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You cannot maintain velocity, follow the exact programmed path, AND have smooth jerk.
This is physically impossible. What I am saying is I would sacrifice velocity rather than programmed path on G2/G3 programmed arcs. At the moment if you run something with tangent arcs even with G61 the velocity is kept, this messes with jerk. G61 with jerk will have to slow down more.
For many line segments G64 Pxx it also slow down more, the more tight the tolerance, the smaller blending arcs the slower you have to move.
Béziers will give you better speed, because you can run them faster, but they are NOT arcs, meaning when you program a square for example, just 4 lines, you set G64 to 0.5 let's say, what kind of path error would you accept? A 0.5mm perfect radius which I have to slow down more to make smooth, or a squashed up Béziers which I can run faster?
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Absolutely correct.I thought jerk limiting was purely about acceleration. To extend it to varying the path seems to me is really scope creep. Get it working without changing the path and include path optimisations at a future time and write better gcode for now.
jerk limiting may permit higher maximum acceleration. Currently MAX_ACELERATION is set from a combination of motor dynamics and physics by the machine builder Eg the inertia in a heavy moving table may require a lower acceleration than what the motors are capable of so they are not overcome by inertia on deceleration and cause following errors. Its probably valid on a jerk limited machine to increase acceleration. In this context, some violations may be valid.
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This is hypothetical and the gcode is really bad, an error waiting to happen. You might as well attempt to cut a 7 pointed star and break things properly!BUT for a square with NO programmed corners, blend with arcs and parabolas are acceptable?
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