeared when the model rebuilt. Later features can lose their references when the shape changes.
Try this: Edit the failed feature and reselect a stable reference. When practical, sketch on a main plane or use a clearly defined datum plane instead of relying on a small face created by another feature.
Example: You sketch a mounting hole on the narrow end face of a bracket. Later, you shorten the bracket and remove that face. The hole feature no longer has a surface to use.

3. Changing a dimension makes a cut fail

What you see: A cut works at one size but fails when you make the part thicker or move the sketch.
Why it happens: The cut may no longer intersect the part, or its end condition may not match the new geometry.
Try this: Check the cut direction and end condition. Through All is useful when the hole should pass completely through the part. Use Blind when the hole needs a specific depth. If the cut should stop at another surface, consider Up to Surface.
Example: A hole in a bracket is set to a fixed depth. After the bracket becomes thicker, the cut no longer reaches the other side. Changing the end condition to Through All may better match the design intent.

4. The sketch becomes over-defined

What you see: SOLIDWORKS reports that the sketch is over-defined, or a dimension turns red.
Why it happens: The sketch has conflicting instructions. For example, a line may already be fixed by a relation, then receive a dimension that tries to move it somewhere else.
Try this: Edit the sketch and inspect the highlighted dimension or relation. Remove redundant dimensions or relations instead of adding more. Use Display/Delete Relations to see what is controlling the geometry.
Example: You set a hole’s horizontal position with a dimension, then add a coincident relation that also fixes its position. One of those constraints may be unnecessary or conflicting.

5. The sketch is under-defined and moves unexpectedly

What you see: Geometry shifts when you edit another dimension, or the finished feature changes shape in an unexpected way.
Why it happens: Some sketch elements are still free to move or rotate. A sketch can look correct while still having unconstrained geometry.
Try this: Add the dimensions and relations needed to capture the intended shape and position. For a bracket profile, that might mean setting the overall width and height, aligning key edges, and defining the hole locations. Aim to fully define important design geometry; avoid fixing everything in place without considering how it should change.
Example: A circular hole has the correct diameter but no location dimensions. When the bracket’s outline changes, the hole slides to a different position.

6. A fillet or chamfer fails after an edit

What you see: The model rebuilds until a fillet or chamfer, which then fails.
Why it happens: The selected edge may have changed, or the requested radius may be too large for the available material. Small fillets near corners or intersecting features are especially sensitive.
Try this: Edit the fillet or chamfer and check the selected edges and size. Try a smaller value or apply the feature later in the tree, after the main shape is stable.
Example: A large fillet fits on the original bracket but runs into a nearby mounting hole after you move the hole closer to the edge.

7. One broken feature causes several errors

What you see: Several features turn red or show errors after a single edit.
Why it happens: Features are built in order. When an early feature fails, later features that depend on it may fail too. Those later errors can be symptoms of the first one.
Try this: Start at the top of the FeatureManager design tree and find the earliest feature with an error. Fix that feature first, then rebuild. Don’t begin by editing the last feature that turned red.
Example: Moving a base sketch causes the first extrusion to fail. The hole, fillet, and chamfer features below it may all show errors because their supporting geometry no longer exists.

A simple rebuild troubleshooting routine

When your part fails to rebuild:

  1. Find the first feature in the tree that shows an error.
  2. Edit that feature and read the error message.
  3. Check its sketch, dimensions, end condition, and references.
  4. Look at what changed in the features above it.
  5. Rebuild again after fixing the earliest problem.

A rebuild error is often a clue that your model’s references or design intent need attention. Build sketches around dimensions and relationships that describe how the mechanical part should behave. Use stable references where possible, and make changes one at a time. With practice, you’ll spend less time chasing errors—and more time improving the design.

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Thursday, 29 October 2026

How to Fix Pinching and Bumps in a T-Spline Model in Fusion 360

T-Spline sculpting in Fusion 360 makes it easy to shape smooth, organic forms. But small changes to the control cage can create unwanted pinching, bumps, or ripples in the finished surface. These issues often come from the way edges and vertices are arranged. The good news is that you can usually fix them by adjusting the topology and refining the shape of the control cage.

