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dogbone's Introduction

Dogbone addin for fusion 360

Version 2.2

Added update feature - will simplify dogbone updates after changes to bodies and/or components. Many thanks to Tony Findeisen for his amazing refactoring - he's made the code look sooo much better, and easier for others to navigate.
This update feature will also work in the Manufacturing Model Editor - HOWEVER, There's a bug in F360 - the Toolbar will be blank and/or corrupted

  • do an "Undo" (ctrl-z/cmd-z) followed by a "Redo" (ctrl-y/cmd-y) and the display will refesh, and all will be well again.

Version 2.1.2

  • completed parametric Dogbones fix - 2.1.1 note has been corrected

Version 2.1.2

  • Fixed runtime error on parametric Dogbones - Note: dogbones will be created on corners that are not 90 degrees, but they will not be correct. Working to fix that though.

Version: 2.1

  • Added detection mode - now allows acute and obtuse angles to be generated
  • Changed internal mechanism to uniquely identify faces and edges
  • Simplified internal mechanism to identify which edges and faces have been selected/deselected
  • Updated dogbone generation mechanism - stopped using sketches as a basis. Now uses tempBrepManger - noticeably faster!

Next version should use F360's customFeatures - but at the moment, it's not ready for public consumption.

Version: 2.0

  • Windows users:

    • You can download a self extracting file here
  • Mac users:

    Note: RuntimeError: 2 : InternalValidationError : isExist

    A recent OS update has enforced case sensitive Folder and File names, and it has revealed an inconsistent capitalization of the folder named Resource. The easiest method of correcting the error is to change Resource to resource in the dogbone directory (generally found here: "/Users/<your username>/Library/Application Support/Autodesk/Autodesk Fusion 360/APl/Addlns/Dogbone")

    • If you installed F360 directly from AD - download self extracting file here

    • If you installed F360 from Apple App Store - download self extracting file here

    If you're having problems due to Apple Security, instead of clicking in the Downloads Dock icon Folder or Stack, click "Open in Finder" and then right-click the package and select "Open". You'll be able to install it then.

zip and tar files available (for both Mac and Windows) here


Description

Face selected and top face dogbones
dogbone_overview
Minimal dogbone Long side mortise dogbone Short side mortise dogbone
minimal overview longside mortise shortside mortise

This addin includes 3 dogbone styles (normal, minimal and mortise) and allows dogbones to be cut from either the topface or selected face. Both static and parametric options are available - however due to a number of bugs in F360, parametric will fail on mirrored components and some component copies. These bugs have been reported (see here), but as of writing AD has not addressed them.

The interface has been improved, and specifically allows any face orientation to be chosen on any component. The addin is based on the f360 primitive hole feature, and is as efficient as f360 single threaded engine allows. In Static mode it will create 70 dogbones in about 7 seconds. Parametric mode takes a little longer to calculate initially, but recalculation is very fast if you change your model parameters. Of course, speed also depends on the processing power of your computer.


Notes:

This version should work with all static dogbones. Parameterized dogbones mostly work, but there are definite issues with the Fusion360 API that may cause problems when trying to create dogbones. If that happens, you can create a logfile and post it here to let us know. If it turns out that it is a Fusion360 bug, please report it to Autodesk.


Dogbones has been completed revamped. Some of the original utilities have remained, as well as some original mathematical formulaes, but mostly everything else has changed.

The original add-in was based on creating sketches and extruding - Peter found using this approach to be very heavy on processing resources, so this version has been designed to create dogbones directly by using a hole tool.


This version should work with all static dogbones. Parameterized dogbones mostly work, but there are definite issues with the Fusion360 API that may cause problems when trying to create dogbones. If that happens, you can create a logfile and post it here to let us know. If it turns out that it is a Fusion360 bug, please report it to Autodesk.


WARNING: use at your own risk.

The code provided is provided "as is" and with all faults. We specifically disclaim any implied warranty of merchantability or fitness for a particular use. The operation of the code provided is not warranted to be uninterrupted or error free.


