Patterns and Knurling for 3D Printing — Fusion 360 — Intermediate - YouTube

Channel: Product Design Online

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Kevin Kennedy: By the end of
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this video, you’ll know how to
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create knurling in Fusion 360.
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We’ll also take a look at two other
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ways to create patterns around
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a cylinder or curved surface.
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Before we get started you should
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know that this tutorial is aimed
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at intermediate-level users or
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those who understand the basic
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functionality of Fusion 360.
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[Logo Chiming]
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To check the prerequisites for
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this tutorial and to grab some
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additional resources, head to
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ProductDesignOnline.com/17.
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That’s ProductDesignOnline.com/17.
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To get started, I’m going to set
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up some user parameters for a
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cylinder shape, which will represent
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a handle or the head of a bolt.
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I’ll create one parameter for
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the width of the cylinder.
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I’ll make the width 20mm.
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For the second parameter, I’m going to
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set the parameter name as the Height.
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I'll type out 50mm for the height and
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I’ll close out of the parameters dialog.
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I’m going to first create a new component,
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and I’ll just name this Knurling Example.
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I’m going to activate the cylinder
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command and I’ll start the
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cylinder on the XY origin plane.
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I’ll start the circle off of the
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origin point and I’ll set this
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equal to the width user parameter.
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Then, I’ll extrude this circle
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up with the dimension value
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set to the height parameter.
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There are a couple of different
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common patterns for knurled surfaces.
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For this first demo, I’ll show you
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how to make a very simple knurled
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pattern, which can then be altered
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based on the number of instances.
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To do this, we’ll need to simply cut
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out a shape that follows a coiled
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path, and then we’ll repeat the
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steps in the opposite direction.
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Before we create the coil, I’m just
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going to create an offset plane
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-1mm away from the XY origin plane.
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We’ll use this offset plane as
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the starting point, and you’ll
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see why in just a minute.
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I’ll activate the coil command.
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I’m going to start this coil off
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of the offset construction plane,
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making sure to start from the center
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origin point, before adding the
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width parameter for the dimension.
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You’ll see that because we already
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have a solid body, the coil feature
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defaults to the cut operation.
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We simply need to adjust the coil settings
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to better represent the knurling pattern.
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The first thing we’ll want to
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adjust is the shape of the section.
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It defaults to this circular option,
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however, I’m going to change this
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to the “Triangle Internal” option as
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that’s going to work best for 3D prints.
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Because of the chamfered or
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angled edges, you won’t need
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to worry about using supports.
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I’ll look at this straight on so you
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can see that triangle cutout shape.
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Next, we need to adjust the size
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of the section, or how deep this
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cut will go into the cylinder.
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If you are going to include this in a
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3D printed model then you’ll want to
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keep in mind the sizing here based on
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your tolerances and printer settings.
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I’ll type out 1mm as the goal
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of this knurling is just to add
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enough difference that it creates
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a nice texture for easier gripping.
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You’ll see that after changing the section
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size that the section is not aligned
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with the outer edge of the cylinder.
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To fix this, we’ll need to change the
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“Section Position” to the “Inside” option.
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You’ll now see that it aligns
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with the edge of the cylinder.
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The last thing we want to do
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here is to fine-tune the height
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and revolutions of the pattern.
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For the height, I’m going to use the
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height parameter, although we do have
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a concern with the end of the coil.
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If we look closely you’ll
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see that will leave the coil
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about halfway through the top.
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We want the cutout to run all the way
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through without any weird ending point,
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so I’ll simply add + 2mm to the height.
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I’m going to leave the revolute set
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to 3 instances and I’ll click “OK”
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so we can see what this looks like.
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Now that we have one of the coils cut
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out I’m simply going to mirror this
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to the other direction and then we’ll
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circular pattern it to create the rest.
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I’ll activate the modeling mirror command
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and I’m going to set the pattern type
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to “features” which will let us select
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the coil feature in the timeline.
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For the mirror plane, I’ll select the
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YZ origin plane and I’ll click “OK.”
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I’ll now activate the modeling
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circular pattern feature.
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Making sure this “Pattern Type” is also
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set to the “features” option I will select
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both the coil and the mirror features.
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For the axis selection, I’ll click
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and hold on the model to select the
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Z-axis, which is behind the model.
