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Use this tab to set parameters for a rough or a finish flowline toolpath. Surface flowline toolpaths give you precise control of the scallops left on the part for a controlled finish. They act on rows of adjacent surfaces or adjacent solid faces. After selecting geometry, use the Flowline data dialog box to change the direction along and across the part to flow the tool movement. Use the Cut control and stepover settings to further refine the cuts along and across the part. Rough flowline provides parameters for controlling the stepdown between passes and how the tool plunges into the part. Finish flowline typically uses a small stepover or smaller scallop height to remove or minimize scallops
s esta ficha para establecer los parmetros para un bruto o un final de lnea de flujo trayectoria. Superficie lnea de flujo recorridos que ofrecen un control preciso de las vieiras a la izquierda en la parte de acabado controlado. Actan sobre filas de superficies adyacentes o caras slidas adyacentes. Despus de seleccionar la geometra, utilice el cuadro de dilogo de datos de lnea de flujo para cambiar la direccin a lo largo y en la parte de fluir el movimiento de la herramienta. Utilice la configuracin de control stepover Corte y para perfeccionar los cortes a lo largo ya travs de la pieza. Lnea de flujo Rough proporciona parmetros para controlar el reductor entre pasadas y la forma de la herramienta se sumerge en el papel. Acabado lnea de flujo normalmente utiliza una pequea aproximacin lateral o menor altura vieira para eliminar o reducir al mnimo las vieiras
Use this tab to define the drive surface slope angles, stepover, cutting method, and other parameters for surface finish shallow toolpaths. Finish shallow toolpaths cut shallow areas of the part. The shallow areas are determined by the slope of the surfaces.
Utilice esta ficha para definir los ngulos de accionamiento de superficie pendiente, stepover, mtodo de corte, y otros parmetros para el acabado de superficie trayectorias superficiales. Trayectorias Finalizar poco profundas cortadas zonas poco profundas de la pieza. Las reas de poca profundidad son determinados por la pendiente de las superficies.
MeshCAM para este puesto de invitado en los fundamentos de recorridos 3D en CAM. El fuerte de Robert, adems de la creacin de software maravilloso como MeshCAM, est haciendo temas muy complejos, fciles de entender. De hecho, esa es una de las grandes fortalezas de su programa tambin. Ha salido de su camino para crear interfaces de usuario simples estupendos que aseguren sus usuarios a tener xito en sus proyectos CNC. Si usted nunca ha intentado MeshCAM, darle una oportunidad. El ltimo post que escrib aqu cubri una pregunta de soporte comn que recibo para el Software CNC (MeshCAM) que desarrollo-"Cmo elegir un valor stepover". De una manera indirecta, que conduce a otro soporte comn pregunta "Por qu hay tantos tipos de trayectorias y cul elijo?" Hay un par de maneras de abordar esta cuestin, el enfoque matemtico aburrido o simplemente mostrar algunas fotos y tratar de sealar las caractersticas de los diferentes recorridos. Vamos a hacer este ltimo y tratar de obtener una comprensin intuitiva de los conceptos involucrados. Tambin vamos a simular algunos recorridos utilizando el excelente simulador CNC CutViewer. Diferencias entre Machining 2D y 3D La primera cosa a discusin son los caminos recorridos 3D difieren de trayectorias 2D. Trayectorias 2D se utilizan casi exclusivamente a las partes del equipo es prismtica, que, todas las superficies de la pieza son horizontales o verticales. Recorridos 3D se utilizan para piezas de la mquina que son ms de forma libre, es posible que no se tenga ninguna superficie perfectamente horizontal o vertical. La siguiente imagen muestra una pieza 3D a la izquierda y una parte prismtica a la derecha.
3D vs. Prismatic
An important 2D/3D difference for CAM programs is that 3D machining is frequently divided into a very distinct roughing and finishing stage. The bulk of the stock material is removed by the roughing toolpath as quickly as possible, although it may leave a poor quality surface. Finishing toolpaths are used to remove a small amount of material and to give the part the desired surface quality in the least amount of time. 2D toolpaths also use a roughing and finishing pass but they are often combined into a single operation. For instance, a pocket may be cut slightly undersize and then cut to the final dimension on a final full-depth pass.
Roughing
In many cases 3D roughing passes are very similar to the pocket toolpaths used in 2D machining. The model is divided into a number slices that are each pocket-machined to leave the model behind.