Installation

See How to install sample Add-Ins and Scripts

Instructions

Note that you can hover your cursor over any Dogbone dialog item and you will get an explanatory popup in Fusion360.

  1. Select the face(s) you want the dogbones to drop from. The add-in will only allow you to select appropriate and/or parallel faces for the body, once a primary face has been selected. The orientation of the primary face for unique components or bodies may be in any direction. FaceSelection
  2. All edges associated with the selected face will be automatically selected. You can select the "Dogbone Edges" selector in the Dogbone popup, and that will allow you to deselect or reselect only internal edges. Note that only internal edges belonging to a selected face can be selected or deselected. EdgeSelection
  3. Specify a tool diameter and a radial offset.
  4. Select the Mode - Static Dogbones or Parameterized Dogbones. Parameters are created for the second mode - dogbones will move with edge changes, and you can change diameter or offset from the normal "Change Parameters" dialog.
  5. Choose the type of dogbone - Normal, Minimal or Mortise. See http://fablab.ruc.dk/more-elegant-cnc-dogbones/ for a description of minimal dogbones. Mortise dogbones place the dogbones along the sides, so that they can be hidden by a connecting piece with a cut tenon. Minimal and Mortise dogbones have their own option lines become visible when selected. Note: In the minimal dogbone dialog, you can make the Percentage Reduction negative (eg -20), to inset the dogbone into the workpiece.
  6. Decide if you'd like dogbones to be cut to the top. (Useful if you have steps, but can't do two sided machining.) TopSelection1 TopSelection2
  7. You can expand Settings and specify if you'd like to see benchmark time or do any logging.
  8. Click ok.

The add-in will then create the specified dogbones. If you choose parameterized, the critical dimensions are maintained in the parameters - so you can change the dimensions as and when needed.

  • If you need dogbones in different orientations for the same body, you'll have to run the addin once for each direction.
  • The direction for egdes for a body is locked onve any face is selected. De-select all faces if you want to change edge selection direction.
  • Edges are selected down from a face. Generally, selecting a bottom face will not add any edges, but de-selecting one may remove some edges.

To do:

  1. add editing capabilities

License

Samples are licensed under the terms of the MIT License. Please see the LICENSE file for full details.

Authors

Peter Ludikar (pludikar), Gary Singer (DVE2000), Casey Rogers (casycrogers)

dogbone's People

Contributors

caseycrogers avatar dve2000 avatar iceboundflame avatar pludikar avatar tapnair avatar threepe0 avatar tonfido avatar

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dogbone's Issues

Parametric integration

I don't know much about the Fusion360 API but would it be possible to get the Dogbone fillets done in a more parametrical way to be able to change the size of the fillets later when you for example change your mind and use another tool size?

Failed : 5 : Sketch geometry is over constrained

Hello Casey,
first of all must say thank you for writing this. I am just starting to learn Fusion 360 and so far getting the hang of it. I seem to be getting the same error whenever I try and create dogbones in squares. I have made a file that I can use to create any sized boxes I want and then I can add what cutouts I need for electronics etc, but then for some reason the dogbone fails on these internal corners. If I skip this inner squares and just run the script for say an outside piece with tongue and grooves it works fine. I dont know fusion that well but I think I am able to allow you to use the file somehow.
Thanks for your help :)
Macca

readDefaults failing

So it seems to be failing on startup, with reading the defaults.dat file somewhere. This is on a mac, I used the binary installer to install. Thanks for any pointers.

Screen Shot 2019-04-06 at 5 32 16 PM

Allowing some tolerance for "almost acute angles")

Hello
Your addin save my life evey day, I use it all the time for CNC wood jointery ! Thanks a lot.

