The Smell of Molten Projects in the Morning

Ed Nisley's Blog: Shop notes, electronics, firmware, machinery, 3D printing, laser cuttery, and curiosities. Contents: 100% human thinking, 0% AI slop.

Category: Machine Shop

Mechanical widgetry

  • Whirlpool Refrigerator Drawer Strut Re-Re-Repair

    Well, another year, another deep-cleaning session, another break in the strut holding up the drawers in the Whirlpool refrigerator:

    Whirlpool refrigerator drawer strut - clamped
    Whirlpool refrigerator drawer strut – clamped

    This time, there’s a fixture positioning the tab in the proper orientation while the solvent evaporates. The two bottom clamps hold an aluminum plate against the top (far side) of the strut, with the top-center clamp holding the tab against a steel block shimmed with cardboard to get the correct angle. The other two clamps squash the tab against the joint, which is well-soaked with IPS 4 adhesive.

    I replaced the right-side guide plate, originally made from phosphor bronze strip, with some thicker steel strip. The bronze strip collapsed into the worn section of the plastic bump that appeared in the previous post:

    Refrigerator strut - worn retainers
    Refrigerator strut – worn retainers

    I’ve written bigger caution messages on the top of the strut in red letters, but we think it’s getting on time for a whole new refrigerator…

  • Kenmore 158 UI: Button Rework

    Simplifying the Kenmore 158 UI’s buttons definitely improved the user experience:

    Kenmore 158 Controller - Simplified Buttons
    Kenmore 158 Controller – Simplified Buttons

    The trick depends on specifying the colors with HSB, rather than RGB, so that the buttons in each row have the same hue and differ in saturation and brightness. The Imagemagick incantations look like this:

    • Disabled: hsb\(${HUE}%,50%,40%\)
    • Unselected: hsb\(${HUE}%,100%,70%\)
    • Selected: hsb\(${HUE}%,100%,100%\)

    For whatever reason, the hue must be a percentage if the other parameters are also percentages. At least, I couldn’t figure out how to make a plain integer without a percent sign suffix work as a degree value for hue.

    Anyhow, in real life they look pretty good and make the selected buttons much more obvious:

    Kenmore 158 UI - Simplified buttons - contrast stretch
    Kenmore 158 UI – Simplified buttons – contrast stretch

    The LCD screen looks just like that; I blew out the contrast on the surroundings to provide some context. The green square on the left is the Arduino Mega’s power LED, the purple dot on the right is the heartbeat spot.

    The new “needle stop anywhere” symbol (left middle) is the White Draughts Man Unicode character: ⛀ = U+26C0. We call them checkers here in the US, but it’s supposed to look like a bobbin, as you must disengage the handwheel clutch and stop the main shaft when filling a bobbin; the needle positioning code depends on the shaft position sensor.

    Weirdly, Unicode has no glyphs for sewing, not even a spool of thread, although “Fish Cake With Swirl” (🍥 = U+1F365) came close. Your browser must have access to a font with deep Unicode support in order to see that one…

    You can’t say I didn’t try:

    Unicode characters - bobbin-like shapes
    Unicode characters – bobbin-like shapes

    The script that generates all the buttons:

    ./mkBFam.sh NdDn  9 ⤓
    ./mkBFam.sh NdUp  9 ⤒
    ./mkBFam.sh NdAny 9 ⛀ 80 80 40
    ./mkBFam.sh PdOne 33 One 120 80
    ./mkBFam.sh PdFol 33 Follow 120 80
    ./mkBFam.sh PdRun 33 Run 120 80
    ./mkBFam.sh SpMax 83  🏃 80 80 40
    ./mkBFam.sh SpMed 83  🐇 80 80 40
    ./mkBFam.sh SpLow 83  🐌
    montage *bmp -tile 3x -geometry +2+2 Buttons.png
    display Buttons.png
    

    The script that generates all the versions of a single button:

    # create family of button images
    # Ed Nisley - KE4ZNU
    # March 2015
    
    [ -z $1 ] && FN=Test || FN=$1
    [ -z $2 ] && HUE=30  || HUE=$2
    [ -z $3 ] && TXT=x   || TXT=$3
    [ -z $4 ] && SX=80   || SX=$4
    [ -z $5 ] && SY=80   || SY=$5
    [ -z $6 ] && PT=25   || PT=$6
    [ -z $7 ] && BDR=10  || BDR=$7
    
    echo fn=$FN hue=$HUE txt=$TXT sx=$SX sy=$SY pt=$PT bdr=$BDR
    
    echo Working ...
    
