Search Results For ASPIRE 9.5 (1)
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At the bottom of the page you will see an area with View All Help. This will download all the Help Documentation as a single web page which is useful for searching or if you need to create a paper copy of the documentation.
SketchUp does not maintain true arc or circle information for the boundaries of its parts. This is a problem when it comes to machining as the 'polygonal' SketchUp representation can give very poor machining results. For this reason, Aspire offers the option to refit circles and arcs to imported data.
The screenshot above left shows the results of importing a part with a filleted corner and hole with these options unchecked. The 'fillet' is made up of a series of straight line segments and the circular 'hole' is actually a polygon made up of straight lines.
The vectors created by this function have many applications but a key one is to combine them with either a Profile Toolpath or where available the Texture Toolpath to create decorative panels and background textures, a small selection of the possible results you can derive from this combination are shown in the images below.
To cancel a search, click the Stop or Close button, or the cross button on the progress bar slowly:Note: Clicking slowly gives the computer time to notice that the mouse button is down when it is very busy.
Each time you run the Vector Validator it may appear to find different results first.The order that the vectors are validated is random because the process is multithreaded; like lots of workers moving a pile of objects onto a conveyor belt that only holds one object at a time... Several workers may want to put an object on the conveyor belt at the same time... The final order depends on which worker got there first, as one worker will wait a little to let another place their object on the conveyor. Which worker waits, and how fast each worker works, varies randomly because the computer may decide that you moving your mouse around is more important than validating vectors and reassign a worker to draw the mouse for a moment, for example.
Nesting shapes is a complex calculation which requires the user to make sure the vectors are in the correct state to get the results they are looking for, this is especially important when nesting overlapping vectors or designs that have sets of vectors that need to stay in position with each other. In certain situations it is necessary to group together particular vectors to get the correct result. For simple shapes within shapes such as an 'O', 'B', 'P' etc. there is no need to group them before nesting. Aspire will keep these internal shapes in the correct position and orientation as the shapes are nested.
The process of adding the new component normally occurs automatically on closing the tool page. Alternatively, at any point when using the tool, you can press the Start New Component button. This will immediately create a component using the current results of your modeling operations and add it (with the name and combine mode indicated) to the component tree. In addition, it automatically creates a new blank component ready for you to continue the modeling process.
As the images above show, when the matching proportional positions along each rail do not match the appropriate features of the shape it can produce undesirable results. In this example the corners of the frame design are at different proportional positions along each rail and so the two-rail sweep does not connect the corners. Instead the cross-section appears stretched around the frame, as it is used to connect other points that do match in their proportional distance along each rail.
Aspire is supplied with 40+ Clipart files designed to be used with the Texture Area tool, for a new installation of the program these can be download from the Vectric Customer Portal and once installed will appear in a folder called Texture Area Tiles in the Clipart Tab. These mainly fall into two types of shape, those that go to the edge of the square and those that don't. The ones that go to the edge of the square tile area (eg. Block Wall 1) are designed to be tiled seamlessly so you would not typically use the modifying options in the form when working with these for spacing, overlap or Shift but you may want to change the size of the tile using the Edit Textured Area Component option. The shapes that don't got to the edge (eg. Diamond Plate 1) are designed to be manipulated with the modifying options on the form to achieve different results:
A component must be selected before the tool can be used. Use the Scale Height slider to adjust the final height of the component. Since the results of the initial detail scaling can be noisy the Detail Smoothness slider can be interactively adjusted to improve the visual quality of the result. In general, the greater the Scale Height the more Detail Smoothing needs to be applied.
The images below show the same model, both results are scaled to ten percent of their original heights. The image below left was created using the standard Shape Height scaling from the Component Properties form and the image below right using the Emboss function.
The Emboss tool is a very powerful feature but will not provide ideal results on every type of 3D model. Although it's possible to use the Emboss tool on models created in Aspire and other low-relief imported designs (such as the clipart), it's important to understand its intended use is with data from imported, full 3D (high relief) models and typically the best results will be obtained with this type of data.
Once you have positioned your model, this field will tell you the new height of your modeling base plane. This is for information only, and results from the gap settings above and cannot be edited directly.
Once you have positioned your model, this field will tell you the new height of your modeling base plane. This is for information only. It results from the gap settings above and cannot be edited directly.
The rate at which the cutter ramps into the material is determined by the Pass Depth specified for the cutter. For example, Spiral Profiling 0.5 inch deep with a cutter that has a Pass depth of 0.5 or greater will spiral down in 1 pass. Editing the Pass depth to be 0.25 inch results in the 2 spiral passes around the profile.
The order tab allows you to specify the approaches the program will use to determine the best order to cut your vectors. You can specify multiple options, in which case the program will calculate the result of using each option and select the one which results in the shortest machining time.
This option use a 'shortest path' algorithm to try and determine the shortest possible path. However, for large numbers of parts this requires an unfeasible amount of computing power so an approximation algorithm is used. Although very good, this algorithm cannot guarantee to produce the very shortest path, but in tests at Vectric, the results have been very good indeed. This option still takes a substantial amount of time on slow computers of for very large numbers of parts.
The Picture Edit tool can also be used prior to creating the toolpath in order to adjust many important aspects of your image - such as brightness and contrast. In addition it can be used to add a feathered border the image. For the best results you should use this tool to highlight and accentuate out the important details of your image before creating your toolpath.
Due to the many combinations of laser, power, material and feed rate, it will be necessary to calibrate the simulation so that the simulation output matches the real-world results. This calibration can be done by modifying the Maximum Burn Rate property of a given tool. This is the maximum speed at which the tool, when at 100% power, will still burn the material. This means that a greater value will result in the simulated toolpath appearing darker. This value can be set in the Tool Database. We suggest you cut a sample file with the material and power settings that you would typically use and then adjust the Maximum Burn Rate so that the simulation matches your achieved results.
The texturing options are based on calculating random patterns and the variables required may at first appear a little complicated. The best way to see what effect each variable has on the texture is to simply change the numbers, calculate and preview the results. It's important to note that the toolpath algorithm uses a random combination of the variables specified on the texturing form to calculate the toolpath.
Prism Carving is predominantly cut using a V-shaped cutter, having sharp tooling which is accurately sized is very important to getting good results. You should measure your cutters to make sure the size and angle of the v-bit are as per the manufacturers specifications as a variation of even 1 or 2 on the angle can make a big difference to the quality and precision of Prism carved shapes.
The Selection: section at the top of the dialog is continuously updated to show the results of the current filter and the 2D view is also updated to show what is currently selected. The Objects: entry shows the total number of objects selected, if these objects include Text or Groups, this number may be less than the total of Closed and Open vectors displayed on the following line. For instance, a block of text is one object but will usually consist of many closed vectors. If a group contains both open and closed vectors, it will be selected as matching both Open and Closed filters.
Merging by part tries its best to respect the ordering of the toolpaths in the toolpath list, and the order of contours within a given toolpath. In particular, if contours of two different toolpaths lie within the same part, the contour of the first toolpath will be cut before the contours of the second toolpath. The following examples show how the toolpath order in the main toolpath list alters the results of toolpath merging. 59ce067264