Recently, I extruded some shapes to cut and I used Dogbone to make it machinable, but because the shapes came from an approximate vector graphics source, with lots of polyline and no real splines, I have some extra points on lines that are slightly misaligned and cause some angles around 179~180 degrees that Dogbone detect

So, or course, as soon as an acute angle is found - event slight, Dogbone select it, and suggest to process lots of "unnecessary" edges (that should never have been on my shape in the first place, but I couldn't optimize the shape easily)

I hacked a little the code by adding a tolerance and it would solve this particular case. After all, when using polylines and not splines, some Epsilon is to expect in the angle calculation.
For tests, I made something like :
if dbUtils.getAngleBetweenFaces(edge) > math.pi - 0.2:

I'm not good at Python and failed to try to change your UI. Would it be possible to add an option for a tolerance parameter ? Either as a subtraction like I tried, or even a multiplicative factor (only process angles lower than 0.8 * Pi, so only the very "sharp" turns are processed - after all jointery is 30/45/60/90 degrees most of the time, the rest could stay as it is as an option (just artistic shape, no need for dogbones)

What do you think ?
Thanks !

RuntimeError: 5 : Unable to create hole. Height was negative or zero. Modeling Error: Can't create hole toolbody, please check inputs

I am getting this error when I run the addin on a simple model:

Failed:
Traceback (most recent call last):
  File "C:/Users/ride4/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone\dbutils.py", line 174, in notify
    notify_method(args)
  File "C:/Users/ride4/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone/Dogbone.py", line 644, in onExecute
    self.createParametricDogbones()
  File "C:/Users/ride4/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone/Dogbone.py", line 948, in createParametricDogbones
    holes.add(holeInput)
  File "C:/Users/ride4/AppData/Local/Autodesk/webdeploy/production/4c84784f9b312b4c6ccb78d46529ebb70d7a5a09/Api/Python/packages\adsk\fusion.py", line 20877, in add
    return _fusion.HoleFeatures_add(self, input)
RuntimeError: 5 : Unable to create hole.
Height was negative or zero.
Modeling Error: Can't create hole toolbody, please check inputs

Latest Version Won't Work

I've been using previous versions of Dogbone for ages, and it's worked great (for the most part), but after I updated it thinks for a while, and then the program ends, and nothing has changed to the selected geometry. An item is in the undo section, but no dogbones have been created. Anyone else having any issues?

I've tried deleting and reinstalling.

Any help would be greatly appreciated, as I have hundreds of these to do.

RuntimeError: 3 this is not a parametric design

Windows 10 PC .

Open Fusion 360.
Insert>Insert Mesh>pick any Thingiverse STL.
Right click Document settings>Do Not Capture Design History>Continue.
Modify>Mesh>Mesh to BRep> select mesh body > OK.
Go to Patch>Modify>Merge>Select Chain>select top face>OK.
Go to Model>DOGBONE> set tool diameter > select any interior edges or faces > use any settings > OK > Error.

error 3

Any combination of DOGBONE settings result with shown error.
Any combination of selected interior edge, edges, or solid bodies result with error.

No longer working after Fusion update

This plugin has been amazing, and super helpful. Unfortunately, it's no longer working for me. I feel like this could have happened with the recent fusion update as I haven't changed anything, or done anything differently than in the past. I'm getting a "Failed: Traceback... RuntimeError:2:InternalValdationError..."

See photo. Thanks in advance.

Screen Shot 2020-05-19 at 3 54 04 PM

issue

Hi,
I am having this error.
Any idea how to debug this?
Thanks!
M

screen shot 2019-01-17 at 11 12 12 am

installation

i have extracted the dogbone-master folder to the ...API>AddIns folder and now i can´t see Dogbone in the addin tab inside the program (Fusion360).

Add command to manufacturing model environment

There's a relatively new feature in Fusion 360 called manufacturing models, where you can create a version of model that only exists in the manufacturing workspace. It's useful to simplify or modify designs so they can be manufactured, which is exactly what this plugin does. It would be nice if the dogbone command could show up in the manufacturing model workspace instead of or in addition to the main workspace. I've tried to modify the plugin myself, but I couldn't get it to work. I'm not sure if it's just because I don't understand the Fusion 360 API well enough or if the feature is new enough that they haven't updated the API for it yet.

