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Wireframe toolpaths


#Rekd™
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Wireframe toolpaths

Mastercam's wireframe toolpaths let you create toolpaths similar to surface toolpaths, but with wireframe geometry. Use them to machine regions defined by wireframe geometry when you can't or don't want to create surfaces first.

 

Mastercam includes several types of wireframe toolpaths, similar to the different types of surfaces. Choose the one which best fits your part geometry:

 

Ruled toolpaths create a linear blend between several chains.

 

Lofted toolpaths create a smooth, curved blend between several chains.

 

Revolved toolpaths revolve a profile around an axis.

 

Coons patch toolpaths define patches in a grid of curves or chains.

 

Swept toolpaths sweep a profile or contour along another curve. You can choose 2D swept toolpaths, if the along curve lies within a single plane, or 3D swept toolpaths, if the along curve does not.

 

 

 

from mastercam help menu

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Yes on the similar to surface toopaths w/o having surfaces. Prior to surfaces in Mastercam, that is how we did complex shapes typically with a "Coons" toolpath. It still requires a Higher level of Mastercam to do anything other than a 2D Swept toolpath which can be created with a Level 1 system. 2D swept can also be Z-Level roughed with the Swept2R c-hook.

 

HTH

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  • 3 years later...

I'm currently using wireframe/lofted to mill a 90 wall into a slightly angled wall down to a radial surface. Kind of like a window frame. I created a drive curve at the top of the opening and at the intersection of the floor(radial surface) and the wall. I chose tool=tip, but it still gouges in some random amount. I had to backplot, save as geometry, analyze and move my bottom chain up the difference. Why does it do this with tip comp on?:blink:

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I'm currently using wireframe/lofted to mill a 90 wall into a slightly angled wall down to a radial surface. Kind of like a window frame. I created a drive curve at the top of the opening and at the intersection of the floor(radial surface) and the wall. I chose tool=tip, but it still gouges in some random amount. I had to backplot, save as geometry, analyze and move my bottom chain up the difference. Why does it do this with tip comp on?:blink:

 

BUMP. I don't understand why iy's doing this still. I'm getting sick of having move my chains up and down hoping to get it right on. My chain is right on the surface I want to cut, tip comp is on, and it goes past my last chain...

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