3rd order motions in G1 - G2 - G3

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cemoa9
Posts: 82
Joined: Mon Jun 01, 2020 11:01 am

3rd order motions in G1 - G2 - G3

Post by cemoa9 » Sun Mar 13, 2022 8:46 pm

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

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TomKerekes
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Joined: Mon Dec 04, 2017 1:49 am

Re: 3rd order motions in G1 - G2 - G3

Post by TomKerekes » Sun Mar 13, 2022 9:04 pm

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.
Regards,

Tom Kerekes
Dynomotion, Inc.

cemoa9
Posts: 82
Joined: Mon Jun 01, 2020 11:01 am

Re: 3rd order motions in G1 - G2 - G3

Post by cemoa9 » Mon Mar 14, 2022 9:26 am

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

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