Runtime Error: 3 invalid profile(s) for extrude feature

Hi all,

I'm having an issue with using dogbones on a project. I am trying to use it at the component stage. I've already laid out my material but realized, I need to add dogbone after the fact.

It is not working at all.

Here is a screen cap of my error:

dogboe_problem

problem_piece

Any ideas?

InternalValidationError : input->evaluateStringAndUpdateUI

I've recently downloaded this and had this issue on multiple occasions when I previously used it, regardless of mode and whenever I change to a different design I get the error:

Failed:
Traceback (most recent call last):
  File "C:/Users/home/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone\dbutils.py", line 174, in notify
    notify_method(args)
  File "C:/Users/hom/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone/Dogbone.py", line 324, in onCreate
    adsk.core.ValueInput.createByString(self.circStr))
  File "C:/Users/home/AppData/Local/Autodesk/webdeploy/production/e69ac0f55aa8512db83c718906bbdedf0daa2f89/Api/Python/packages\adsk\core.py", line 5940, in addValueInput
    return _core.CommandInputs_addValueInput(self, id, name, unitType, initialValue)
RuntimeError: 2 : InternalValidationError : input->evaluateStringAndUpdateUI(xlVal->valueAsIString(), dTemp, bValueStrChanged)

Computer: Lenovo L13 Yoga
OS: Windows 10

Dogbone v2.0

If there are any new versions of this by someone else, please can you link it?

DogBone fail when a body contains an inner fillet/ slot

Hi,
Just been using the dogbone addin, its very good. Saves alot of time!
However I discovered an issue when you try and dogbone an entire body, if that body contains a slot or fillet the dogbone will fail.

image

image

image
image

image

Deleting the fillets / slots and remaking them after the dogbone operation, or manually selecting the edges are workarounds.

Cheers,
Bonne

New dogbone doesn't work on initiation

When I try to run it, I get:

F Fusion 360 X 
Failed: Traceback (most recent call last): File *ClUsers/tim_000/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbonelotils.pf, line 140, in notify notify_method(args) File -C/Users/tim_000/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone/Dogbone.py-, line 79, in onCreate adsk.core.ValueInput.createByString(self.circStr)) File -C/Users/tim_000/AppData/Local/Autodesk/webdeploy/production/9400 line 3944, in addvaluelnput return _core.CommandInputs_addValueInput(self, *args) RuntimeError: 2 : InternalValidationError : input->evaluateString(xlVal->valueAsIString(), dTemp, bValueStrChanged) 

I'm using fusion 360 2.0.2088 on Windows 10.

Happy to email the file as needed.

You can download my model from this forum link: https://forums.autodesk.com/t5/design-validate-document/can-t-change-appearance/td-p/6382182

Applying dogbones to multiple faces fails when that body has been duplicated with a lineair patern

I use fusion360 to make parametric furniture and use a tool to lay out the parts for CNC cutting (nesting). If multiple faces are selected from different bodies that are multiplied using a lineair pattern the dogbones are only applied to the first face that has been selected. And another issue is that the dogbones won't work properly in parametric mode on mirrored parts. It throws an error screen and stops. Only remedy is to make them non-parametric, but i often had the issue that the dogbones where only applied on 1 of the 2 holes in the selected face. Selecting them again and performing the same steps again solves it.

And i personally find the 'allong shortest' and 'allong longest' description more intuïtive than the currently used ones :)

Dogbone fails after first edge, even in static mode

Hello,

I have a component and I am attempting to add dogbones to it. When I add static dogbones, it incorrectly creates one dogbone and then fails on the rest. These edges were created from a "Rectangular Pattern" operation, for what it's worth. I've attached the error log. Parametric also fails, but I don't need it to be parametric at this point so I'm not worried about it.

Thanks!

