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  1. Today
  2. Correction var chainDirection = ChainDirectionType.CounterClockwise;// Going to be used to make sure all chains go the same direction ChainManager.StartChainAtLongest(selectedChains); foreach (var chain in selectedChains) { chain.Direction = chainDirection; var chainData = chainDetails.GetData(chain); var firstEntity = chainData.FirstEntity.GetEntityID(); var lastEntity = chainData.LastEntity.GetEntityID(); var firstIsFlipped = chainData.FirstEntityIsFlipped; var lastIsFlipped = chainData.LastEntityIsFlipped; if (firstIsFlipped == false) { var entity = Mastercam.Database.Geometry.RetrieveEntity(firstEntity); if (entity is LineGeometry line) { Point3D lineStartPoint = (line.Data.Point1); Point3D lineEndPoint = (line.Data.Point2); var lineLength = VectorManager.Distance(lineStartPoint, lineEndPoint); var scale = ((lineLength - 0.010) / lineLength); entity.Scale(lineEndPoint, scale); entity.Commit(); } if (entity is ArcGeometry arc) { var arcStartPoint = (arc.Data.StartAngleDegrees); var arcEndPoint = (arc.Data.EndAngleDegrees); var arcRad = arc.Data.Radius; var arcLength = ((VectorManager.DegreesToRadians(arcStartPoint - arcEndPoint)) * arcRad); var newArcLength = (arcLength - 0.010); var circumference = 2 * Math.PI * arcRad; var arcMeasure = ((newArcLength / circumference) * 360); arc.Data.StartAngleDegrees = (arcEndPoint + arcMeasure); entity.Color = 9; entity.Commit(); } }
  3. Yesterday
  4. If someone needs it in the future :: foreach (var chain in selectedChains){ chain.Direction = chainDirection; var chainData = chainDetails.GetData(chain); var firstEntity = chainData.FirstEntity.GetEntityID(); var lastEntity = chainData.LastEntity.GetEntityID(); var firstIsFlipped = chainData.FirstEntityIsFlipped; var lastIsFlipped = chainData.LastEntityIsFlipped; if (firstIsFlipped == false){ var entity = Mastercam.Database.Geometry.RetrieveEntity(firstEntity); if (entity is LineGeometry line){ Point3D lineStartPoint = (line.Data.Point1); Point3D lineEndPoint = (line.Data.Point2); var lineLength = VectorManager.Distance(lineStartPoint, lineEndPoint); var scale = ((lineLength-0.010)/lineLength); entity.Scale(lineEndPoint, scale); entity.Commit(); } if (entity is ArcGeometry arc){ var arcStartPoint = (arc.Data.StartAngleDegrees); var arcEndPoint = (arc.Data.EndAngleDegrees); var arcRad = arc.Data.Radius; var arcLength = ((arcEndPoint - arcStartPoint) * arcRad); var scale = ((arcLength - 0.010)/arcLength); arc.Data.StartAngleDegrees = (arcStartPoint * scale); entity.Commit(); } }
  5. I did what I told you and here is the result. Nice motion and exactly the type of toolpath you are looking for. Sorry I hate not knowing what version and did this in 2023 so will not help you with the file.
  6. That's exactly what I'm trying to accomplish, but within a surface toolpath. I can't say if it's bad practice to create and offset wireframe. I do not have 5-axis.
  7. Make a process to create the needed geometry using transform. Take the Raster and use Transform between points. You want 10 passes at .01 then here you go. Apply the arc filter to get good wireframe you are going to save out of the toolpath. Back plot and save to a level. Then move the needed Geometry for each pass. Then use 3D contour using that backplotted and changed geometry to rough. Then you are goo to go. A little bit of work, but the only other way I thought might was was Curve 5 Axis in a 3 Axis output. Nope doing what I suggested with backplot will do it every time exactly like you want, just requires a little work is all.
  8. That was my exact thinking process. And it works everywhere except on 2 particular chains. var selectedCutChain = ChainManager.ChainAll(80); foreach (var chain in selectedCutChain){ chain.Direction = ChainDirectionType.Clockwise; var lowerChainLarge = chain.OffsetChain2D(OffsetSideType.Right, .0225, OffsetRollCornerType.None, .5, false, .005, false);
  9. I do not know what is meant by this. -> You have geometry on a level. You chain all “this level”. I think this would work to get all the chains going the same direction: CW or CCW Loop through the chains and set the Direction of each chain to the desired ChainDirectionType Now are not all the chains going the same direction? Now that you know the chain’s direction you can know which “side” to use in the OffsetChains2D call.
