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Newb converting from Calypso

The transition thus far from Calypso to PC-DMIS has been seamless. I have not begun writing overly complex programs in PC-DMIS yet however I am encountering a peculiar error at the beginning of my DCC run in a basis program. The attached graphic shows the features completely off the cad model and when the CMM comes in to take the first DCC point it searches about 20 inches in negative x axis from where the model is located on CMM.

STARTUP =ALIGNMENT/START,RECALL:USE_PART_SETUP,LIST=YES
ALIGNMENT/END
MODE/MANUAL
MANRETRACT/2.54
FORMAT/TEXT,OPTIONS, ,HEADINGS,SYMBOLS, ;NOM,TOL,MEAS,DEV,OUTTOL, ,
LOADPROBE/TIP3-2MM
TIP/T1A0B0, SHANKIJK=0, 0, 1, ANGLE=0
PLN1 =FEAT/PLANE,CARTESIAN,TRIANGLE
THEO/<0.0084,0,0.002>,<0,-1,0>
ACTL/<14.5476,26.0536,2.2737>,<-0.0000121,-1,0.000241>
MEAS/PLANE,3
HIT/BASIC,NORMAL,<0.0146,0,0.7841>,<14.6258,26.0538,3.1313>,USE THEO=NO
HIT/BASIC,NORMAL,<-0.6874,0,-0.3948>,<15.1261,26.0535,1.8449>,USE THEO=NO
HIT/BASIC,NORMAL,<0.6981,0,-0.3832>,<0,-1,0>,<13.8909,26.0535,1.8448>,USE THEO=YES
ENDMEAS/
WORKPLANE/YPLUS
CIR1 =FEAT/CIRCLE,CARTESIAN,IN,LEAST_SQR
THEO/<0,0.09,0>,<0,1,0>,1.195
ACTL/<14.5127,26.1683,2.3472>,<0,1,0>,1.1962
MEAS/CIRCLE,3,YPLUS
HIT/BASIC,NORMAL,<-0.4883,0.0867,0.3444>,<0.8172059,0,-0.5763459>,<13.989,26.1683,2.636>,USE THEO=YES
HIT/BASIC,NORMAL,<0.4473,0.1006,0.3962>,<-0.7486041,0,-0.6630173>,<15.0367,26.1684,2.6355>,USE THEO=YES
HIT/BASIC,NORMAL,<-0.0863,0.0827,-0.5912>,<0.1445093,0,0.9895034>,<14.5313,26.1683,1.7493>,USE THEO=YES
ENDMEAS/
PNT1 =FEAT/POINT,CARTESIAN
THEO/<0.775,0.035,0.125>,<0,0,-1>
ACTL/<15.3075,26.0932,2.4603>,<0.0036817,-0.0103087,-0.9999401>
MEAS/POINT,1,WORKPLANE
HIT/BASIC,NORMAL,<0.775,0.035,0.125>,<0,0,-1>,<15.3075,26.0932,2.4603>,USE THEO=YES
ENDMEAS/
PNT2 =FEAT/POINT,CARTESIAN
THEO/<0.775,0.035,-0.125>,<0,0,1>
ACTL/<15.3075,26.0935,2.2089>,<0.0038879,-0.0168478,0.9998505>
MEAS/POINT,1,WORKPLANE
HIT/BASIC,NORMAL,<0.775,0.035,-0.125>,<0,0,1>,<15.3075,26.0935,2.2089>,USE THEO=YES
ENDMEAS/
PNT3 =FEAT/POINT,CARTESIAN,NO
THEO/<0.775,0.035,0>,<0,0,1>
ACTL/<15.3075,26.0933,2.3346>,<0,0,1>
CONSTR/POINT,MID,PNT1,PNT2
LIN1 =FEAT/LINE,CARTESIAN,UNBOUNDED,NO
THEO/<0,0.09,0>,<0.9974913,-0.0707897,0>
ACTL/<14.5127,26.1683,2.3472>,<0.995457,-0.0939018,-0.01574>
CONSTR/LINE,BF,3D,CIR1,PNT3,,
OUTLIER_REMOVAL/OFF,3
FILTER/OFF,WAVELENGTH=0
A1 =ALIGNMENT/START,RECALL:STARTUP,LIST=YES
ALIGNMENT/LEVEL,ZPLUS,PLN1
ALIGNMENT/TRANS,ZAXIS,PLN1
ALIGNMENT/ROTATE,XPLUS,TO,LIN1,ABOUT,ZPLUS
ALIGNMENT/END
MODE/DCC
MOVESPEED/ 150
PREHIT/0.025
RETRACT/0.025
CLEARP/ZPLUS,0.375,ZPLUS,0,ON
MOVE/CLEARPLANE
PNT9 =FEAT/POINT,CARTESIAN
THEO/<-0.7886,0.125,-0.0541>,<0,-1,0>
ACTL/<-0.7886,0.125,-0.0541>,<0,-1,0>

Attached Files
Parents
  • In your alignment, you don't zero out X or Y, only Z.

    You levelled and rotated, but no zeroing.

    The actual for your circle is
    13.989 , 26.1683 , 2.636.

    That X and Y are your error in location.


    +1

    You should always aim to lock down all 6 degrees of freedom in an alignment, there are exceptions to the rule but not usually for the first alignment.

    I always go:
    Level Z
    Translate Z
    Rotate Xplus to Lin1 about Z plus
    Translate Y to Lin1
    Translate X

    X is usually a point/circle/plane

    The easiest alignments to learn are the 3,2,1 alignments. Take 3 points on the top surface and construct a plane, take two points on a side surface and construct a line and finally take a single point on a perpendicular surface to the line. All assuming of course that you are measuring a square block. However the same rules apply for most parts. I am guessing you know most of that though.
Reply
  • In your alignment, you don't zero out X or Y, only Z.

    You levelled and rotated, but no zeroing.

    The actual for your circle is
    13.989 , 26.1683 , 2.636.

    That X and Y are your error in location.


    +1

    You should always aim to lock down all 6 degrees of freedom in an alignment, there are exceptions to the rule but not usually for the first alignment.

    I always go:
    Level Z
    Translate Z
    Rotate Xplus to Lin1 about Z plus
    Translate Y to Lin1
    Translate X

    X is usually a point/circle/plane

    The easiest alignments to learn are the 3,2,1 alignments. Take 3 points on the top surface and construct a plane, take two points on a side surface and construct a line and finally take a single point on a perpendicular surface to the line. All assuming of course that you are measuring a square block. However the same rules apply for most parts. I am guessing you know most of that though.
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