I am wondering if someone worked on having rotational axis visualized in the 3D viewer. Obviously there are many ways that could work, but I’m wondering if there’s infrastructure for it. Either way - I’m happy to help implement it, but would need some pointers.
We have all been wanting that feature. If you were willing to work on it that would be amazing for the entire ChiliPeppr community. I can give you all the pointers you need to help you out.
The way I’ve been thinking about it (without looking at the code too deeply yet), is as follows (and I’m not sure if I’m thinking about this correctly):
Thinking about implementing a single rotational axis only. With adding two more being in-mind but not part of the requirements, more of a nice-to-have. However - I’m wondering if that is a mistake, and perhaps the right way would be to construct it with multiple axis support.
The diversity of implementation rotational axis on different machines is great, but generally speaking all one needs to know is:
2.1) What is rotating (object or tool)
2.2) On what axis
(This excludes ‘exotic’ configurations where only part of an object would be turning etc.)
In my situation the A axis turns the entire build platform about an axis parallel to Z, whose X-Y point is not fixed. So that’s the situation one I’m most motivated to ‘solve’, but of course I’m looking to make the solution as general as possible.
You should first read the documents about tinyg and there support for the 4. Axis (A). How looks generated gcode for this axis? Which cam program support this and so on.
At the end it’s just the question how we visualize the 4. Axis in 3d