Diagram comparing crowded T-Spline edges that can pinch with evenly spaced topology that supports smoother surface flow

Crowded edges and poles can concentrate curvature. Evenly spaced edges usually give the surface a smoother flow.

What causes pinching and bumps?

A T-Spline surface follows a control cage made of faces, edges, and vertices. When the cage is uneven or crowded, the surface may not flow smoothly.

  • Too many edges in one area: Closely spaced edges can create tight curvature and visible bumps.
  • Poor edge flow: Abrupt changes in the direction or spacing of edges can distort the surface.
  • Extraordinary points: Vertices connected to an unusual number of edges can create star-shaped pinches, especially on curved areas.
  • Uneven vertex placement: A single vertex sitting out of line with its neighbors can pull the surface into a bump or dip.
  • Over-editing: Adding more control points to fix a small problem can make the surface harder to manage.

Step 1: Inspect the surface and control cage

Switch between the smooth surface view and the control cage. Look for areas where edges bunch together, spacing changes suddenly, or several edges converge at one point.

Orbit the model and inspect it from multiple angles. A surface that looks smooth from the top may have a dip or ridge visible from the side. If the problem is difficult to spot, use Fusion 360’s display and analysis tools to make the surface curvature easier to judge.

Step 2: Simplify crowded areas

If a bump or pinch sits where many edges are packed together, try reducing the local complexity:

  • Remove unnecessary edge loops or control points.
  • Spread the remaining edges more evenly.
  • Keep edge spacing gradual as it moves into and out of the problem area.

A simpler control cage often produces a smoother result than adding more geometry.

Step 3: Improve edge flow

Edges should follow the shape you want the surface to take. For example, on a product handle, the cage should flow along the length of the handle and wrap smoothly around its cross-section.

Move edges and vertices so they transition gradually around the form. Avoid sudden direction changes, tight clusters, and irregular spacing. If an area is difficult to control, consider rebuilding that section with a cleaner layout.

Step 4: Adjust nearby vertices gradually

Use Edit Form to move the vertices around the problem area in small increments. Check the smooth surface after each adjustment.

Avoid moving one vertex a long way while leaving its neighbors untouched. That can replace a bump with a dip or create a new ripple. Instead, adjust a small group of nearby vertices to spread the change across the surface.

Step 5: Check extraordinary points

An extraordinary point is a vertex connected to a number of edges other than the usual four. These points are sometimes necessary, but they can cause pinching when placed on a highly visible or tightly curved area.

When possible, move them toward flatter or less prominent regions. If the shape allows, reorganize nearby edges so the extraordinary point no longer sits at the center of the distortion.

Step 6: Use symmetry and symmetry checks

For a symmetrical design, enable symmetry while sculpting where appropriate. This helps keep both sides consistent and reduces the chance of creating a bump on only one side.

If the model should be symmetrical but was edited without symmetry, compare matching areas on both sides. Small differences in vertex position can affect how the surface flows.

Step 7: Review the surface before converting it

Before converting a T-Spline form to a solid or continuing with downstream features, inspect the model from different angles and check the transition areas. Fix visible pinches and uneven curvature while the control cage is still easy to edit.

If repeated edits are making the surface worse, undo them and return to the last clean version. Then simplify the topology and make smaller adjustments.

Four-step T-Spline cleanup sequence: inspect, simplify, redistribute edges, and refine nearby vertices

Work through these steps in order; inspect the surface after each adjustment.

Tips for smoother T-Spline surfaces

  • Start with the fewest faces you need to define the shape.
  • Add edges only when they help control a specific feature.
  • Keep edge spacing as even as the design allows.
  • Place extraordinary points away from broad, smooth highlights.
  • Make small edits and inspect the result after each one.
  • Check the model from several viewpoints, not just one.

Conclusion

Pinching and bumps in a Fusion 360 T-Spline model usually point to a control cage that is too crowded, uneven, or poorly arranged for the shape. Inspect the cage, simplify crowded areas, improve edge flow, and adjust groups of vertices gradually. With a cleaner layout and careful edits, you can create a smoother surface that is easier to refine and ready for the next stage of your design.