Log:
dogbone.log

Not a parametric design

I turned off history (before sending out a model to be cut) and running DogBone produced the error

Failed:
Traceback (most recent call last):
File "C:/Users/nikko/ AppData/Roaming/Autodesk/Autodesk Fusion 360/
API/AddIns/Dogbone\dbutils. py”, line 174, in notify
notify_method(args)
File "C:/Users/nikko/ AppData/Roaming/Autodesk/Autodesk Fusion 360/
API/AddIns/Dogbone/Dogbone. py”, line 651, in onExecute
self.createStaticDogbones()
File "C:/Users/nikko/ AppData/Roaming/Autodesk/Autodesk Fusion 360/
API/AddIns/Dogbone/Dogbone. py”, line 969, in createStaticDogbones
startTiMarker = self.design.timeline.markerPosition
File "C:/Users/nikko/ AppData/Local/ Autodesk /webdeploy/production/
a95f8cSced1169cf841c8219266ac15fc1536633/ Api/Python/
packages\adsk\fusion.py”, line 15719, in _get_timeline
return _fusion.Design__get_timeline(self)
RuntimeError: 3 : this is not a parametric design

Perhaps a simpler error message stating that Design History needs to be enable for DogBone to run would be an improvement. Otherwise, working like a charm.

Dogbone failure

I have been using this app for awhile now and it always works great. However yesterday when I tried to use it on a similar part it gives a failure dialog that I cannot copy and paste here. It says:

Failed:
Traceback (most recent call last):
File "C:/Users/etc etc
Fusion 360 /API/Addins/Dogbone\dbutils.py", line 174, in notify
notify_method(args)
File...etc
Fusion 360/API/Addins/Dogbone/Dogbone.py", line 644, in onExecute
self.createParametricDogbones()
File...etc
Fusion 360/API/Addins/Dogbone/Dogbone.py", line 851, in
createParametricDogbones
self.logger.debug(Processing edge-
{}'.format(SelectedEdge.edge.tempId))
File...etc. /webdeploy/production/d2d901e2ef5ae5c384b4as001a48c4e37589dc43/Api/Python/
packages\adsk\fusion.py", line 4763,in_get_tempId
return _fusion.BRepEdge__get_tempId(self)
RuntimeError: 2 : InternalValidationError : this ASMEdge

Not a coder so no idea what this all means but it fails regardless of which or how many corners are attempted to dogbone. It fails every time now. Attempted to delete and reinstall and still fails. Thank you for your efforts on this useful application.

Pete

Use of user parameters for parametric dogbones breaks using plugin multiple times with different settings

In my particular case I was trying to apply mortise dogbones to one set of components, and minimal dogbones to another. What seems to happen is that as soon as the dogbone plugin is launched again, any changes to settings cause the db* user parameters to be updated (this even seems happens immediately, without the need to hit "OK"), which breaks any other parameteric dogbone operations that are already in the timeline.

Would it be possible to "inline" the relevant expressions into the Hole operations directly rather than using user parameters? This way multiple independent sets of dogbone operations can be used. Note that this shouldn't even break the ability for the user to update parameters like tool diameter manually, simply by creating their own user parameters and referencing them from the dogbone settings.

E.g. in my example of the short side mortise with diameter ToolDiameter I currently get Hole operations with cut diameter dbRadius * 2 and parameters

dbToolDia = ToolDiameter
dbOffset = 0
dbHoleOffset = dbRadius

Instead I'm suggesting that the generated Hole operations end up with a diameter expression like ((ToolDiameter) + (0)) / 2 * 2, without any additional user parameters being created or modified. (Obviously in this case the expression could be simplified to just ToolDiameter but it's probably unnecessary for the plugin to optimise this.)

Dogbone isn't applied to Component Body and copies until accessed through history

This is an interesting issue that has a workaround.

