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X6 Dynamic Rest Milling Depth Cut Priority


huskermcdoogle
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Got an interesting situation. Will make a huge difference with cycle time.

 

Say you have a large pocket with small corner radii. So you use a dynamic mill pass to hack it out with a large tool. You go back in later using the Dynamic Rest Milling Function, and since this pocket is buried deep in a casting (4 inches with .2 radii) you use an LBS 3/8 to go dig it out using small depths of cut at full width and fast feeds.

 

I thought this would work great....

 

What I didn't realize is that dynamic rest milling is prioritized by depth with no way to toggle it like the old contour toolpath. This just plain sucks... Lots of Z then XY then Z rapid movement avoiding walls in my pocket.... I would very much like to avoid doing that. Kills cycle time something fierce.

 

So now I guess I am going to have to go in there and do it with contour passes and a slightly lighter depth of cut so I can prioritize by contour instead of depth. Luckily this particular job is well suited for this. If it required multiple side passes then I would be screwed...

 

Figure this might be a good enhancement eh? Rest mill by depth or by cleanup region.

 

Husker

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Try using the createboundary chook to create theoretical rest area from your roughing tool. Add a little extra xy offset. Then copy and paste your opti-rest tool path as many times as you have created boundaries and select one for the containment boundary in each opri-rest toolpath. Then it will do each section complete before going to the next.

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This is what i got some time ago from CNC when asking the same question.

I like your idea Doug

 

 

 

Here is the developer’s comments:

 

“No there is no easy way to enhance the 2D HST rest milling code (standard or dynamic) to machine the regions in a fully optimized manner.

2D HST Depth cuts is a stack of 2D cuts. You can optimize the cutting (or not) within a single 2D depth cut but not (vertically) among several depth cuts.

To do this, one must use 3D HST.”

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That is a feature, not a bug lol.

 

I had the same problem. I had a part that was 110 inches long with lots of pockets. It was hopping around more than the Easter bunny.

 

All laughs aside. This is a common high speed move when digging out corners, finish one chain to depth, then move on. t's as usefull as a football bat on large parts as it is.

 

This is in x6.

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