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How to Create and Read a Bill of Materials in Onshape

A design may look finished on screen, but a team still needs to know what it contains. Which parts are required? How many of each are needed? What are their part numbers? A bill of materials (BOM) answers those questions. In Onshape, an assembly’s BOM is generated from its parts and subassemblies, and it updates as the assembly or its properties change. This guide walks through creating one, understanding its layout, and keeping it useful.

What is a BOM?

A BOM is a parts list for a product or assembly. Depending on your project, it may include details such as:

  • • Item number
  • • Part name
  • • Part number
  • • Quantity
  • • Material
  • • Description

For example, a desk lamp BOM might list one base, one arm, two fasteners, and one shade. A clear BOM helps people review the design, prepare drawings, and plan what needs to be made or purchased.

Before you begin

First, create an Assembly in Onshape and insert the parts and subassemblies it needs. Check that the assembly contains the components you intend to include. Give parts clear names and fill in useful properties—especially part numbers and descriptions—so the BOM is easy to understand.

How to create a BOM in Onshape

  1. Open the Assembly tab containing your design.
  2. Click the BOM table icon on the right side of the graphics area, below the View tools.
  3. Onshape generates a BOM from the parts and subassemblies in the assembly.
  4. Review the rows and properties. You can edit supported property cells directly in the BOM table; those changes also update the corresponding part or subassembly properties.
  5. Add or remove columns to show the information your team needs.

The BOM table is interactive. Hover over a row to highlight its component in the graphics area. Select an item number to locate that component in the Instances list and assembly.

Structured or flattened: which view should you use?

Onshape offers two ways to display the BOM:

  • • Structured shows the assembly hierarchy. Subassemblies can be expanded to show their components. Use it when the product’s organization matters.
  • • Flattened lists the components as if they were all at the top level. Use it when you want a straightforward parts list without hierarchy.

A small assembly may be easy to read in either view. For a product with several subassemblies, structured view can make it clearer which parts belong together.

How to read a BOM

Each row represents a part, subassembly, or other listed item. The columns provide information about that item. For instance:

Item Part name Part number Quantity
1 Lamp base LMP-001 1
2 Lamp arm LMP-002 1
3 M4 screw SCR-M4-10 2
4 Lamp shade LMP-004 1

The quantity tells you how many instances are required. In a structured BOM, indented rows and expandable subassemblies show the product’s hierarchy. If your table is sorted or its item order has been changed, check that item numbers still correspond to the intended components.

Put the BOM on a drawing

If you need the parts list on a technical drawing, open the drawing and use the BOM table tool to insert BOM data from an assembly. You can choose a flattened or structured table, depending on how much assembly hierarchy you want to show. Onshape also supports balloons that can link drawing callouts to BOM items.

Tips for a dependable BOM

  • • Use consistent part names and part numbers.
  • • Fill in properties before sharing the BOM.
  • • Choose structured or flattened view to suit the people reading it.
  • • Review subassembly behavior: a subassembly can appear with its components, as a single line, or as components only.
  • • Check the BOM after changing the assembly, since additions or removals affect the list.
  • • Include non-modeled items—such as glue or thread locker—when they matter to purchasing or assembly. Onshape supports adding these items through the BOM panel.

A useful parts list, built from your design

Onshape’s BOM starts with the parts in your assembly and brings their properties into one table. With clear names, useful part numbers, and the right view, it becomes easier to understand what a product contains and communicate that information to the rest of the team.

For more details, see Onshape’s guides to Bill of Materials, working with the BOM table, and adding a BOM table to a drawing.

A useful parts list, built from your design
Onshape’s BOM starts with the parts in your assembly and brings their properties into one table. Master your CAD workflows today!
Complete Onshape for Beginners: Project-Based Approach →

Tuesday, 27 October 2026

FreeCAD Says “Failed to Recompute”: A Practical Troubleshooting Guide

You change one dimension, click Recompute, and FreeCAD reports Failed to recompute. The model may turn red, a feature may disappear, or later steps in the feature tree may stop updating.

This message can be frustrating because it doesn’t always tell you exactly what went wrong. Usually, though, one feature has lost a reference, received invalid geometry, or can no longer build from the updated shape. Here’s a practical way to find the cause and get your model working again.

What does “recompute” mean?