I have a "template" component that I've copied 4 times. When I attempt to apply dogbones to any instance of any of the sub-components, the dogbone operation appears to fail silently. The operation is present in the history, and when I edit the "hole" part of the dogbone history, everything appears on the body. I modify nothing and just hit "ok", and that's what makes the dogbones take on all instances of the object.

I've followed the more standard workflow instructions you described the last time I had trouble with dogbones and it's been working on other projects, until now.

Problem running Dogbone2

Hello,

I recently 'upgraded' this from the original dogbone project (which works well enough) and am running into this error when invoking the new dogbone from within Fusion360 (MacOS):

Screen Shot 2020-07-08 at 11 19 30 AM

Any assistance would be greatly appreciated.

Many Thanks for creating a very helpful little script.

Can't find Dogbone icon?

Hi, from where should Dogbone be run? I can't see the icon anywhere after installing and running the Addin. I only managed to run it from the command box (the one that shows up when pressing "S").

Face Threshold

Hello,

I've tried the last version and I thought it would be useful with the face selection to have an optional depth value in the Dogbone toolbox. If the depth value is set (not zero), each edges are verified against this value to include them or not in the process. I've attached the modified script that allows this feature if you think it is also useful.

At the same time, I added some validation on the number of edges to process to have a message box that indicates there is no edges to process instead of an error box of extrusion operation failure.

Have a nice day!

Simon
Dogbone_SimonAmpleman_20160818.zip

Parametric holes lose link to reference geometry

It seems like changing a parameter that affects the geometry that parameteric dogbones have been applied to frequently makes them lose their "link" to the geometry. E.g. if I change my MaterialThickness parameter from 18mm to 19mm about half or more of my dogbones holes disappear. I'm using parametric minimal dogbones.

I've been manually experimenting with a hybrid between the static and parametric approaches provided by the addon, namely using the sketch the static approach generates, but then editing that sketch to tie the points to the referenced geometry (and the hole feature to plug the correct variables for diameter etc back in). Apart from being pretty tedious to do by hand it seems to work well and correctly tracks geometry changes.

For standard / minimal dogbones, a construction circle around the drill point with radius ToolDiameter * 1.1 / sqrt(2) with tangent constraints to the two edges seems to work. For the mortise case the hole center can be directly constrained to be on the relevant edge with the correct distance to the corner.

I'm not sure if this approach would have a negative impact on performance due to being sketch-based, but at least to me having the dogbones work in a fully parametric fashion is much more important.

Header Comments

Hey the comments in the header in this version aren't all there. Some lines left un commented.

Error on running

New to this script. Just downloaded the zip and installed. Getting error in graphic.
dogboneerror

Unusably slow

I tried using this on a moderately complex design with maybe 30-40 components, 400 dogbone fillets to create. It doesn't complete and slows down the timeline immensely until it crashes.

For the simple/common case of making dogbones for flat-pack parts, would it work better to simply make a single sketch for all the edges in the same component (or maybe even multiple components), and do one extrude-cut operation on those circle profiles?

Selecting a face makes the software calculate immediately

I want to add a few dog bones to a body and it's running for over 30 minutes now and still checking for possible edges. I don't need the software to do this automatically because it's a complex model.

Can I bypass this function somehow?

DOGBONE FAILD FUSION 360

Hi, this is the first time I m writing in a forum. I have a problem with the Dogbone Add-in. It keep failing and I do not understand way. I Downloaded from here : https://github.com/DVE2000/Dogbone and installed as it says.
Here is some screenshot.
Do anyone knows the reason?;-)
faild
capture_01