    echo Shape
    
    echo Buttons
    echo  .. Disabled
    convert -size ${SX}x${SY} xc:none \
      -fill hsb\(${HUE}%,50%,40%\) -draw "roundrectangle $BDR,$BDR $((SX-BDR)),$((SY-BDR)) $((BDR-2)),$((BDR-2))" \
      ${FN}_s.png
    convert ${FN}_s.png \
      -font /usr/share/fonts/custom/Symbola.ttf  -pointsize ${PT}  -fill gray20  -stroke gray20 \
      -gravity Center  -annotate 0 "${TXT}"  -trim -repage 0x0+7+7 \
      \( +clone -background navy -shadow 80x4+4+4 \) +swap \
      -background snow4  -flatten \
      ${FN}0.png
    
    echo  .. Enabled
    convert -size ${SX}x${SY} xc:none \
      -fill hsb\(${HUE}%,100%,70%\) -draw "roundrectangle $BDR,$BDR $((SX-BDR)),$((SY-BDR)) $((BDR-2)),$((BDR-2))" \
      ${FN}_s.png
    convert ${FN}_s.png \
      -font /usr/share/fonts/custom/Symbola.ttf  -pointsize $PT  -fill black  -stroke black \
      -gravity Center  -annotate 0 "${TXT}"  -trim -repage 0x0+7+7 \
      \( +clone -background navy -shadow 80x4+4+4 \) +swap \
      -background snow4  -flatten \
      ${FN}1.png
    
    echo  .. Pressed
    convert -size ${SX}x${SY} xc:none \
      -fill hsb\(${HUE}%,100%,100%\) -draw "roundrectangle $BDR,$BDR $((SX-BDR)),$((SY-BDR)) $((BDR-2)),$((BDR-2))" \
      ${FN}_s.png
    convert ${FN}_s.png \
      -font /usr/share/fonts/custom/Symbola.ttf  -pointsize ${PT}  -fill black  -stroke black \
      -gravity Center  -annotate 0 "${TXT}"  -trim -repage 0x0+7+7 \
      \( +clone -background navy -shadow 80x4+4+4 -flip -flop \) +swap \
      -background snow4  -flatten \
      ${FN}2.png
    
    echo BMPs
    for ((i=0 ; i <= 2 ; i++))
    do
     convert ${FN}${i}.png -type truecolor ${FN}${i}.bmp
    # display -resize 300% ${FN}${i}.bmp
    done
    
    rm ${FN}_s.png ${FN}?.png
    
    echo Done!
    
  • MakerGear M2: Platform Z-axis Switch Repeatability

    Having run off four quick prints with identical settings, I measured the thickness of the skirt threads around each object:

    Skirt Thread Consistency
    Skirt Thread Consistency

    They’re all slightly thicker than the nominal 0.25 mm layer thickness, but centered within ±0.02 mm of the average 0.27 mm. Tweaking the G92 offset in the startup G-Code by 0.02 would fix that.

    The 0.29 mm skirt surrounded the first object, which had a truly cold start: 14 °C ambient in the Basement Laboratory. After that, they’re pretty much identical.

    Some informal measurements over a few days suggests the actual repeatability might be  ±0.05 mm, which is Good Enough for layers around 0.20 to 0.25 mm.

    The larger skirt suggests that the platform has a slight tilt, but the caliper resolution is only 0.01 mm.

    When I realigned everything after installing the V4 hot end, the last set of thinwall boxes looked like this:

    Thinwall Calibration Cubes - 5 copies
    Thinwall Calibration Cubes – 5 copies

    Their heights were:

    4.96 5.01
    4.98
    4.91 4.92

    Not enough to worry about, in any event, sez I…

  • Lurid Filament Colors vs. Monochrome Images

    An experiment with images of an object made with translucent magenta PETG…

    The Slic3r preview of the object looks like this, just so you know what you should be seeing:

    Necklace Heart - Slic3r Preview
    Necklace Heart – Slic3r Preview

    It’s pretty much a saturated red blob with the Canon SX230HS in full color mode:

    Necklace Heart - Slic3r Preview
    Necklace Heart – Slic3r Preview

    Unleashing The GIMP and desaturating the image based on luminosity helps a lot:

    Necklace Heart - magenta PETG - desaturate luminosity
    Necklace Heart – magenta PETG – desaturate luminosity

    Desaturating based on either lightness or average, whatever that is, produced similar results.