FreeCAD builds a model from a sequence of linked steps: a sketch, a Pad, a Pocket, a fillet, and so on. When you edit something, FreeCAD recomputes the affected steps so the rest of the model can update.

If one step fails, later steps may fail too. The first broken feature is usually the one to investigate—not necessarily the last feature showing an error.

Start with the first failed feature

Look at the Model tree and find the earliest feature marked with an error. Select it and check the Report view or the message shown in the task panel for more detail.

Then work through the feature tree in order:

  1. Find the first failed feature.
  2. Select it and inspect its properties.
  3. Check whether its sketch, support, or base geometry still exists.
  4. Fix that feature before troubleshooting later ones.
  5. Recompute again to see whether downstream features recover.

Tip: Expand the tree so you can see which sketch or previous feature the failed operation depends on.

Common causes and how to fix them

1. A sketch is invalid or no longer closed

Pad and Pocket operations often rely on a sketch that forms a valid closed profile. If the sketch has a gap, overlapping geometry, or an unwanted extra edge, the feature may fail.

Try this:

  • Double-click the sketch to edit it.
  • Look for gaps, duplicate lines, or geometry that crosses itself.
  • Check whether the profile is closed.
  • Review the sketch constraints if it changed unexpectedly.
  • Close the sketch and recompute.

A sketch can be fully constrained and still have invalid geometry, so check the shape itself as well as its constraints.

2. A feature no longer intersects the body

A Pocket may fail if its sketch has moved away from the solid. A Boolean operation may fail if the parts no longer overlap as expected.

Try this:

  • Select the sketch or feature and check its placement.
  • Confirm the Pad, Pocket, or Boolean operation still intersects the intended solid.
  • Review the operation’s direction, length, and support.
  • Temporarily increase the Pocket depth or Pad length to test whether it reaches the body.

3. A reference disappeared after an earlier edit

Features often depend on faces, edges, or vertices created by earlier operations. If an edit changes the model’s topology, a later feature may point to a different face or to geometry that no longer exists (commonly associated with the topological naming problem).

Try this:

  • Select the failed feature and inspect its support or attachment properties.
  • Reassign it to a stable reference, such as an origin plane or datum plane, when appropriate.
  • Check whether the feature’s sketch is attached to the intended face.
  • If the reference cannot be repaired, edit or recreate the dependent sketch.

For future models, references to origin planes and datum geometry are often more stable than references to small faces or edges that may change when the model is edited.

4. A fillet or chamfer has become too large

A fillet or chamfer that worked before may fail after a dimension changes. The new shape may not leave enough room for the selected radius or bevel.

Try this:

  • Reduce the fillet radius or chamfer size.
  • Apply the operation to fewer edges.
  • Move the fillet or chamfer later in the feature tree.
  • Check whether the selected edges still form a valid set.

If the feature succeeds at a smaller size, increase it gradually to find a reliable value.

5. The feature tree contains a broken dependency

A feature may be linked to the wrong body, sketch, or earlier operation—especially after copying objects or moving them between bodies.

Try this:

  • Inspect the failed feature’s Base, Profile, or Support property.
  • Confirm that the referenced object belongs to the intended Body.
  • Check that features appear in a sensible order.
  • Make sure a sketch or feature hasn’t been moved outside its Body unintentionally.

A quick troubleshooting checklist

When FreeCAD reports “Failed to recompute,” ask:

  • Which is the first feature in the tree showing an error?
  • Does its sketch contain a closed, valid profile?
  • Does the feature still intersect the intended solid?
  • Did a reference face or edge change after editing an earlier feature?
  • Is a fillet or chamfer too large for the updated shape?
  • Is the feature linked to the correct sketch, support, and Body?

Start with the earliest failure and fix one issue at a time. Changing several features at once can make it harder to tell which change solved the problem.

How to make future models more reliable

A little planning can prevent many recompute errors:

  • Build features in a logical order.
  • Fully constrain sketches where it makes sense.
  • Use origin planes and datum geometry for references that need to remain stable.
  • Keep sketches simple and avoid unnecessary geometry.
  • Add fillets and chamfers after the main shape is established.
  • Save a new version before making major structural edits.

A failed recompute doesn’t necessarily mean your whole model is lost. Often, one early feature needs attention, and fixing it lets the rest of the design update again.

