Very, very good, Mark. This cleared up a lot of my confusion, not only about the material setup diagog, but also my understanding of the zero plane. Thanks!
Good timing. I was just discussing this very issue with a friend yesterday. Your explanation is really helpful. Our issue was getting 2 different models to blend nicely together in a project. Thanks Mark.
thank you Mark good explanation. I dad this problem once. I played with material set up, but I would not be able to describe the process as well as I you did. You're a Very good teacher!
Great explanation - I have recently started modeling in Aspire more and get confused by various aspects you have been covering in more recent videos - so helpful. Please Keep them coming.
Really well explained as usual. 👍 If my teachers at school had been as pedagogical as you Mark, I would probably have met our King and received several Nobel Prizes instead of working as a painter 😆
I am curious how the model can be restricted to it's specific size and perimeter dimensions. Using the analogy of a Pocket, can the modelling object be carved within a pocket and leave the surrounding material untouched?
Question for today’s noon session concerning the z-gaps explanation: Question #1: Is the z gap in the home/start position only used once during a cut? In other words, after a bit change when you press start, the bit will move over to the x,y start point at that height? Question #2: Since Clearance Z1 is safe Z, then the bit will travel above the material between cuts at this height....correct? If Plunge Z2 is set to the same height as Z1 then the machine plunge rate will never come into play and only the plunge rate that you set for that particular bit will be used....correct? Thanks for your videos, assistance and most of all the excellent teaching style.
3d models. I set them up right. But there are places left behind. The bit either went around or barely touched. Seone mention a slider for model height. Not the first one when you put a model in vcarve-pro. I pull thst slider down.
Mark as I watched your great video one thing I didn't get was if I have 3 different models on the same project is it necessary to set up each one as you did for this one in the video? As always a great lesson
The details you give are priceless. Thank you. I have a question. What is the best way to maintain the same bit length when changing bits between tool paths, so that the z position doesn’t change? I have had issues where the next bit extends too low, and a project is ruined.
Thank you, Joseph. In a nutshell, you really can't. You'll need to reset your Z zero (and ONLY your Z zero) after each tool change. Find a spot on the surface of your material that isn't going to be machined away, and set your Z zero there - it doesn't have to be the same place you set your X and Y zero. Then when you change tools, go back to that spot and reset your Z zero there. Then you'll keep a consistent cutting depth after each tool change. DO NOT reset your X or Y zero after a tool change. Those zero points will not change.
I've never used UGS, so I don't know. Your best bet would be to check the HELP menu in the software, and if you can't find it there, hit the UGS forums and ask there. There are a lot of forums out there that have a ton of UGS users, and they would be the ones to ask. I wouldn't know where to start with that controller.
Good question! Keep 'em coming! The changes effect the entire project, so ALL of the toolpaths will be recalculated, whether anything changes in that toolpath or not. It will not make any drastic changes to the toolpaths that aren't effected. For instance, the pocket depth, the chamfer, and cutout toolpaths will not change - but they WILL be recalculated.
can you please point me to a tutorial where you explain how to remove the material from around the model? i'm stuck on this- i'm starting with a 1" thick base, and the model is 3/4" tall- i want the model not to be carved into the board like a pocket, rather I want the wood around the model to be removed, just leaving the model exposed "raised". thank you.
I don't think I have made a tutorial on this, specifically. In simple terms, you would select Material Boundary as your Machine Limits Boundary in the 3D Roughing and 3D Finishing toolpaths. Or, you could draw a vector (i.e. a rectangle) around the entire piece of material, and a vector around the model. Then you could use a Pocket Toolpath to quickly remove the material within that area.