    Auto level adjustment plus manual value tweaking brings out more detail from that image:

    Necklace Heart - magenta PETG - desaturated - adjusted
    Necklace Heart – magenta PETG – desaturated – adjusted

    I also tried using the camera in its B&W mode to discard the color information up front:

    Necklace Heart - circle detail
    Necklace Heart – circle detail

    It’s taken through the macro adapter with the LEDs turned off and obviously benefits from better lighting, with an LED flashlight at grazing incidence. You can even see the Hilbert Curve top infill.

    The object of the exercise was to see if those tiny dots would print properly, which they did:

    Necklace Heart - dots detail
    Necklace Heart – dots detail

    Now, admittedly, PETG still produces fine hairs, but those dots consist of two layers and two thread widths, so it’s a harsh retraction test.

    A look at the other side:

    Necklace Heart - detail
    Necklace Heart – detail

    All in all, both the object and the pix worked out much better than I expected.

    Leaving the camera in full color mode and processing the images in The GIMP means less fiddling with the camera settings, which seems like a net win.

  • Epson S5 Projector Foot Repair

    First up: it’s not our projector, which means the usual Rules of Engagement do not apply.

    A few small black plastic fragments fell out of the Epson S5 projector’s carry bag, the front foot wouldn’t remain extended, and, as one might expect, the two incidents were related. Mary needed it for the gardening class she was teaching the next evening, sooooo

    A pair of plastic snaps release the entire foot assembly from the front of the projector:

    Epson S5 Projector Foot - assembled
    Epson S5 Projector Foot – assembled

    It became obvious that we didn’t have all the fragments, but it was also obvious that, even if we had the pieces, a glued assembly wouldn’t last very long.

    The threaded plastic stem surrounds a steel pin that’s visible when you remove the rubber foot pad. That pin holds the latch on the end of the stem outward, so that the stem can’t fall out. Drive out the pin with a (wait for it) pin punch inserted from the foot pad end, which reveals the broken plastic doodad:

     

    Epson S5 Projector Foot - stem removed
    Epson S5 Projector Foot – stem removed

    Release the latches on the gray handle and the intricate half-nut that engages the threaded stem slides out:

    Epson S5 Projector Foot - disassembled
    Epson S5 Projector Foot – disassembled

    A plastic spring in the boxy shell pushes the gray handle and half-nut against the stem, holding the stem in place. Pushing the gray handle upward (on the projector, downward in the picture, yes, your fingertip can feel those ribs just fine) pulls the half-nut away from the stem and lets the stem slide freely. With the stem extended, the projector leans on the stem, pushes it against the half-nut, and you can fine-tune the angle by turning the stem; the splines around the rubber foot encourage that. You can pull the stem outward without activating the latch, which probably broke the fragile plastic plate.

    A doodle showing the estimated measurements, plus three 3D printed prototypes required to get a good fit:

    Epson S5 Projector Foot - measurements and versions
    Epson S5 Projector Foot – measurements and versions

    The solid model looks about like you’d expect:

    Epson S5 Projector foot latch - solid model
    Epson S5 Projector foot latch – solid model

    The first version (leftmost of the three sitting on the doodle, above) had angled ends on the tabs that I intended to match up with the stubs remaining on the OEM latch. The part fit better with shorter tabs and the angles vanished on third version; the statements remain in the OpenSCAD source, but the short tabs render them moot.

    Apparently I got the cooling & fan & minimum layer time pretty close to right for PETG, as each of those three towers printed singly with no slumping:

    Epson S5 Projector Foot - V1 on platform
    Epson S5 Projector Foot – V1 on platform

    The third version snapped into place, with a square of tapeless sticky on the back to help keep it there. The obligatory Kapton tape helps retain it, but I have no illusions about the permanence of this repair:

    Epson S5 Projector Foot - repair installed
    Epson S5 Projector Foot – repair installed

    Because I know the problem will happen again, I called for backup:

    Epson S5 Projector Foot - 5 copies
    Epson S5 Projector Foot – 5 copies

    That’s with Hilbert Curve top / bottom fill, three top / bottom layers, 20% rectilinear infill, and two perimeters. Extruder at 250 °C, platform at 90 °C, hairspray for adhesion.

