Fusion Guide
beginner8 min read

Move/Copy

Reposition bodies, components, faces, and sketch objects with free move, translate, rotate, and point-to-point options, and make copies.

Overview#

Move/Copy relocates objects without constraints. It is the quick way to position a body relative to others, rotate a part before an operation, or duplicate bodies. Because it is a timeline feature, the move can be edited or reordered.

In an assembly, use Joints to position components with relationships; use Move/Copy to position bodies inside a part, to nudge components temporarily, or when you want a one-off placement.

Where to find it#

  • Workspace: Design.
  • Tab / panel: Solid tab > Modify > Move/Copy.
  • Shortcut: M.
  • Canvas manipulator: the triad that appears in the canvas lets you drag to move or rotate, or you can enter values in the dialog.

Step by step#

  1. Press M.
  2. Set Move Object: Bodies, Components, Faces, or Sketch Objects.
  3. Click the object(s) to move. With Move Object set to Components or Bodies, selection is limited to one component, or to bodies within a single component.
  4. Choose the Move Type: Free Move, Translate, Rotate, Point to Point, or Point to Position.
  5. Use the manipulator triad in the canvas, or type values (X, Y, Z Distance or X, Y, Z Angle) in the dialog.
  6. To keep the original and create a duplicate, check Create Copy after selecting the object and before making any adjustments.
  7. To rotate about a specific point, use Set Pivot to specify the center point of rotation.
  8. OK.

Worked example: align a second block#

  1. Make two blocks of different sizes.
  2. Press M, choose Move Type Point to Point.
  3. Select block B. Pick a corner of block B as the first point and a corner of block A as the second.
  4. The blocks snap corner to corner. Then, with Translate, nudge 5 mm along Z.

Options reference#

OptionWhat it doesNotes/default
Move ObjectComponents, Bodies, Faces, or Sketch Objects.
SelectionThe objects to move or copy.
Move Type: Free MoveShows a manipulator; move the object with it or enter values.The most flexible, but Autodesk says it is not captured parametrically: nothing is recorded in the parameters table.
Move Type: TranslateMove laterally along X, Y, Z.Has a Direction setting: Component XYZ (one component, relative to its origin), Design XYZ (multiple components, relative to the design origin) or Pick Direction (relative to an edge or axis).
Move Type: RotateSelect the rotate axis and specify the angle.
Move Type: Point to PointPick a source point and a target point.Good for alignment.
Move Type: Point to PositionMove a point to X, Y, Z coordinates.
Set PivotSpecifies the center point of rotation within the selected object.The triad orients to the X, Y, Z axes of the selection.
Create CopyCreates a copy of the selection and moves the copy.Check it before making adjustments.
Point to PositionMoves a selected point to a position in the design's or a component's coordinate space.
X, Y, Z Distance / AngleNumeric entry for translation distance or rotation angle.

Tips and pitfalls#

Tip: Type values rather than dragging so the move is reproducible and the timeline entry is clean.

Tip: Use Move/Copy with Create Copy followed by Scale or Mirror to create variants of a part without touching the original.

Note: not confirmed in Autodesk's documentation: how Move/Copy interacts with joints and grounded components. Test on a copy of your design, and use joints rather than Move/Copy for assembly relationships.

Warning: Move Object set to Faces can distort adjacent geometry. It is equivalent to a direct edit, and can fail if the surrounding faces cannot adapt.

  • Moving sketch objects moves the geometry but may conflict with constraints; use sparingly (general advice).
  • After copying a component, check the browser to see what was created.
  • Alignment is easier with the Align tool (Modify > Align) when you need to mate faces.
  • Moves happen in the timeline order; place the move before features that depend on the new position.
  • Use Inspect > Interference after moving bodies to confirm they do not collide.

Move types compared#

TaskMove TypeWhy
Nudge a body 5 mm upTranslate, Z = 5 mmExact and editable in the timeline
Spin a part 30 degrees about its own axisRotate, with Set Pivot at the axis pointRotation about the correct center
Land one corner on anotherPoint to PointSnaps without measuring
Park a body at X = 100, Y = 0, Z = 50Point to PositionAbsolute coordinates
Rough placement while thinkingFree MoveFast, but imprecise

Because Autodesk says Free Move is not captured parametrically, use Translate or Point to Point with typed values for placements that matter.

Pivots and rotation order#

Rotation happens about the pivot, which may not be where you want it. Use Set Pivot to specify the center of rotation (for example a circle center or vertex) and then rotate. Rotating 90 degrees about X then 90 degrees about Y is not the same as the reverse order; if you need a compound orientation, do it as two separate Move/Copy features so each is individually editable, or use the Align tool.

