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[Fusion 360 Manufacture] Change Tool Orientation From X-axis to Z-axis

4 REPLIES 4
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Message 1 of 5
GrizzleCam
552 Views, 4 Replies

[Fusion 360 Manufacture] Change Tool Orientation From X-axis to Z-axis

Hello guys,
As the title says, i try to figure out a way to swap the axis where tool is put by default (X axis) at Turning Setup to Z axis. The necessity of swap comes from trying to work a Milling Machine as a Turning One where exported G-code uses only Z and Y axis and leave X-axis motionless, so any suggestions would be appreciated.

Thanks!

4 REPLIES 4
Message 2 of 5
demong
in reply to: GrizzleCam

Hi @GrizzleCam ,

 

I don't know of a way to do this directly inside Fusion. In fact, despite the axis being seemingly locked to X and Z for the turning setups, if you open the "Show Toolpath Data" for a turning operation, all the moves are in X and Y, and the number values are nonsense (or just not quite right).

 

If I understand your issue and I had to solve it, my quick, hacky method would probably be posting code to the X and Z axes, and then doing a Find/Replace workflow to quickly change all values of an axis at once. My 'correct' method of solving the issue would be by modifying a special post processor to achieve posting axis values to a different axis. I assume this is possible without trying it. All my knowledge of modifying post processors I learned from the two videos I'll link below. If you're interested, give them a watch and see what you can come up with yourself.

 

Good luck!

 

Jon

 

https://www.youtube.com/watch?v=5EodQIY25tU&ab_channel=NYCCNC

 

https://www.youtube.com/watch?v=4OWT-O4oN8E&ab_channel=NYCCNC

Message 3 of 5
GrizzleCam
in reply to: GrizzleCam

@demong 

Jon, i really thank you. I think your suggestion is the best approximation in order to do it. Thanks again for reply.

Have a nice day!

Message 4 of 5
serge.quiblier
in reply to: GrizzleCam

Hi @GrizzleCam 

 

another way can be to tweak the output on specific situation.

I have removed some part of the function, but inside the onLinear, and also the onRapid, we can alter the code like that:

function onLinear(_x, _y, _z, feed) {
  var x = xOutput.format(_x);
  var y = yOutput.format(_y);
  var z = zOutput.format(_z);
  var f = getFeed(feed);
  if (x || y || z) {
    if (pendingRadiusCompensation >= 0) {
......
      default:
        writeBlock(gMotionModal.format(1), gFormat.format(40), x, y, z, f);
      }
    } else {
      if (isTurning()) {  // added test
        writeBlock(gMotionModal.format(1), yOutput.format(_x), z, f);  // tweaked output
      } else {  // regular output
        writeBlock(gMotionModal.format(1), x, y, z, f);
      }
    }

 

The same logic can be applied above on the cutter compensation output.

 

Have a nice day.

 

Regards.

 


______________________________________________________________

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Serge.Q
Technical Consultant
cam.autodesk.com
Message 5 of 5
GrizzleCam
in reply to: serge.quiblier

Hello there @serge.quiblier ,

I wish you came by earlier to be honest! That's what I did and it worked perfectly. So exciting discovery.

Thank you for replying anyways!

Have a good day.

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