    Note, however, the hair-fine strings connecting the towers. Retraction must be just about right, as shown by the overall quality of the objects, but PETG comes out really stringy. Choosing an infill pattern to minimize retraction seems like a big win; relatively sparse 3D Honeycomb works well on larger objects, but these were so small that straight line fill fit better. The flat plates on the bottom consist of five completely solid layers of PETG.

    Reports from the field indicate complete success: whew!

    One could, of course, just buy a replacement from the usual eBay supplier, if one were so inclined.

    The OpenSCAD source code:

    // Epson S5 projector foot latch repair
    // Ed Nisley KE4ZNU - March 2015
    
    Layout = "Build";
    
    //- Extrusion parameters must match reality!
    
    ThreadThick = 0.25;
    ThreadWidth = 0.40;
    
    HoleWindage = 0.2;
    
    Protrusion = 0.1;			// make holes end cleanly
    
    function IntegerMultiple(Size,Unit) = Unit * ceil(Size / Unit);
    
    //----------------------
    // Dimensions
    
    Plate = [16.7,9.0,1.25];
    
    Block = [12.5,2.5,10.0];
    
    HoleDia = 7.7;
    HoleRadius = HoleDia/2;
    
    HoleOffset = 3.5 + HoleDia/2;					// +Y edge to hole center
    HoleSides = 8;
    
    StubLeft= 9.5;
    StubLeftAngle = asin((StubLeft - HoleOffset) / (HoleRadius));
    
    StubRight = 9.1;
    StubRightAngle = asin((StubRight - HoleOffset) / (HoleRadius));
    
    //----------------------
    // Useful routines
    
    module PolyCyl(Dia,Height,ForceSides=0) {			// based on nophead's polyholes
    
      Sides = (ForceSides != 0) ? ForceSides : (ceil(Dia) + 2);
    
      FixDia = Dia / cos(180/Sides);
    
      cylinder(r=(FixDia + HoleWindage)/2,
               h=Height,
    	   $fn=Sides);
    }
    
    module ShowPegGrid(Space = 10.0,Size = 1.0) {
    
      Range = floor(50 / Space);
    
    	for (x=[-Range:Range])
    	  for (y=[-Range:Range])
    		translate([x*Space,y*Space,Size/2])
    		  %cube(Size,center=true);
    
    }
    
    module RodSupport() {
    	difference() {
    		union() {
    			translate([0,(HoleOffset-Plate[1]/2),Plate[2]/2])
    				cube(Plate,center=true);
    			translate([0,HoleOffset-Block[1]/2,-(Block[2] - Protrusion)/2])
    				cube(Block + [0,0,Protrusion],center=true);
    		}
    		translate([0,0,-2*Block[2]])
    			rotate(180/HoleSides)
    				PolyCyl(HoleDia,4*Block[2],HoleSides);
    		rotate(StubLeftAngle)
    			translate([-2*HoleDia,-HoleDia,-Protrusion])
    			cube([2*HoleDia,HoleDia,Plate[2] + 2*Protrusion],center=false);
    		rotate(-StubRightAngle)
    			translate([0,-HoleDia,-Protrusion])
    				cube([2*HoleDia,HoleDia,Plate[2] + 2*Protrusion],center=false);
    
    	}
    }
    
    //----------------------
    // Build it
    
    //ShowPegGrid();
    
    if (Layout == "Show")
    	RodSupport();
    
    if (Layout == "Build")
    	translate([0,0,Plate[2]])
    		rotate([0,180,0])
    			RodSupport();
    
  • Miniature PETG Printed Chain Mail

    The small patch of chain mail early in the M2’s PETG conversion had links with four threads along each bar:

    Chain Mail - PETG patches atop PLA patch
    Chain Mail – PETG patches atop PLA patch

    Dropping the bars to 3.3 threads wide produced a slightly smaller patch:

    Chain mail - 6 and 4 thread - detail
    Chain mail – 6 and 4 thread – detail

    The bars on the platform are 1.6 mm = 4 threads wide, because I’ve forced the thread width to 0.40 for that layer:

    Chain Mail - 3.3 wide - Slic3r preview - bottom layer
    Chain Mail – 3.3 wide – Slic3r preview – bottom layer

    The remainder are closer to 1.4 mm = 3.3 threads, with the preview showing Slic3r allowed a narrow gap that doesn’t appear in real life:

    Chain Mail - 3.3 wide - Slic3r preview - link bridge layer
    Chain Mail – 3.3 wide – Slic3r preview – link bridge layer

    What’s important about this is that the bridging worked perfectly: all the links emerged free of their neighbors and the patch flexed along both axes.

