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3rd order motions in G1 - G2 - G3
Posted: Sun Mar 13, 2022 8:46 pm
by cemoa9
Hello Tom,
Just by curiosity (as I am very happy with Kflop + Kmotion general performance), why G1, G2, and G3 do not have anti-jerk ?
Cordially
Francois
Re: 3rd order motions in G1 - G2 - G3
Posted: Sun Mar 13, 2022 9:04 pm
by TomKerekes
Hi Francois,
We haven't figured out how to do it. 3rd order motion from stop to stop along a straight line (such as we do with rapids) is relatively straightforward. But arbitrary paths is much more complicated. 2nd Order is quite complicated itself. It also requires altering paths in general. For example a path in the shape of a 'U' will have infinite Jerk at the point where the curvature suddenly changes unless a stop is made at that point.
You can get some Jerk reduction using our Coordinated Motion Low Pass Filter. See
here.
Re: 3rd order motions in G1 - G2 - G3
Posted: Mon Mar 14, 2022 9:26 am
by cemoa9
Hello Tom,
Understood, do you plan to make it one day?
I will try to set the Low Pass Filter tomorrow, it can be defined in the main of the init file correct?
double Tau = 0.005; // seconds for Low Pass Filter Time Constant
KLP = exp(-TIMEBASE/Tau);
It would not affect the accuracy of a milled diameter right? (coded with G2 or G3)
Cordially,
Francois