Numbers: rotating a 40 mm tall pin 45 degrees about a pivot at its base moves its tip by 40 x sin(45) = 28.3 mm horizontally and lowers it by 40 x (1 - cos(45)) = 11.7 mm. If the tip ends up somewhere else, the pivot was at the center, not the base.

Moving faces#

Move Object set to Faces behaves like a direct edit: selected faces translate or rotate and neighbors extend or trim to follow. It works well for:

  • Shifting a hole's wall (selecting its cylindrical face) by 3 mm.
  • Tilting a planar face by a few degrees to introduce draft.

It fails when a neighbor face is parallel and would collapse to zero area, or when the move would make the body self-intersect. Use small steps and keep one face selection per feature if you need to isolate the cause of an error.

Moving components in assemblies#

Use joints, not Move/Copy, for relationships between assembly components. The Move/Copy reference does not describe how it interacts with grounded components or joints, so test it in your design.

Worked example: arranging three parts for a render#

  1. Place three bodies A, B, C.
  2. Move/Copy B with Point to Position: X = 60, Y = 0, Z = 0.
  3. Move/Copy C with Translate X = 120 and Rotate 30 degrees about Z, pivot at C's center.
  4. Create a copy of A with Create Copy and Translate Z = 80 so the copy appears above A.
  5. Verify spacing with Inspect > Measure: the distance from A's center to B's center should be 60 mm.

Because each move is a separate timeline feature, you can edit B's X value later and C and the copy do not change.

Failure modes and fixes#

SymptomCauseFix
Component will not move as expectedPossibly grounded or joint-constrained (not documented in the Move/Copy reference)Check the joints, or position with a joint offset instead
Rotation swings the part around in a wide arcPivot not at the partSet Pivot on the part's own axis
Move changes after editing an earlier featureMove is before the feature in the timelineDrag the Move feature to the right place
Moved face produces an errorNeighbors cannot adaptMove in smaller steps, or use Press Pull
Sketch dimensions go red after moving a sketchConstraints conflictMove the body, not the sketch

Choosing between Move/Copy, Align and joints#

NeedToolReason
Place a body once, at known coordinatesMove/Copy, Point to PositionExact and visible in the timeline
Mate two faces flushAlign (Modify > Align)Picks faces and handles orientation
Parts that must move relative to each otherJointsConstraints and motion limits
Many copies at regular spacingPatternQuantity stays a parameter
A mirrored versionMirrorReflection, not a move

A useful habit is to keep every Move/Copy numeric. A Translate of 25 mm in X is self-documenting; a dragged Free Move is not. If you must drag to find a position, read the resulting values from the dialog, then retype them rounded to sensible numbers (24.97 mm becomes 25 mm), so later edits start from a clean value.

Copies that stay useful#

Create Copy duplicates at the new location and leaves the original untouched. For three bodies spaced 30 mm apart, run Create Copy with Translate X = 30 mm, then run it again on the copy; or use a Rectangular Pattern with Spacing 30 mm if you want to change the count later. Patterns are better when the spacing is regular, and Move/Copy is better when each placement is different.

Practice exercise#

Practise precision positioning and then break the model by reordering.

  1. Create a 20 mm cube and a cylinder 10 mm diameter and 30 mm tall.
  2. Use Point to Point to put the cylinder's bottom center on the cube's top center. Measure the gap: it should be zero.
  3. Create Copy of the cylinder, Translate 25 mm in X, then add a second Move/Copy that rotates it 45 degrees about Y with the pivot at its base. Compute the expected horizontal shift of the top (30 x sin 45 = 21.2 mm) and check it with Measure.
  4. Create another copy and use Point to Position to place its base center at X = 60, Y = 10, Z = 0.
  5. Move the top face of the cube up 5 mm using Move Object = Faces, Translate Z. Note what happens to the cube height.
  6. Join the original cylinder with the cube.
  7. Drag the Move/Copy from step 3 to before the Join and then to before the cube extrude; note what changes and what errors appear.
  8. Add a Move/Copy of a component that has a joint and observe the behavior (the docs do not describe it).

Expected result: a cube with a cylinder on top, a tilted copy whose tip offset you predicted, a copy at fixed coordinates, and a documented effect of timeline order.

  • Mirror and Patterns
  • Press Pull and direct modeling
  • Construction geometry
  • Shell, Draft, and Scale

Sources

Checked against these Autodesk help topics (opens autodesk.com):

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