    Chain mail - 6 and 4 thread
    Chain mail – 6 and 4 thread

    I tried this on one layer of Elmer’s White Glue, diluted 1:3 with water, and the links bonded firmly. I’d had some trouble with a few links popping off the usual hairspray after the first few layers, so I decided to try something different.

    The fine hair strands have mostly Gone Away, perhaps due to using Concentric infill.

    All in all, PETG looks pretty good, even if it’s just as hard to photograph as red PLA.

    Update: You may prefer the source code as a GitHub gist.

    The OpenSCAD source code:

    // Chain Mail Armor Buttons
    // Ed Nisley KE4ZNU - December 2014
    
    Layout = "Build";			// Link Button LB Joiner Joiners Build PillarMod
    
    //-------
    //- Extrusion parameters must match reality!
    //  Print with 1 shell and 2+2 solid layers
    
    ThreadThick = 0.25;
    ThreadWidth = 0.40;
    
    HoleWindage = 0.2;
    
    Protrusion = 0.1; 				// make holes end cleanly
    
    function IntegerMultiple(Size,Unit) = Unit * ceil(Size / Unit);
    
    //-------
    // Dimensions
    
    //- Set maximum sheet size
    
    SheetSizeX = 55;	// 170 for full sheet on M2
    SheetSizeY = 55;	// 230 ...
    
    //- Diamond or rectangular sheet?
    
    Diamond = false;					// true = rotate 45 degrees, false = 0 degrees for square
    
    BendAround = "X";					// X or Y = maximum flexibility *around* designated axis
    
    Cap = true;										// true = build bridge layers over links
    CapThick = 4 * ThreadThick;						// flat cap on link: >= 3 layers for solid bridging
    
    Armor = true && Cap;							// true = build armor button atop (required) cap
    ArmorThick = IntegerMultiple(2.0,ThreadThick);	// height above cap surface
    
    ArmorSides = 4;
    ArmorAngle = true ? 180/ArmorSides : 0;			// true -> rotate half a side for best alignment
    
    //- Link bar sizes
    
    BarThick = 3 * ThreadThick;
    BarWidth = 3.3 * ThreadWidth;
    
    BarClearance = 4 * ThreadThick;		// vertical clearance above & below bars
    
    VertexHack = 0;						// 0 = no, 1 = slightly reduce openings to avoid coincident vertices
    
    //- Compute link sizes from those values
    
    //- Absolute minimum base link: bar width + corner angle + build clearance around bars
    //  rounded up to multiple of thread width to ensure clean filling
    BaseSide = IntegerMultiple((4*BarWidth + 2*BarWidth/sqrt(2) + 3*(2*ThreadWidth)),ThreadWidth);
    
    BaseHeight = 2*BarThick + BarClearance;           // both bars + clearance
    
    echo(str("BaseSide: ",BaseSide," BaseHeight: ",BaseHeight));
    //echo(str(" Base elements: ",4*BarWidth,", ",2*BarWidth/sqrt(2),", ",3*(2*ThreadWidth)));
    //echo(str(" total: ",(4*BarWidth + 2*BarWidth/sqrt(2) + 3*(2*ThreadWidth))));
    
    BaseOutDiagonal = BaseSide*sqrt(2) - BarWidth;
    BaseInDiagonal = BaseSide*sqrt(2) - 2*(BarWidth/2 + BarWidth*sqrt(2));
    
    echo(str("Outside diagonal: ",BaseOutDiagonal));
    
    //- On-center distance measured along coordinate axis
    //   the links are interlaced, so this is half of what you think it should be...
    
    LinkOC = BaseSide/2 + ThreadWidth;
    
    LinkSpacing = Diamond ? (sqrt(2)*LinkOC) : LinkOC;
    echo(str("Base spacing: ",LinkSpacing));
    
    //- Compute how many links fit in sheet
    
    MinLinksX = ceil((SheetSizeX - (Diamond ? BaseOutDiagonal : BaseSide)) / LinkSpacing);
    MinLinksY = ceil((SheetSizeY - (Diamond ? BaseOutDiagonal : BaseSide)) / LinkSpacing);
    echo(str("MinLinks X: ",MinLinksX," Y: ",MinLinksY));
    
    NumLinksX = ((0 == (MinLinksX % 2)) && !Diamond) ? MinLinksX + 1 : MinLinksX;
    NumLinksY = ((0 == (MinLinksY % 2) && !Diamond)) ? MinLinksY + 1 : MinLinksY;
    echo(str("Links X: ",NumLinksX," Y: ",NumLinksY));
    
    //- Armor button base
    
    ButtonHeight = BaseHeight + BarClearance + CapThick;
    echo(str("ButtonHeight: ",ButtonHeight));
    
    //- Armor ornament size & shape
    //	 Fine-tune OD & ID to suit the number of sides...
    
