 In this video, I want to show how to apply joints to our twist vase design here to get it to mimic real life. So we kind of created our own custom threads here, I guess we can call them in the previous video. So if you haven't watched that, show the video how I designed the vase here. And the beautiful aspect of these is when you 3D print them, they are so oddly satisfying watching them twist in and out of each other. And we can mimic that motion in Fusion 360. Now a question that was previously asked is if these features are available in the free personal license and the answer is yes. So let's go ahead and get started and I'll show how you can get this to mimic real life. Now the first thing I'm going to do is just delete my motion link and my joint and my ground pin there. So we'll start from exactly where we left off in the last video. So I have these two components and you can see I can move them around freely move them and I'm going to click here to revert them back to the original position. Now before we add joints we have to prevent at least one of these components from moving around. And I'm going to apply a ground to the inner components here. So I'm going to right click click ground and now you can see here I can move my outer component but I can't move this inner one. So perfect. All right next we're going to apply the joint and to do that we'll go to assemble down to as build joint as built because these were modeled in place and I'll get my dialogue box here and the dialogue box it's going to ask me what type of joints I want to apply and I'm going to go ahead and choose my cylindrical. Now the cylindrical joint is a little more complex than these first three joints here because we can read here that it's basically two joints it says it's going to rotate and slide a component on a single axis. So it's basically applying a revolute and a slider joint. I'll choose cylindrical and then I have to choose which components I want to apply this to and here you're better off just selecting it on your browser. I'll click my outer and my inner and the third thing I need to do is to give it a origin of rotation and it's a little confusing here because you'll try to click okay and nothing will happen but first what we need to do is give it a center of rotation here you'll see there it'll say select snap point to define the joint origin. I'm going to click on that center of my polygon there that hexagon and now I have applied my joint. So here we can see we can click on preview motion and we can see the rotation I'll click stop notice you have a rotate and a slide option here if I click the slide button and click the preview it'll move up and down. Let's click okay and observe this a little more. So here I can see I can move this up and down and if I move my mouse left to right it rotates but there's no connection there right there's no link between the up and down movement and the rotation and for that feature we don't apply it in the actual joint we have to add another feature here and we can find that also under assembly and that's called our motion link. So I'll click on motion link it's going to tell me if I want to revert position I'm going to go ahead and click revert and that just brings everything back to that starting position and here it's going to ask me for my joints. Now an important thing to consider here is that you apply joints to components but you apply motion links to your joints. So here I want to know what joint do I want to apply the motion link to I'm going to go back to my browser and I'm going to select my cylindrical joint and then I'm going to click here where it says link with same joint and now we get this motion happening. So let's just click okay here and observe what changes were made. So now I can see here as I move this up it's slowly moving up you can see and it's turning. So the motion link is applied but it doesn't really mimic real life here. So let's go back and make some changes I'll click on motion link edit feature. I can see that it's asking me for a few things here. I have two options that say cylindrical and one that says distance one that says angle. This first cylindrical is set to slide and the second one is set to rotate and I've got my distance and my angle. So okay so basically it wants to know for this distance how much do you want to rotate and it's set to every 10 millimeters we're going to rotate 360 degrees and that's what we see here when we animate it. It's not exactly what we want as we can see it doesn't work so let's look at how we can find the right numbers to throw here. So for that we have to kind of go back and see how we design this. If you recall and if you haven't yet checked the previous video but the way we approach this is we use the sweep. We gave it a distance and we said for this distance I want you to twist this angle. So if I go back to this second sketch here that I made we have this full distance is 80 millimeters and the twist angle we applied was 180 degrees. So that gives us the information we need so I'm going to click okay and go back to our motion link here edit that feature. So what I'm going to say here is for every 80 millimeters I want you to rotate an angle of 180 degrees hit animate and there we have it that's all it takes. Now if you see that it's going the wrong way you kind of will see this happening just click the reverse button here and that will look a lot more pleasing. Okay let's revert that position and now you should be able to see that you can go ahead and move this up and down and you can see it perfectly mimic real life here as it should. Okay the final thing we'll do is let's add some limits here because we can see this will continue going up and down and we'd like it to stop at the bottom and maybe stop you know at the top here. So to do that we have to actually go back now to the joint that cylindrical joint edit joint and here we in the bottom we have this joint motion limit and again the two options the rotate and the slide I don't want to apply a limit to my rotate but I do want to apply one to my slide. So here I'll click the minimum and maximum numbers here and it can be a little bit confusing here but basically let's just keep this simple and I'll say we're going to start at zero and we're going to go the full length of 80. Now what I've learned is you always want your minimum to be your lower number so let's set that to zero and the maximum I'm going to set that to 80 we can preview the limits it looks good click okay and now when I move this we'll see that it'll go down it'll stop right at the bottom and then just stop right at the top but there we have it very satisfying to see this just kind of twist right into place. So this is a way you can create your own custom spirals and create joints and motion links that allow your models to behave like they would in real life so you can actually see how it's going to work you know before you 3D print it. So okay I hope you found this helpful if you did like and subscribe for more content like this I also have some resources linked below where you can find some design courses I've made and I also have a live class that I do a weekly on Tuesdays if you would like personalized help with your Fusion 360 models and of course there's my Patreon page if you just want to support more content like this. All right guys I will see you in the next one.