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Messages - pstemari

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1
Figured it out. The endpoints were good.  I was just using the wrong commend:  "Convert to>Polyline" instead of "Join".

I'm a bit rusty with CamBam these days.

2
I'm working on fairly simple dxf file and having problems with the profile operation.  Even with "Outside" specified, I'm getting toolpaths both inside and outside my shape.

So, I figured I should combine them into a polyline so CamBam can understand them better.

No joy.  Even grouping them into pairs and reversing them as needed to get the ends to match up, each primitive is turning into its own polyline.

Suggestions?

3
Problem dxf files etc... / Combining splines?
« on: January 11, 2024, 02:22:47 am »
I'm having some issues importing an Inkscape drawing into CAMBAM.  The import works well enough, but the splines are being broken apart into the individual segments.  The JOIN command glues them back together, but it converts them to polylines in doing so and the results are a bit ragged.

Is there an alternative to JOIN that I'm missing?  Sample files are attached.

4
Scripts and Plugins / Re: Plugin .NET Framework versions
« on: December 21, 2023, 00:36:36 am »
Some more searching found a solution.  If you go through Microsoft's hoops, you can still download VS 2019, and if you only install the .NET Framework v4.0, it appears in VS 2022.  You can actually install just the framework and not the IDE, which is perfect for this.

5
Scripts and Plugins / Re: SVG loader
« on: December 21, 2023, 00:34:12 am »
I'm running into some strange behavior.  The SVG loader loads this file without any error messages, but the results are scrambled.  Some of the polylines have the right shape, but are misplaced in relation to the others.  See attachments.

6
Installation Help / CamBam 1.0 64 bit performance
« on: December 15, 2023, 04:01:58 am »
I installed the 64-bit CamBam, and I'm getting some serious performance issues.  Startup time is 15-20 minimum, loading from SSD.  CB 0.9.8 loads instantly, and I don't recall this issue with CB 1.0 32 bit.

Should I revert to the 32 bit version of 1.0?

7
Scripts and Plugins / Re: Plugin .NET Framework versions
« on: December 15, 2023, 03:51:59 am »
I believe you, but, as I said, if I try to install them it takes me to the page mentioned above that says they are not available for VS 2022.  Maybe they carry over if you had VS 2019 installed, but I went from something ancient (VS 2014, maybe) directly to VS 2022.

8
Scripts and Plugins / Re: Plugin .NET Framework versions
« on: December 13, 2023, 07:34:20 am »
Yes, but 4.0 is out of support, and, according to the MS documentation, VS 2022 doesn't support it.  When I access that list, it goes from 3.5 to 4.6.2, with no versions in between. Trying to install an additional version takes you through a chain of pages, ending at https://learn.microsoft.com/en-us/dotnet/framework/migration-guide/reference-assemblies, which says:

Quote
Important

Using reference assemblies makes it possible to build projects that target unsupported versions of .NET Framework from the command line. However, you still can't load these projects in newer versions of Visual Studio. To continue building these apps in Visual Studio, the only workaround is to use an older version of Visual Studio.

That said, 4.8.x uses the same CLR version as 4.0, and some initial testing indicates that a DLL built for 4.8 works with CB v1.0. I'll poke at it some more.

9
Scripts and Plugins / Re: Plugin .NET Framework versions
« on: December 09, 2023, 01:06:19 am »
Hmm, OK.  I may have to downgrade to VS 2019, VS 2022 doesn't allow builds with older, out-of-support versions of .NET Framework.

10
Scripts and Plugins / Plugin .NET Framework versions
« on: December 07, 2023, 05:14:09 am »
Which version of the .NET framework are people using to compile plugs?  Is it still 4.0?

11
The math should be pretty easy.  You have the hypotenuse (ball radius) and one leg (cut radius), so the depth is just sqrt(ballRadius*ballRadius - cutRadius*cutRadius).

That said, I've just finished a first pass through EddyCurrent and LES's changes, and just started moving to actually building the code.  I'll be out for Thanksgiving over the next few days, but I hope to get back on this over the weekend.

12
Scripts and Plugins / Re: V-Engrave Plugin
« on: November 05, 2023, 04:36:23 am »
Yes, the code uses a lot of vector algebra, in particular dot and cross products.

I did a lot of gesticulating with my hands as I was writing the code and thinking of the vectors.  Unfortunately I didn't video that ;D

13
Scripts and Plugins / Re: V-Engrave Plugin
« on: November 03, 2023, 22:31:46 pm »
Hi all!  It's been a while, but I have another engraving job to do and need to update the plug in.

I'd like to add all the changes people have made to the source code in GitHub (assume someone didn't branch the project).

I gather that the current version is build 12?  GitHub only has build 5.

Seems like some, but not all of builds 6-12 have zips attached to this thread, but I'm having some trouble loading some of the pages in this topic.

14
Scripts and Plugins / Re: V-Engrave Plugin
« on: September 10, 2016, 01:14:10 am »
Not certain if I've explained this before, but the reason you'll see it cutting the same path twice in opposite directions is that it's working around the perimeter of the font outline. So, for something like an L, it will go up the left side of the stem, across the end, down the right side, across the top of the foot, down the end, and finally back along the base of the foot.  As it goes, it's calculating how far over and down it needs to go to touch the opposite side. The result is that the naive calculation will cut though each point, once for each side.

At one point I believe I added code to attempt to avoid that, but how well it works I don't recall. At any rate, it's doing what amounts to a plunge slotting operation, which is climb cutting on one side and conventional cutting on the other side.


15
Wow.  I am really touched by all folks here leaping to my (well, v-engrave's) defense. I certain appreciate the response, especially because I've been pretty much ignoring the plugin for quite some time now.  I've been hip deep in welding and manual machining projects of late, and my poor little Taig has been sitting on the bench partially dismantled.

That said, v-engrave is an open source project, released under a very permissive license, and people are permitted to use, extend, enhance, and incorporate the code as they see fit. So, as far as I'm concerned, no harm no foul. The author may have even tried to contact me; I got an email written in French a while back, but I don't speak French.

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