Hello! Welcome back.
In our last lesson, you learned the crucial skill of converting bodies into components. This is the foundation for creating assemblies, as joints can only be applied between components. You now have a properly structured design, ready to be assembled.
Today, we'll take the next logical step. You will learn how to connect your components using the most fundamental type of joint: the Rigid Joint. This joint locks two components together, removing all relative motion, as if they were welded or glued. This is the cornerstone of building static assemblies in Fusion 360.
By the end of this lesson, you will be able to fix one component to another in a precise, defined position.
1. The Anchor: Grounding a Component
Before we can join components, we need to establish a fixed point of reference. Imagine building a car; you don't build it while it's floating in mid-air. You start with the frame held stationary on a jig. In Fusion 360, this concept is called grounding.
When you ground a component, you lock its position relative to the design's origin. It cannot be moved. This component becomes the anchor for the entire assembly.
To ground a component:
- In the Browser on the left, find the component you want to fix.
- Right-click on it.
- Select Ground.
You will see a small thumbtack icon appear next to the component's name in the browser, indicating it is grounded.

The following video explains the importance of grounding a component before you start adding joints.
Fusion 360 Joints - 3 Things Beginners Need To Know
In this short clip from Tyler Beck of Tech & Espresso, you'll see why grounding is the essential second step (after creating components) in any assembly.
Watch from 00:57 to 01:29. Pay attention to how grounding a component prevents it from moving, creating a stable base to build upon.
2. The Fusion 360 Joint Philosophy
Your mechanical engineering background gives you an intuitive grasp of concepts like degrees of freedom (DoF). In many older CAD systems, you would constrain a part by progressively removing these DoF—for example, by mating one face to another (removing 1 DoF), then an edge to an edge (removing more DoF), until the part is fully constrained.
Fusion 360 uses a different, more efficient approach. You start by removing all 6 degrees of freedom (3 translational, 3 rotational) and then you re-introduce the specific motion you want (e.g., rotation for a hinge).
A Rigid Joint is the simplest case: you lock the components together and introduce back zero degrees of freedom.
Define joints for component relationships
This official Autodesk article provides a clear definition of the different joint types. Focus on the description of the Rigid joint.
Read the section titled 'About joints in Fusion' down to the bulleted list. Specifically, note the definition provided for the 'Rigid' joint type. This will solidify the core concept.
3. Applying a Rigid Joint
Let's put this into practice. The Joint command (keyboard shortcut: J) is your tool for this. When you create a joint, you are defining a relationship between two components by selecting a Joint Origin on each one. A Joint Origin is a specific point and orientation that you want to align.
Here is the general workflow:
- Ground your base component.
- Press
Jto activate the Joint command. - The first component you select will be the one that moves into position.
- Hover your mouse over a face of the moving component. You will see several potential Joint Origins appear as small disc-like icons.
- Pro Tip: To select a specific origin on a face without it disappearing as you move the mouse, hold down the
Ctrlkey (orCmdon a Mac) to lock the face. You can then freely select the exact point you want (e.g., the center of a hole, a corner). - Click to select your first Joint Origin.
- Select the second Joint Origin on your stationary (grounded) component.
- The first component will move to align the two origins. The Joint dialog box will appear.
- In the dialog, go to the Motion tab and select Rigid. You will see a brief shaking animation, indicating that the parts are locked together.
- Click OK.
The following video demonstrates this process clearly, including the crucial tip for selecting joint origins.
Fusion 360 Joints - 3 Things Beginners Need To Know
This video provides an excellent walkthrough of applying a joint, focusing on the selection process.
Watch from 02:32 to 04:00. Notice how the user selects the cylindrical face and then uses the Ctrl key to pick the specific center point (the Joint Origin disk) they want to align.

4. Hands-On Practice
Let's build a simple assembly using the skills from this and the previous lesson. We'll create a simple L-bracket.
- Create Two Bodies:
- Start a new design.
- Create a sketch on the bottom (XY) plane. Draw a
50 mmx100 mmrectangle. Extrude it up by10 mmto create your first body. - Create a second sketch on one of the short
50 mmx10 mmend faces. - Draw a
50 mmx50 mmsquare. Extrude it by10 mm. Crucially, ensure theOperationin the Extrude dialog is set toNew Body.
- Create and Name Components:
- In the browser, find the
Bodiesfolder. - Right-click the first body and choose Create Components from Bodies. Rename the new component
Base. - Right-click the second body and do the same. Rename this component
Upright.
- In the browser, find the
- Ground the Base:
- Right-click the
Basecomponent in the browser and select Ground. The thumbtack icon will appear.
- Right-click the
- Join the Upright:
- Move the
Uprightcomponent by clicking and dragging it away from theBaseso you can see them separately. - Press
Jto start the Joint command. - Component 1 (the one that moves): The
Upright. Hover over the face that will connect to theBase. HoldCtrland select the Joint Origin at the center of that face's bottom edge. - Component 2 (the stationary one): The
Base. Hover over its top face. Select the Joint Origin at the center of the corresponding edge where theUprightshould attach. - The
Uprightwill snap into place. - In the Joint dialog, make sure the Motion type is set to Rigid.
- Click OK.
- Move the
Try dragging the Upright component. You can't. It is now rigidly locked to the Base. Congratulations, you've created your first joint!
5. A Quick Note: As-Built Joints
You may also see an As-Built Joint command in the Assemble menu. The difference is simple:
- Joint: Use this when your components are not in position. It moves the first component to the second and then applies the joint.
- As-Built Joint: Use this when your components are already modeled in their final positions. It applies a joint without moving anything.
We will use As-Built Joints more when we explore top-down design techniques, but for now, the standard Joint command is your primary tool.
Conclusion
You've taken a significant step forward today by locking two separate components into a fixed assembly.
Key Takeaways:
- Every assembly should have one grounded component to act as a fixed anchor.
- The Joint command (
J) in Fusion 360 defines both position and the type of motion in a single step. - A Rigid Joint removes all 6 degrees of freedom, locking two components together.
- The first component selected for a joint is the one that moves into position.
- The
As-Built Jointis used when components are already positioned correctly in your model.
In our next lesson, we will move beyond static connections. You'll learn how to use Revolute and Slider joints to define single-axis motion, opening the door to creating functional designs with moving parts like hinges and sliding lids.