Introduction: FidgetMax Fidget Spinner
The World has been taken over by the Fidget Spinner Craze, and being a designer in training, I thought I should give it a swing. What I am going to attempt to teach you all in this series, is a simple 3 lobe fidget spinner using the Autodesk Fusion 360 software.
So without further ado, lets get started !!
Step 1: Get Fusion 360 and Boot It Up
The first step is the most primitive of all, and that is to get your hands on the Fusion 360 software. head to the Autodesk student website, sign up, and if you are a student, you can get this tool for free. Fusion 360 is by far one of the most versatile design tools in the market, and the fact that Autodesk is offering the software free of charge to students is a really good gesture.
Once you have the software installed on your system, boot it up and proceed to the next step
Step 2: Starting the Design
The Fusion 360 program will boot you into an empty workspace and that's where we begin our journey. The real life fidget spinners make use of bearings, usually the 608 series bearings. For this design, you can use the 608 bearings found on the McMaster Carr store in the tool, or download one off of GrabCAD. You can even model your own bearings if you so desire.
Once you got access to the bearing model, place it in the centre as shown in the figure above.
Usually, the diameter of the bearing is 22mm, so just bear that in mind for the moment.
Next lets start sketching the Fidget Spinner itself. Hide the bearing model, head to the Create Sketch Option and choose the XZ Plane as shown.
Once you're done with thise, head to the Next Step.
Step 3: Create the Base Circle
Once you are in the Sketch mode, time to create the base circle.
Head to the sketch panel , and select the centre diameter circle option in the circles dropdown menu. Alternatively, you can also press the C button on your keyboard.
With the centre of the workspace as the centre, create a circle of diameter 22mm.
Here, since my default units were in inches, the measurements in the figure are in inches. If you are in a similar situation, where your default units are not the units that you need for the model, you can simply type the value along with the desired units in the window while creating the shape, and Fusion will follow suit.
Step 4: Create the Top Circle
Once we have the base circle created, lets move on to the lobes.
For the first lobe, just create another circle of diameter 22mm, and place it 30mm above the base circle.
Keep in mind that this 30mm is the centre to centre distance between the two circles.
Next, select the new circle that you created, and head to the sketch dropdown menu and select offset, and offset the top circle by 3mm.
Alternatively, you can also press the 'O' key on your keyboard and the offset menu will come up.
Once you have successfully completed this step, Move along.
Step 5: Creating the Three Lobes
Once we have created the Top circle and offset it by 3mm, time to create the remaining two lobes. Here, we will make use of the pattern feature.
Head to the sketch dropdown menu and select circular pattern.
Once the Circular Pattern opens up, select the two circles - The Top circle and its offset. Select the centre of the Base circle as the centre point and select the quantity as three.
You can play around with the number of lobes as per your fancy, but for this tutorial, lets stick to three.
So, once you press OK, you should have the three lobes as given in the figure.
Once completed, move on to the next step.
Step 6: Joining the Lobes ( First Step to Creating the Final Body )
Now, lets start sketching out the final body of the fidget spinner.
To do this, head to the sketch dropdown and under the Arc option, select the 3-point arc option.
Create an arc between the outer circle of any two lobes. For reference, you can use the same outer circles as me.
The problem however, is that this arc will have no constraints and will basically be free to move around as you will. So to lock it in place, lets add some constraints.
Select the Arc and the first outer circle ( As in the figure ) and click on the tangent constraint .This will basically make the arc tangent to the first outer circle.
Next, select the arc again and this time, select the outer circle of the second lobe ( As in the figure ), and once again, click on the tangent constraint.
The end result is that you will now have an arc between two lobes, perfectly tangent to both lobes.
Step 7: Locking the Arc in Place
Once you have arc perfectly tangent to both the lobes, lets lock it in place for good.
Head to the sketch dropdown and select the sketch dimension option. Select the centre of the base circle and centre of the arc ( As shown in the figure ) and drag outwards. You will see the current distance between the two centres.
Click once and the dimension window will open. Set the dimension to 30mm and press Enter.
The End result is that you will now have an arc that is perfectly tangent to the two lobes and has a centre to centre distance of 30mm from the base circle.
Once you too have this result in hand, move along.
Step 8: Completing the Fidget Spinner Body and Preparing to Extrude
Once the Arc is completely constrained in the previous step, lets create the same arc in the remaining two spots.
Once again, head to the Sketch dropdown and select the circular pattern option.
Select the arc as the target body and select the centre of the base circle as the centre point.
Select the quantity as three and press ok.
You should now have a completed sketch of the fidget spinner body as shown in the figure.
Once you are happy with the sketch, click on the stop sketch button, unhide the bearing and you should be looking at a view as in the second figure.
In the next step, we will extrude the sketch get a first look at our fidget spinner !!
Step 9: Extrude the Sketch for the Fidget Body
Now, lets convert the 2D sketch of the fidget spinner to 3d.
To do this, press 'E' on your keyboard to open the Extrude window, select the region in blue ( Refer the figure )and select the options as shown -
Direction - Symmetric
Measurement - Second option ( Complete end to end )
Distance - 7mm
Operation - New Component
Press OK and voila !! You will now have the first 3D look at your fidget Spinner !!
In the Next Step, we will slot in the bearings into the lobes and prepare the model for fine tuning !
Step 10: Slotting in Those Bearings
Lets now place bearings into the three lobes.
To do this, select the central bearing and perform the copy paste operation ( Ctrl+C to copy and then Ctrl+V to paste ). The bearing to turn blue indicating the presence of the copy. You will also see the movement sliders for the same.
Use the sliders to move the copy up by 30mm.You may have to enter the value as -30mm in the dimensions tab.
Next, select the bearing in the top lobe, head to the Create dropdown, and under the pattern option, select Circular pattern.
Select the Pattern type as component and re select the bearing in the top lobe.
Select the Y axis ( Green Coloured axis in case you are wondering ) as the axis of rotation and select the quantity as three.
Press OK and you should have three perfectly placed bearings in the respective lobes.
If you have the same result, move on to the next step.
Step 11: Fine Tuning the Spinner Body
This is where you are free to use your instincts. If you want to play it safe and stick to the tutorial however, feel free to do so.
Lets now fine tune the model.
Head to the Modify dropdown and select the fillet option.
Select the top and bottom edges as shown in the figure and enter the value of the fillet as 0.08 inches.
You can change this value to your liking, so feel free to experiment !!
Once you are happy with the model, head to the Render tab and Render the model using any materials that catch your attention !!
Step 12: Conclusion
You are now ready with your very own 3D model of the rage that is fidget spinners.
Using these basics, you can experiment and create multiple designs and since we have stuck true to the measurements, you can even get your very own Fidget Spinner 3D printed !!
Hope you found this instructable useful.
Next time, we will take a look at how we can get this fidget spinner to work using the concept of Joints.
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