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binary works - compilation not smoothly???
8 years 1 month ago - 8 years 1 month ago #118201
by schorsch
Replied by schorsch on topic 4th axis kinematics with tool length compensation
Hi,
as far as I understand I would assume that U is exactly X
V is exactly the second joint (meaning of the Y axis)
W is exactly the third joint (meaning of the Z axis)
But I'm a beginner in the context of multi-axis simultanous stuff. Please correct me, if I'm wrong
Shouldn't it be like this? I Always though UVW should be in the orientation of the cutter.
Let me ask a further Question. In my XYZA Coordinate System (by using the rot4thaxis kinematics) where do I have to apply the tool length Offset?? To the Z axis??? or to the W axis?
Georg
Georg
as far as I understand I would assume that U is exactly X
V is exactly the second joint (meaning of the Y axis)
W is exactly the third joint (meaning of the Z axis)
But I'm a beginner in the context of multi-axis simultanous stuff. Please correct me, if I'm wrong
Shouldn't it be like this? I Always though UVW should be in the orientation of the cutter.
Let me ask a further Question. In my XYZA Coordinate System (by using the rot4thaxis kinematics) where do I have to apply the tool length Offset?? To the Z axis??? or to the W axis?
Georg
Georg
Last edit: 8 years 1 month ago by schorsch.
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8 years 1 month ago #118202
by andypugh
Replied by andypugh on topic 4th axis kinematics with tool length compensation
UVW are completely different to XYZ. (otherwise, what is the point?)
Partly they are nothing more than a way to program the position of "something" from inside a G-code script.
What they actually mean is something that is defined by your configuration.
In TRT XYZAB systems W is often the tool length. But it doesn't have to be.
Partly they are nothing more than a way to program the position of "something" from inside a G-code script.
What they actually mean is something that is defined by your configuration.
In TRT XYZAB systems W is often the tool length. But it doesn't have to be.
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8 years 1 month ago - 8 years 1 month ago #118232
by schorsch
Replied by schorsch on topic 4th axis kinematics with tool length compensation
Hi,
ok, seems I am misunderstanding something here….
My idea was to use XYZ+A for simulanous axis stuff (like milling a cylinder along the a axis, where the centerline of the cylinder is not the centerline of the a-axis)
And to use UVW+A for indexed machining (driving to A0 then do operations in uvw, then driving to A90 and so on).
I found other possibilities like switching between rotated coordinates (YZ depending on A) and trival coordinates (YZ not depending on A). See M128. Do I understand correctly that by switching between TCP and trivial coordinates (M128) I am switching the kinematics module between trival coordinates and rotated coordinates, too? How do I setup this???? What happens to the actual position when changing the coordinates?
Other point is the WCS? I think the only way to setup a WCS is to use the center line of the A axis as 0 for Y and Z, right?
I'm feeling free to use XYZ+A+UVW or XYZ+A + M128. Depending what you tell me, what is the best choice. I have to adapt the postprocessor anyhow
Georg
ok, seems I am misunderstanding something here….
My idea was to use XYZ+A for simulanous axis stuff (like milling a cylinder along the a axis, where the centerline of the cylinder is not the centerline of the a-axis)
And to use UVW+A for indexed machining (driving to A0 then do operations in uvw, then driving to A90 and so on).
I found other possibilities like switching between rotated coordinates (YZ depending on A) and trival coordinates (YZ not depending on A). See M128. Do I understand correctly that by switching between TCP and trivial coordinates (M128) I am switching the kinematics module between trival coordinates and rotated coordinates, too? How do I setup this???? What happens to the actual position when changing the coordinates?
Other point is the WCS? I think the only way to setup a WCS is to use the center line of the A axis as 0 for Y and Z, right?
I'm feeling free to use XYZ+A+UVW or XYZ+A + M128. Depending what you tell me, what is the best choice. I have to adapt the postprocessor anyhow
Georg
Last edit: 8 years 1 month ago by schorsch.
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8 years 1 month ago #118293
by andypugh
I don't think that is even necessary. Why can't you do both with XYZA?
Replied by andypugh on topic 4th axis kinematics with tool length compensation
schorsch wrote: Hi,
ok, seems I am misunderstanding something here….
My idea was to use XYZ+A for simulanous axis stuff (like milling a cylinder along the a axis, where the centerline of the cylinder is not the centerline of the a-axis)
And to use UVW+A for indexed machining (driving to A0 then do operations in uvw, then driving to A90 and so on).
I don't think that is even necessary. Why can't you do both with XYZA?
The following user(s) said Thank You: schorsch
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8 years 1 month ago #118303
by schorsch
Replied by schorsch on topic 4th axis kinematics with tool length compensation
Hi,
ok... to be honest.... please don't laugh… I do not how to handle this in the postprocessor… but maybe you are right and it is easier to spend more time on this than to change the kinematics
Georg
ok... to be honest.... please don't laugh… I do not how to handle this in the postprocessor… but maybe you are right and it is easier to spend more time on this than to change the kinematics
Georg
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8 years 1 month ago #118307
by schorsch
Replied by schorsch on topic 4th axis kinematics with tool length compensation
Shit it really took me only 30min to check the pptions of the postprocessor…. damn…
seems I really to not need UVW any longer
Thanks a lot for your hints!
Georg
PS for everyone else who is using Inventor HSM:
optimizeMachineAngles2(0) means TCP mode -> rotated coordinates needed
optimizeMachineAngles2(1) means non-TCP mode -> trivial coordinates needed
Thanks again
seems I really to not need UVW any longer
Thanks a lot for your hints!
Georg
PS for everyone else who is using Inventor HSM:
optimizeMachineAngles2(0) means TCP mode -> rotated coordinates needed
optimizeMachineAngles2(1) means non-TCP mode -> trivial coordinates needed
Thanks again
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