  10. You can likely do it with a Along Curve 5 Axis path with depths cuts set to limit the engagement. I am an Educational user so my file is useless to you! Added a video of what I am suggesting. https://www.dropbox.com/s/k8bqf8vxhpffkld/Along_Curve.mp4?dl=0
  11. My local reseller (Cimquest) does a Mastercam post processor class a few times a year. Other than that, I assume trial and error and foruming are your best bet.
  12. I look at that toolpath as a little inefficient and unbalanced. I see ramps into material which is nice but not needed when you can enter off the end of the part. The path that comes back to the left side of the part after it runs the different rib shapes has all kinds of different material engagement percentages so you couldn't really speed that cut up because you might be 10% tool diameter engaged then 2 seconds later 60% engaged. Your tool loads are gonna be all over the map with that toolpath. This might not mean much depending on what you are after to make the money. There are times I will climb/convention mill pockets just cause I want it done right noooow. and I don't care about tool life because I have 3 more bodies sitting in reserve ready to drop in when the tool changes. If I am trying for tool life and doing long runs, ya I might tighten up some parameters and manage the engagement of the tool which may make more money in the long run for big production job.
  13. I feel like I'm missing something here. What's the problem with just offsetting the chain? (as shown) Is it just extra steps that we're trying to avoid? Or is this bad practice? JakeL raster test.mcam
  14. I'm still having a rough time creating a consistent offset direction for my chains. I have tried: ChainDirectionType StartChainAtLongest OrientOpenChainsInDatabaseOrder chainData.FirstEntityIsFlipped == true RelinkChains and various combinations of the listed above. Using var selectedCutChain = ChainManager.ChainAll(80); and chain.Direction = ChainDirectionType.Clockwise; has gotten me the best result. Corners A and A match while corners B and B match. (They are all identical geometry). However, corner A does not match corner B. Out of the 12 chains available, 10 are correct. Even 2 chains that are the exact same. Any other thoughts to try?
  15. Yeah, that vertical area, that's something I typically rough on it's own...I've found on a 3 axis machine that works best
  16. Bummer. Thanks for taking a look, though.
  17. try project see attached file !!oops looks like it does the same thing as 3d contour in the vertical area ajmer_ihs_raster test.mcam
  18. I have attached the part I'm working on, the surfaces in orange. I would usually cut areas like this with Area Rough and either Raster, Equal Scallop or Hybrid to finish. However, in this case, the radius is .0625", so multiple passes down the middle with a 1/8" ballnose would do the job. I can get Raster to make a pass down the middle, but only at final depth. 2D Contour with Cut Parameters -> Contour Type -> 3D is close, but it jams the tool straight down into the stock on the downhill move. Is there a way to accomplish what I'm looking for? Thanks. raster test.mcam
  19. Glad to hear you liked it. I really enjoyed it too, it was like sitting with an old friend discussing and learning Absolutely, let's figure out a time in the next few weeks!
  20. You probably have "only display selected toolpaths" turned on:
  21. The entirety of "Tool Display" is messed up... I open a file, ALT+T will toggle it off/on.....after a bit I toggle it and nothing happens... I've checked settings, it isn't that becasue if I close Mastercam and re-open, it again functions, as it has for years, for a little while...then it's rinse & repeat
  22. I don't know how new this is but I recently noticed that when I click on an operation it automatically toggles the toolpath display. Anyone know how to disable this?
  23. For my desired result, would you suggest RollCornerType.None and then fillet all entities?
  24. chain.OffsetChain2D in the NET-Hook API is doing what you can via Mastercam’s UI with (Wireframe) Offset Chains. If there is something you can do via the Offset Chains UI that cannot be done with a NET-Hook, let us know and we will investigate.
  25. Since you're stepping down the pocket walls anyway, I'd recommend a Tangent Barrel Mill, instead of just a Tapered Endmill. Check out Moldino Gallea. Either of these tools would be perfect: GS4TN7.5-37.5R-TH3 GS4TN10-50R-TH3 The GS4TN10-50R-TH3, has a 50mm barrel radius, tangent to the 2mm tip radius. With this, you can increase the step-down by 5X compared to a standard ball, keeping the cutting on the barrel, until you get down to the fillet radius, and then you just use a standard stepover only in those areas. Unified 5X should fully support this Tool Type in Mastercam 2023... GS4TN Pages from gs4tn_e.pdf
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