Parallel Roughing
The image above shows a parallel roughing toolpath, also called a zig-zag toolpath. Like normal 2D pocketing toolpaths, you generally also have options like offset toolpaths:
Offset Roughing
The parallel and offset toolpaths shown above are based on standard 2D pocket toolpaths where the Z level is locked on each slice. This leads to the problem below where lots of material remains uncut:
We can reduce this greatly if we project each slice down onto the model so that the Z level is allowed to follow the contours of the part.
Looking at the output it may not be immediately clear why youd ever choose the flat version. There is, of course, one big reason that you might prefer a flat toolpath- it will often cut faster because the machine does not have to move the Z axis up and down as it cuts. The exact speed difference depends completly on your model, your machine, and your feedrates. My rule of thumb is this: if Im cutting a soft material, like Renshape or foam, where I can use high feedrates and not load the machine, then I prefer a flat roughing toolpath. The extra stock leftover will not be a problem for the finishing pass to remove and I like the faster machining time.
If, however, Im cutting a hard material, like metal, then I prefer a 3D roughing toolpath. The odds are that my machining time will be limited by my feedrates and I prefer to have a small, even skin left behind for the finishing pass. After roughing, the stock should have the majority of the excess material removed. We can now move on to finishing toolpaths where the part will be cut to final dimensions with an acceptable surface finish.
Sample Part
What may or may not be obvious from that image is that there are three distinct parts of a 3D model that need to be machined in different ways, the flat areas, the steep areas, and the corners.
Parallel Finishing
Parallel finishing is similar to a 2D zig-zag pocket toolpath that has been projected down on to a 3D part.
From above everything looks good but when we look at a side view the potential problems begin to appear.
Take a look at the part with the arrow- the stepover seems to get further apart relative to distance along the surface. If we load the gcode into a CNC simulator then we get the following:
This gives us observation number one- parallel finishing is best used to machine the flat or shallow parts of a model but it does a relatively poor job on the steep parts. An obvious answer to this limitation is, Well, just decrease the stepover to get better coverage on the steep part. Certainly this will work but it leads to a much longer toolpath with a corresponding increase in machining time. There must be a better option
Waterline Finishing
Waterline machining slices the model into many horizontal slices and creates a toolpath that traces each one. The distance between the slices is called the stepdown, which is analogous to the stepover in parallel finishing. In many cases I use almost the same value for both. Lets take a look at the same model from above with a waterline path:
Waterline Toolpath
Now were definitely getting good coverage on the vertical part. What about the flat/shallow parts shown by the arrows? Were getting very little coverage there- so little, in fact, that a simulation would be almost illegible with all of the uncut stock in the way. Based on this we can make another observation- waterline finishing is good for steep or vertical parts but bad for shallow parts.
The corners could use a little more cleanup and it would be easier to have the mill do it rather than us doing it manually.
Pencil Finishing
Pencil finishing has a single purpose- trace the cutter along sharp concave corners to clean them up. Outside corners, or convex corners, are machined just fine using a combination of parallel and waterline so the pencil finish doesnt do much there. Generally there are no settings to configure for pencil machining; just set a feedrate, a tool, and turn it on. Heres what it looks like:
Pencil Toolpath
When we add the pencil path to the parallel-waterline combination above we get the following:
Pencil Simulation
Because pencil paths a short compared to parallel or waterline it is almost always worth enabling them if you have a part with sharp concave corners.
Conclusion
So here are the rules of thumb for 3D machining1. If you want the best finish in the least amount of time, you likely want to use a combination of parallel finishing, waterline finishing, and pencil finishing. 2. Machine all flat/shallow areas with parallel finishing. 3. Machine all steep/vertical areas with waterline finishing. 4. Start with the parallel stepover and waterline stepdown set to the same value. 5. Clean up the corners with a pencil pass.
One of the biggest mistakes that new MeshCAM users make, and I assume that this applies to most new CAM users, is to only use parallel machining to finish a part. While this will work, it almost always leads to excessive machining time or a substandard finish quality.
The image above is from MasterCAM and it shows a toolpath with a more-or-less constat stepover across the model even as the surface transitions from flat to vertical. These toolpaths can be efficient but they are very difficult to develop and maintain so they exist only in CAM software costing several thousand dollars.