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Then, I’m going to set the quantity
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to 3 instances before clicking “OK.”
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You’ll see that we now have
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a simple knurled surface.
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However, these edges look a little
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rough, so you may want to add a chamfer
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to the ends of the cylinder, before
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the coil feature in the timeline.
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I’ll add a chamfer of 1mm
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to each end of the cylinder.
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Because I set up the user parameters
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I can also change those parameters to
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see how the knurling effect reacts.
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I’ll change the height to 100mm.
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Notice how the knurling
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effect isn’t quite as small.
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You can always adjust the number
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of instances of the circular
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pattern to increase or decrease
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how the knurling effect looks.
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I’ll change the circular
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pattern quantity to 5.
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After it re-processes the pattern, you’ll
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see this looks a little bit better,
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depending on what effect you're going for.
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Let’s take a look at what
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happens when I change the
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circular pattern quantity to 12.
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This will probably take a little
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bit of time to load depending on
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your computer’s processing power.
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Once it loads it looks like we have
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a nice machined knurling pattern,
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that’s more typical on the ends of
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nuts and bolts or metal touchpoints.
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Let’s now take a look at another
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way to create a pattern around
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a cylinder in Fusion 360, which
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will result in a different look.
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But first, let me know if you’re
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enjoying this tutorial by clicking
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that like button, or click that
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dislike button if you’re not.
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You can also help me out by
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commenting the word “KNURLING”
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down below in the comments.
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This will help more Fusion
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360 users discover this
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tutorial, and in return, I’ll
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be able to reach more people and
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continue to create more tutorials!
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The second approach that we can take is
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to create a flat pattern and then wrap
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that around an object by projecting it.
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I’m going to create a new component
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for Pattern Example and I’ll
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hide the first component for now.
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I’m going to create a cylinder
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once again, however, this time I’ll
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create it off of the XZ origin plane.
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I’ll use the same width and
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height user parameters for the
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dimensions of the cylinder.
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Then, I’m going to create an offset
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plane off the bottom origin plane.
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I just want to make sure that this
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offset plane isn’t touching the cylinder.
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I’ll type out 15mm.
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At this point, I’m going to use
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the marking-menu to activate
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the “Fit Point Spline” tool.
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I’ll begin to draw this on the offset
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plane starting at one end of the
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cylinder and running to the other end.
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I’m just going to create a simple curvy
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shape with the spline tool, but you
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could get creative with your shape,
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sketching out whatever you desire.
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Then, I’m going to finish the sketch.
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At this point, we’ve got this
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2-dimensional or flat curve of
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the spline and we want to have
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this wrap around the cylinder.
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To do this, we can use the
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“Project to Surface” feature.
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I’m going to activate “Project to
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Surface” from the shortcuts box.
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Then, you’ll see we have to
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select the faces or the face
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that we want to project to.
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In our case, it would be the cylinder.
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For the curves, we’ll need to select
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the spline geometry, or whatever
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geometry you decided to create here.
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I’ll click “OK” to take
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a look at the results.
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If I turn off the sketch and look at
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this, you’ll see that the project to
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Surface command allows us to create
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some complex geometry on 3-dimensional
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bodies that we couldn't create otherwise.
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To cut out this shape we can create
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some circles on its endpoints
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and then use the loft tool.
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First, however, I’m going to
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project both endpoints of the
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spline using the project tool.
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This is going to help ensure that
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our circles are connected to that
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end of the spline, so we can avoid
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getting the loft error that the
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“rails do not touch all profiles”.
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After both of the endpoints are projected,
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I’m going to create a center-circle
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of 1mm off the first endpoint.
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I’ll also create a 1mm circle
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off of the other endpoint.
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Notice how this circle easily snaps into
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that endpoint of the spline that I just
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projected, ensuring that these profiles
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are connected to each end of the spline.
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I’ll now activate the loft command
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and I’ll select both circle profiles.
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The loft results in a straight
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line connecting the circles.
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We can now reference this 3D
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spline as the rail section.
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However, we’re using it as a centerline
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because our spline is in the middle of our
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profiles shapes, not on the outer edge,
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so I’ll be sure to select the centerline
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option before selecting the spline.
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I’ll double-check the operation
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is set to cut before clicking
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“ok” to confirm this loft.
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To complete this pattern, we’ll once
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again use the circular pattern tool.
