which branch for complex kinematics?
09 Mar 2015 03:27 #56551
by rgreg
which branch for complex kinematics? was created by rgreg
Hi All,
Coming back to CNC after a year off. Which branch is now the best for complex kinematics work?
Just over a year ago, I was trying 2.5 and found it didn't cope well, and was recommended the JA4 branch.
That branch seems to fallen out of use, but it isn't clear where (or even if) complex kinematics is now a solved issue.
Does anybody know?
Thanks,
Richard
Coming back to CNC after a year off. Which branch is now the best for complex kinematics work?
Just over a year ago, I was trying 2.5 and found it didn't cope well, and was recommended the JA4 branch.
That branch seems to fallen out of use, but it isn't clear where (or even if) complex kinematics is now a solved issue.
Does anybody know?
Thanks,
Richard
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09 Mar 2015 23:59 #56582
by andypugh
There is now a ja6 branch:
git.linuxcnc.org/gitweb?p=linuxcnc.git;a...s/heads/joints_axes6
(and also a cradek/joints_axes7 branch)
I don't know what the status is of either of these branches, but they should be more nearly complete than JA4
Replied by andypugh on topic which branch for complex kinematics?
Just over a year ago, I was trying 2.5 and found it didn't cope well, and was recommended the JA4 branch.
There is now a ja6 branch:
git.linuxcnc.org/gitweb?p=linuxcnc.git;a...s/heads/joints_axes6
(and also a cradek/joints_axes7 branch)
I don't know what the status is of either of these branches, but they should be more nearly complete than JA4
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11 Mar 2015 21:01 - 11 Mar 2015 21:12 #56678
by rgreg
Replied by rgreg on topic which branch for complex kinematics?
Thanks Andy, now I know I'm looking in the right direction.
Have since come across:
how-to-start-with-a-beaglebone
which basically says that it remains a work a progress.
I've now tried joint axis 6 and pre-release 2.7, and it seems complex kinematics code hasn't changed enough to become usable. The code base has changed enough to know that a joint is not necessarily an axis, but it remains easy to get a following error with rate parameters within the limits of the machine.
Will now try the machinekit branch. Failing that, I'll have to build a traditional machine...
Richard
Have since come across:
how-to-start-with-a-beaglebone
which basically says that it remains a work a progress.
I've now tried joint axis 6 and pre-release 2.7, and it seems complex kinematics code hasn't changed enough to become usable. The code base has changed enough to know that a joint is not necessarily an axis, but it remains easy to get a following error with rate parameters within the limits of the machine.
Will now try the machinekit branch. Failing that, I'll have to build a traditional machine...
Richard
Last edit: 11 Mar 2015 21:12 by rgreg. Reason: auto submitted while writing
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