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Solids toolpath.


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Solid tips

 

A: I am not the sharpest tool in the shed

 

B: Solids rock for geometry construction

I make solids , then blank the geometry to keep from messing up the solid later by modifying the geometry.

 

C: You can get the geometry back from your solid lines arcs etc (not weirdo splines like from surfs)whenever you want with create edge curves.

 

D: You can get the surface model easily from the solid with create surfs from solid (faces N solids Y)

 

E: Machining multisurf is 100% correct from surfs. ( been around for years and never violates boundaries when machining all surfs)

 

However from time to time (for me) machining the same multisurf toolpath from solids an important face may dissapear necessitating time consuming and face losing explanations to people who do not want to hear it. (probably my own lack of understanding).

 

F: Each transformation of the solid model creates duplicate entities in the blank database. (Mondo Confuso) To clean up your model (in the solid modeling stage, before toolpaths) Save Some - All Solids. Then File Get this will bring in a clean model with all defining chains in the blank database and a solid that will regenerate.

 

G: To get a chain from a solid (that has a history) that has been filleted (messing up the sharp corners) try solids manager- select. Then click the offending fillet and either supress or delete. Regen gives the sharp corner model and create all edges - solids - faces-y solids-n on the selected face givs a perfect pocket, contour etc at correct 3d space position.

 

In closing, a solid model with history and the defining geometry stashed in the blank database (cleaned of duplicates)will generate reliably any toolpath geometry you wish without biting you in the rear by not regenerating.

 

All the geometry you get back from the solid by create curve or create surface can be manipulated freely without adversly effecting the defining (blanked)chains.

 

Thanks for your patience: the verbose one

Charlie

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