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First, you may consider
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adding a fillet to the edges.
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I’m going to add a fillet of .5mm to
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each edge of the path that is cut out.
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I’ll activate the circular pattern tool.
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Once again I’ll set the pattern type to
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“features” so I can select the loft and
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the fillet features in the timeline.
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For the axis, I’ll click and
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hold to get the “Y” axis option.
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All we have left to do
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is to set the quantity.
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I’ll set the quantity to 12 instances and
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click “OK” to see what this looks like.
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After a bit of time for it to
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process, you’ll see that we now have
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a nice wavy texture that follows
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the curvature of the cylinder.
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This technique can be utilized if
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you’re wanting to add texture to
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a handlebar, or any other object
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that you’re planning to 3D print.
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Let’s take a look at one more pattern
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example that you may find useful.
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We’ll create a series of circles
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that pattern around the cylinder,
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using a slightly different approach.
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I’m going to create another new
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component, for Pattern Example #2.
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Then, I’ll quickly create a second
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cylinder from the XZ plane, using
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the same width and height user
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parameters as the dimensions.
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For this cylinder, I’m going to create
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a 15mm center-circle on the end and
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I’ll extrude cut the circle, setting
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this to “through all” so the cut
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goes all the way through the model.
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For this second pattern example,
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I’m going to create a center
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circle on the XY origin plane.
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You could create any shape here,
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however, let’s take a look at
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wrapping circles around the cylinder.
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I’ll create a 5mm circle
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and I’ll finish the sketch.
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I’ll hide the origin plane
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so it's not in the way.
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Then, I’m going to select the circle
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sketch geometry, making sure the
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circle profile is selected and
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not the outline, and then I’ll
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activate the extrude command.
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The circle is selected for the
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profile, so we’ll simply need
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to select the “start” direction.
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I’ll switch the start direction
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to “from object” which will let us
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select the face of the cylinder.
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Then, we can type out the offset distance,
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which will be the thickness of the circle.
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I’ll type out .5mm and I’ll click “ok”.
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If I look at the model from the
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front face you’ll see this extrude
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follows the curvature of the cylinder.
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I’ll now add a fillet of .3mm
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to the edge of the circle.
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Now we can rectangular pattern
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the circle and then we’ll circular
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pattern it around the cylinder.
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After activating the rectangular pattern
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feature, I’ll set the pattern type to
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“features” and I’ll select the extrude
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and the fillet features in the timeline.
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For the axis, I’ll select the Y-axis.
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I’ll change the distance type to “spacing”
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and then I’ll make the distance 10mm.
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For the quantity, I’ll type out
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9 or 10 and I’ll click “ok”.
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To circular pattern this
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we’ll need to select the last
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3 features in the timeline.
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I’ll select the edge of the
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cylinder for the axis and
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I’ll change the quantity to 8.
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After clicking “OK” you’ll
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see that I now have circles
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patterned around the cylinder.
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This technique is a simple way to
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create textures or patterns around
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handles or other cylindrical objects.
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To wrap up this tutorial, there’s
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one last important thing to note.
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You’ll notice the patterning tools
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are pretty resource-intensive in not
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only Fusion 360 but any CAD program.
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This is because the program will
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have to process the details of each
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and every single patterned object.
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If you’re going to have patterned
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objects in larger assembly models then
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one tip that you’ll find to be helpful
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would be to put the patterned part
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in a separate file and then insert
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that file into the assembly file.
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That way, if you need to update
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or alter the pattern or its file,
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then the file will run quite a
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bit faster as it won’t have to
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process all of the other components.
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If you made it to the end of this
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video then let me and the community
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know by commenting below if you’ve
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ever 3D printed out something
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with knurling or a pattern effect.
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Last but not least, I want to
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give a shoutout to this week's
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Patrons that joined us in the
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Product Design Online community.
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Special thanks to Ernest G.
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Wilson II, Adrien, David VerHage,
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and anonymous for supporting all of
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the Fusion 360 content that I make!
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As always, I truly appreciate you
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taking the time to watch this tutorial.
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Click that share button on this video
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and share it on Facebook or with other
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3D-printing hobbyists within your circle.
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To be a part of the Product Design
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Online community, be sure to subscribe
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[1052]
clicking that Patreon logo right now.
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