RuntimeError: 2 : InternalValidationError : face

Failed:
Traceback (most recent call last):
File "C:/Users/jared/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone\dbutils.py", line 174, in notify
notify_method(args)
File "C:/Users/jared/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone/Dogbone.py", line 644, in onExecute
self.createParametricDogbones()
File "C:/Users/jared/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone/Dogbone.py", line 821, in createParametricDogbones
(topFace, topFaceRefPoint) = dbUtils.getTopFace(makeNative(occurrenceFace[0].face))
File "C:/Users/jared/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone\dbutils.py", line 121, in getTopFace
normal = getFaceNormal(selectedFace)
File "C:/Users/jared/AppData/Roaming/Autodesk/Autodesk Fusion 360/API/AddIns/Dogbone\dbutils.py", line 113, in getFaceNormal
return face.evaluator.getNormalAtPoint(face.pointOnFace)[1]
File "C:/Users/jared/AppData/Local/Autodesk/webdeploy/production/50d1a2b00ac928c7781cbca6551e586a5384d498/Api/Python/packages\adsk\fusion.py", line 7246, in _get_pointOnFace
return _fusion.BRepFace__get_pointOnFace(self)
RuntimeError: 2 : InternalValidationError : face

InternalValidationError: isExists

After selecting the Dogbone command, I get

Failed:
Traceback (most recent call last):
File "/Users/tony/Library/Application Support/
Autodesk/Autodesk Fusion 360/APl/Addlns/Dogbone/
dbutils.py", line 174, in notify
notify_method(args)
File "/Users/tony/Library/Application Support/
Autodesk/Autodesk Fusion 360/APl/Addlns/Dogbone/
Dogbone.py", line 341, in onCreate
modeRowInput.Iistltems.add(IStaticI, not
self.parametric, 'resources/staticModeI )
File "/Users/tony/Library/Application Support/
Autodesk/webdeploy/production/
380d70885f263236bcd663557495fe325106a36d/
Autodesk Fusion 360.app/Contents/Api/Python/
packages/adsk/core.py", line 9019, in add
return _core.Listltems_add(seIf, *args)
RuntimeError: 2 : InternalValidationError : isExist

Error trying to create first dogbone

So I click on a body that is rotated so that all the edges that need dogbones are heading up towards z, and I get this error. I also tried selecting the edge manually.

image

Dogbone on a component

Hi,
If I create a new component and then a sketch - > body within that component then try to use your tool it behaves odd. For a very simple shape if I select the body it will perform the dogbone on the first internal corner but then fail (Failed : 3 : object is invalid ..... followed by error in dogbone creation). If I go back and reselect that failed corner by itself and dogbone just the interior edge it works but also errors again. If I initially selected just an interior edge and not the body, same thing .... works but errors.

Another error I have is creating dogbones on things under 10mm wide. For instance a square with a slot (9mmx9mm) cut into its side will fail with Failed : 5 : Sketch geometry over constrained.

I don't think this handles acute angles correctly

Draw a sketch with an inside feature that includes line segments that form an acute angle, maybe 30 degrees. Then extrude and dogbone it. It looks to me like the router bit still won't be able to cut the corner.
untitled

Installation Problem

I have installed the add in to Fusion 360, and it shows up in my add in pulldown in Fusion 360 but I do not have the icon in my create menu or the create pulldown. It shows that it is running, but I am unable to use it.
Here is the directory that I have it installed in:
C:\users\kevin\appdata\roaming\autodesk\Autodesk Fusion 360\Api\Addins

Traceback

Running app on Fusoin 360 Version 2.0.2088 on mac El capitan i get
the following: ???
dogbone

Whats wrong

runtime error

I downloaded the latest version of Dogbone addin a few weeks ago and it ran great. However, now, I am getting a runtime error on startup and can't get it to run at all. HELP!

error when clicking dogbone button

dogbone error
Hi i am getting the following error when clicking the dogbone button.

i have tried reinstalling dogbone. i am using fusion 360 2.0.4860

im not sure where to start debugging!

thanks
Raptor

Dogboone contour is not followed in simulation

I'm not sure if this is an issue or maybe just a FAQ on how it works.

My Dogbone's aren't being milled when I look at them in the simulation.

image
image

The dogbone is included in the chain I selected.
image

Tool is .25 diameter
and I'm using defaults pretty much when creating the dogbones.
image

Is this just a simulation issue or am I doing something wrong possibly?

Thanks!

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