TCP 5-axis kinematics

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4 years 4 months ago #245819 by andypugh
Replied by andypugh on topic TCP 5-axis kinematics
The thing is, only you know what you want to happen.

I _think_ that you can get what you want by tweaking the HOME_OFFSET in the INI.

But, "trivkins" is really a "no kins" where joints and axes are identical.

But explain to me like I have one minute to understand. Because there are only so many hours in the day and the forum is busy,

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4 years 4 months ago #245844 by Aciera
Replied by Aciera on topic TCP 5-axis kinematics
Do you want the position of the work origin to move with the rotation of A with Z remaining colinear with the tool as in the attached sketch?

 

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4 years 4 months ago #245847 by mittim
Replied by mittim on topic TCP 5-axis kinematics
Sorry for my bad explanation.

@Aciera: Yes, that is exactly what I want to implement.

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4 years 4 months ago - 4 years 4 months ago #245851 by Aciera
Replied by Aciera on topic TCP 5-axis kinematics
Presuming that this is used in indexing mode only (ie the A axis does not move while the tool is cutting) it seems to me the most straight forward solution would be to move the work offsets (in Y and Z) according to the change in the A axis.
One approach would be to define a custom G command for the rotation of the A axis and calculate the required change in the current work offset values.
Last edit: 4 years 4 months ago by Aciera.

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4 years 3 months ago #246584 by jjdege
Replied by jjdege on topic TCP 5-axis kinematics
    Good morning sorry for the english, but I have to translate it with google Thanks to everyone for the ideas on using LinuxCNC that can be found here. I managed to set up the 5 axis kinematics on my home made cnc, but I can't to solve a problem, using the test file made available by plopes 9000, i can't understand why when xyzc interpolation happens, something is wrong, the two squares are deformed, I attach photos help thanks 

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4 years 3 months ago #246618 by andypugh
Replied by andypugh on topic TCP 5-axis kinematics
It looks like either some of the distances are not quite correct, or possibly the mechanics are not perfectly linear.

Try making a 2% change to the Y offset, and see if things get better (in which case do it some more) or worse (in which case go the other way).

Then try the same with the Z offset.

All assuming that I have remembered correctly that this kinematics has those adjustments.

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