Hi,
Jerk cannot be truly controlled in most controllers. Most controllers are Constant Acceleration.
So yes, in theory they have infinite Jerk. In reality it
is dissipated in belts and magnetic fields etc. Mechanically
challenged machines also vibrate like hell.
Those controllers that have Jerk Control (e.g. TinyG) often use
so-called S-curves that are less than optimal for Pick &
Place, because they become slow for long moves (they lack a
constant acceleration segment, i.e. true 7-segment ramps, as
discussed many times).
So on Constant Acceleration controllers like Smoothie and Duet,
we can only emulate Jerk Control through something I call
Simulated3rdOrderControl. The ramp is then interpolated with many
very small segments, varying the acceleration step-wise.
However, this requires very fast USB serial transmission, so it
only works well on true Smoothieboards (USB) and on Duets.
Therefore, there's another poor man's compromise that is called ModeratedConstantAcceleration
https://github.com/openpnp/openpnp/wiki/GcodeAsyncDriver#motion-control-type
It calculates the move as if it were Jerk controlled, then makes
it into a constant acceleration controlled move with the same average
acceleration. This means that short moves accelerate more gently,
because acceleration is quickly followed by deceleration, which
seems to agitate machines more. Long moves are allowed to
accelerate and decelerate much harder, but also longer, which
seems to induce less vibrations (if you think of the ramps as
"sine curves", the long moves have lower "frequency" and therefore
resonate less).
Whatever, they both help on my Liteplacer with Smoothie clone, as you see in its side effect of Camera Settling here:
One needs to realize that the same vibration also likely happens
in picks and placements, so it makes sense to use Camera Settling
as the guide.
If your machine is very stiff (which might be the case with
CHMTs), then you should set Jerk to 0.
_Mark
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> OK, so Jerk setting on ModeratedConstantAcceleration machines should start with 0, but could be changed into something else, in order to fix vibrations and such. Not as a means to fix (de-)acceleration stalls and skips. Did I understand you correctly?
Yes, I guess you put it that way.
First you would set jerk to 0.
The find the maximum acceleration that the steppers can take, not
looking at vibrations yet.
Then, as long as you see excessive vibrations (through Camera Settling perhaps), experiment with jerk, perhaps starting with 500000 mms-3 and then going down until fine.
There are controls in Camera Settling that quickly perform a
back-and-forth move of the length set in the Jog Controls.
I only have experience with the Liteplacer, where a quick series of 1mm Y back-and-forth with max acceleration can almost make the machine fall apart. 😬
_Mark
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The Wiki can be edited by everybody, just ask here, if you haven't yet: 😎
https://github.com/openpnp/openpnp/issues/1526
But I've added it now.
_Mark