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Another thought, yes it is extremely complicated when coordinated motion is concerned across multiple axis. My question really only involves a single axis.
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How much actual time is spent in the "curves"?
ie getting into and out of the linear accel section? I am trying to wrap my mind around orders of magnitude here.So like 1 sec.1sec10mS1mSI know there are lots of variables to drive that time, but in a general sense.For instance if my Z travel takes 2 seconds to go full stroke, if the accel/decel stage takes .5sec, do you have a feel for how long the curves take?
Why can't they be simple arcs?
Would we loose too much time that way because we could have reached max accel faster? (the linear portion)
Any thoughts on how to view the motion curve in real time in the real world?
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Hi cncmachineguy
it's all about so called Derivatives.
https://en.wikipedia.org/wiki/Derivative
A Derivative is how "something" changes over time. For motion
control we are talking about "Location in Space".
The first derivative i.e. the change of Location over time is Velocity:
https://en.wikipedia.org/wiki/Velocity
The second derivative i.e. the change of Velocity over time is Acceleration. That is what presses you in the seat if a vehicle is accelerating. It work the same way as gravity:
https://en.wikipedia.org/wiki/Acceleration
The third derivative i.e. the change of Acceleration over time is Jerk. You can think of it as a measure of how quickly you press down the pedal of a vehicle. If you do it gradually, you have Jerk Control. If you stamp on it, you have no Jerk Control and you get Constant Acceleration motion control (like with Smoothieware):
https://en.wikipedia.org/wiki/Jerk_(physics)
The Derivatives go on and on, but for most practical Motion Control purposes, Jerk Control is the bottom of it.
We usually just switch Jerk on or off to some constant value. It
can be negative or positive or zero.
The Jerk value you use is governed by how much vibration happens
in your machine and how much vibration your application can
tolerate (I'm simplifying).
The important thing is that it's a constant value.
Now we need to go back up the Derivative Ladder. The opposite of
a Derivative is an Integral. An integral is equivalent with the
"area under the curve".
https://simple.wikipedia.org/wiki/Integral
And that's where the formulas we are using come from.
The Integral of constant Jerk j over time t is the Acceleration
a. As we have seen it's the "area under the curve" so you can
think of it is a rectangle with length t and height j. You know
the area of a rectangle is the product, so j*t.
a = j*t
The Integral of Acceleration a over time t is the Velocity V is
more complicated, because it is no longer a constant. Instead it a
is rising up with t and the "area under the curve" is a right
triangle. We know a right triangle has half the area of its
bounding rectangle. So the Integral formula is:
V = 1/2 a*t
and if we substitute the formula for a
V = 1/2 j*t*t
That is written as
V = 1/2 j*t2
The Integral of Velocity V over time t is the Location s. This
time please just believe me :-) the formula is
s = 1/6 j*t3
That gives you the answer to your initial question:
> 1: Are the entry and exit curves of the "S" actually arcs of some circle defined by jerk?
No, these are segments of the Velocity curve (the brown one). As we've seen, it adheres to the formula V = 1/2 j*t2
So what we have in the jerk phases (I, III, V and VII) is a
segment of a quadratic function.
https://en.wikipedia.org/wiki/Square_(algebra)#In_real_numbers

> 2: The first arc of curse start at motion =0, then ends at the tangent of the slope defined by max acceleration?
Correct. The slope of course is again the Integral of that max
acceleration constant amax so
V = amax*t
A linear function:
> 3: The top arc starts at the tangent of the accel slope, then of course ends at accel =0 velocity = max?
Correct.
That helps?
_Mark
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The easiest that comes to mind would be to connect the step and dir outputs from a controller to a logic analyser.
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I thought linuxcnc had it?