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Monday, 26 October 2026

A Beginner’s Guide to Dimension Styles and Annotations in AutoCAD

A drawing can have accurate geometry and still be difficult to understand if its dimensions and notes are unclear. AutoCAD’s dimension styles and annotation tools help you show sizes, explain features, and keep drawings readable.

This guide covers the basics: setting up a dimension style, adding dimensions and notes, and checking the result before sharing your drawing.

What are dimensions and annotations?

Dimensions communicate measurements, such as a line’s length, a circle’s diameter, or the distance between two points.

Annotations add information that helps someone read the drawing. They include text, labels, leaders, symbols, and notes.

Together, they help turn geometry into a drawing that another person can interpret and use.

Start with a dimension style

A dimension style controls the appearance of dimensions, including text height, arrowheads, units, precision, and spacing. Setting up a style before dimensioning helps keep the drawing consistent.

  1. Type DIMSTYLE in the command line and press Enter.
  2. In the Dimension Style Manager, choose New to create a style, or select an existing style and choose Modify.
  3. Give the style a clear name, such as Metric - Millimeters.
  4. Review the settings in the tabs:
    • Lines: Set dimension and extension line appearance.
    • Symbols and Arrows: Choose arrowhead style and size.
    • Text: Set text height, placement, and alignment.
    • Primary Units: Choose the unit format and level of precision.
  5. Select Set Current to use the style for new dimensions.

Settings depend on your drawing scale, units, and project requirements. If your drawing will be plotted at a particular scale, check how the text and symbols look at that final plotted size.

Add common dimensions

AutoCAD offers several dimension commands. You can find them on the Annotate tab, or type the command name.

  • Linear: Measures a horizontal or vertical distance. Type DIMLINEAR.
  • Aligned: Measures along a sloped object. Type DIMALIGNED.
  • Radius: Labels the radius of an arc or circle. Type DIMRADIUS.
  • Diameter: Labels a circle’s diameter. Type DIMDIAMETER.
  • Angular: Measures the angle between two lines or an arc. Type DIMANGULAR.

For a basic linear dimension, start DIMLINEAR, select the two endpoints, then place the dimension line where you want it. Zoom in if endpoint selection is difficult.

Add notes and labels

Use MTEXT for paragraphs or notes that may wrap across multiple lines. Use TEXT for short, single-line labels.

To point a note to a specific feature, use a leader. Type MLEADER, select the point or feature, place the leader, and enter your note. Leaders are useful for calling out materials, finishes, or details that would be unclear from geometry alone.

Keep notes short and specific. For example, “3 mm chamfer” is more useful than “Chamfer this edge.”

Keep the drawing readable

A few habits make a big difference:

  • Use one consistent dimension style unless the drawing has a clear reason to use more.
  • Avoid overlapping dimensions and notes. Move them so each value is easy to read.
  • Dimension each feature clearly. Avoid repeating the same measurement when it could create confusion.
  • Place dimensions close to the geometry they describe, while leaving enough space for the drawing to breathe.
  • Use layers to organize dimensions, text, and geometry separately. Clear layer names make later edits easier.
  • Check units and precision. Show only as many decimal places as the drawing requires.
  • Preview a plot or PDF. Text that looks readable on screen may be too small when printed.

What does “annotative” mean?

Annotative text and dimensions are designed to appear at a consistent plotted size across different drawing scales. This can be useful when the same drawing objects appear in viewports at multiple scales.

If you use annotative objects, set the intended annotation scale and check that the dimensions and notes appear at each required scale. If you’re new to AutoCAD, you can begin with a standard dimension style and learn annotative scaling once you’re comfortable with the basics.

A quick check before sharing

Before you send or plot a drawing, confirm that:

  • The dimensions use the correct units and precision.
  • Text and arrowheads are readable at the intended output scale.
  • Every note points to the right feature.
  • Dimensions do not overlap geometry, notes, or one another.
  • The drawing has been previewed as a PDF or printed view.

Final thoughts

Dimension styles and annotations make an AutoCAD drawing easier to understand and work from. Set a consistent style, choose the right dimension command for each feature, and check the plotted result. With a little practice, clear dimensioning becomes a natural part of your drafting workflow.

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