Dancing around the support fill
Posted: Sun Jan 12, 2014 5:55 pm
Finally, I think I'm getting my RMax tuned to the point where it's doing mostly what I want as far as going to a certain point when its told to and squirting goop.
Now it's time for a little optimisation, I think.
Presently using slic3r but occasionally jumping to the free version of kisslicer.
Test model attached. It's pretty much a quarter of a sphere that opens into half a cylinder. This is a mould for half the nose for a "shot" - pretty much a torpedo made of lead and that has an eyebolt sticking out of the back of it. When we get to a deeper dive site location (GPS marked) we drop the shot, it tows a line down with a float on the other end. Because it's heavy and streamlined it drops to the site fast, and is less likely to get dragged off the mark by any currents in the water.
The model is pretty much a 0.7mm walled shell with a notch at the open end for clipping the body section into. I expected a smooth double pass around the shell and "swimming lanes" for support. Not at all what I got and not sure why.
Anyway, it printed but there was some crazy head dancing going on. I tried with kisslicer but don't really like the way it slams the carriage about the place and there were heaps of fiddly little jump, squirt, retract, jump somewhere else
sequences which just did my head in.
So I tried again with Slic3r, and watched. Perimeter / shell went ok after I tweaked the model a bit. But two things went funny with the support. First, selecting a 45ยบ overhang I did not expect a 100% support fill which was what I got. Annoying because it adds time and wastes material. Second, instead of just marching up and down the lanes for the support it would go up/next lane/back then jump to some position and back again before continuing. Halfway across the layer it would choose another one of these arbitrary points to jump to. No idea what's going on there unless maybe it's a rounding error and a "no perimeter crossing" setting making Slic3r get all excited and want to dance.
Is this kind of thing normal? Or should I be doing something to settle it down?
Now it's time for a little optimisation, I think.
Presently using slic3r but occasionally jumping to the free version of kisslicer.
Test model attached. It's pretty much a quarter of a sphere that opens into half a cylinder. This is a mould for half the nose for a "shot" - pretty much a torpedo made of lead and that has an eyebolt sticking out of the back of it. When we get to a deeper dive site location (GPS marked) we drop the shot, it tows a line down with a float on the other end. Because it's heavy and streamlined it drops to the site fast, and is less likely to get dragged off the mark by any currents in the water.
The model is pretty much a 0.7mm walled shell with a notch at the open end for clipping the body section into. I expected a smooth double pass around the shell and "swimming lanes" for support. Not at all what I got and not sure why.
Anyway, it printed but there was some crazy head dancing going on. I tried with kisslicer but don't really like the way it slams the carriage about the place and there were heaps of fiddly little jump, squirt, retract, jump somewhere else
sequences which just did my head in.
So I tried again with Slic3r, and watched. Perimeter / shell went ok after I tweaked the model a bit. But two things went funny with the support. First, selecting a 45ยบ overhang I did not expect a 100% support fill which was what I got. Annoying because it adds time and wastes material. Second, instead of just marching up and down the lanes for the support it would go up/next lane/back then jump to some position and back again before continuing. Halfway across the layer it would choose another one of these arbitrary points to jump to. No idea what's going on there unless maybe it's a rounding error and a "no perimeter crossing" setting making Slic3r get all excited and want to dance.
Is this kind of thing normal? Or should I be doing something to settle it down?