Hi, wondering if anyone has experience reading the parameters relating to gouge and collision check results. I have tried obtaining the info like this...
Object SAFE = $toolpath.Verification.Result
But I am not really seeing the info I want here (or I am not understanding what I am reading). I basically want to know on the macro side if any part of a toolpath collides with the part when the toolpath is calculated that way my macro can chose to use a different standard tool that will not collide. Any insight in to how to read the gouge/collision statues of a toolpath is much appreciated.
Thanks,
Daniel
here's a copy of the collision check macro that i use. see if there's anything you can rip from this. i think you're looking for what's in my IF lines.
That was helpful, I was on the right track. When I tried using these in the commands window...
PRINT $Toolpath.Safety.Holder.Cutting.Status
PRINT $Toolpath.Safety.Tool.Cutting.Status
PRINT $Toolpath.Safety.Holder.Leads.Status
PRINT $Toolpath.Safety.Tool.Leads.Status
PRINT $Toolpath.Safety.Holder.Links.Status
PRINT $Toolpath.Safety.Tool.Links.Status
They gave me the info I was looking for on the toolpath. If I then recalculated the toolpath and verified collision and gouge again these would return a value of unknown. I played around with it for a while and turns out for the values to update in the background I had to deactivate and reactivate the toolpath and then these would return the correct new values.
Yeah, a lot of that you need to refresh the toolpath to get it to change
There’s another command to reset the safety status of a toolpath. I wonder if you throw that in there you might be able to get the values without having to deactivate and reactivate the toolpath. Idk what it is off hand, I’ll look in the morning
here's the command i was thinking of. I use this if i import a new model or make some other change. this will apply to the active toolpath as it is written. if you use a loop, you can change the $toolpath in the () to whatever your local variable is ($likeThis)
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