    TotalHeight = ButtonHeight + ArmorThick;
    echo(str("Overall Armor Height: ",TotalHeight));
    
    ArmorOD = 1.0 * BaseSide;						// tune for best base fit
    ArmorID = 10 * ThreadWidth;						// make the tip blunt & strong
    
    //-------
    
    module ShowPegGrid(Space = 10.0,Size = 1.0) {
    
      RangeX = floor(95 / Space);
      RangeY = floor(125 / Space);
    
    	for (x=[-RangeX:RangeX])
    	  for (y=[-RangeY:RangeY])
    		translate([x*Space,y*Space,Size/2])
    		  %cube(Size,center=true);
    
    }
    
    
    //-------
    // Create link with armor button as needed
    
    module Link(Topping = false) {
    	
    LinkHeight = (Topping && Cap) ? ButtonHeight : BaseHeight;
    
    render(convexity=3)
    rotate((BendAround == "X") ? 90 : 0)
    	rotate(Diamond ? 45 : 0)
    		union() {
    			difference() {
    				translate([0,0,LinkHeight/2])									// outside shape
    					intersection() {
    						cube([BaseSide,BaseSide,LinkHeight],center=true);
    						rotate(45)
    							cube([BaseOutDiagonal,BaseOutDiagonal,(LinkHeight + 2*Protrusion)],center=true);
    					}
    	
    				translate([0,0,(BaseHeight + BarClearance + 0*ThreadThick - Protrusion)/2])
    					intersection() {											// inside shape
    						cube([(BaseSide - 2*BarWidth),
    								(BaseSide - 2*BarWidth),
    								(BaseHeight + BarClearance + 0*ThreadThick + VertexHack*Protrusion/2)],
    								center=true);
    						rotate(45)
    							cube([BaseInDiagonal,
    									BaseInDiagonal,
    									(BaseHeight + BarClearance + 0*ThreadThick + VertexHack*Protrusion/2)],
    									center=true);
    					}
    
    				translate([0,0,((BarThick + 2*BarClearance)/2 + BarThick)])		// openings for bars
    					cube([(BaseSide - 2*BarWidth - 2*BarWidth/sqrt(2) - VertexHack*Protrusion/2),
    						(2*BaseSide),
    						BarThick + 2*BarClearance - Protrusion],
    						center=true);
    					
    				translate([0,0,(BaseHeight/2 - BarThick)])
    					cube([(2*BaseSide),
    						(BaseSide - 2*BarWidth - 2*BarWidth/sqrt(2) - VertexHack*Protrusion/2),
    						BaseHeight],
    						center=true);
    					
    			}
    
     			if (Topping && Armor)
    				translate([0,0,(ButtonHeight - Protrusion)])		// sink slightly into the cap
    					rotate(ArmorAngle)
    					cylinder(d1=ArmorOD,d2=ArmorID,h=(ArmorThick + Protrusion), $fn=ArmorSides);
    		}
    
    }
    
    
    //-------
    // Create split buttons to join sheets
    
    module Joiner() {
    	
    	translate([-LinkSpacing,0,0])
    		difference() {
    			Link(false);
    			translate([0,0,BarThick + BarClearance + TotalHeight/2 - Protrusion])
    				cube([2*LinkSpacing,2*LinkSpacing,TotalHeight],center=true);
    		}
    		
    	translate([LinkSpacing,0,0])
    		intersection() {
    			translate([0,0,-(BarThick + BarClearance)])
    				Link(true);
    			translate([0,0,TotalHeight/2])
    				cube([2*LinkSpacing,2*LinkSpacing,TotalHeight],center=true);
    		}
    		
    }
    
    
    //-------
    // Build it!
    
    //ShowPegGrid();
    
    if (Layout == "Link") {
    	Link(false);
    }
    
    if (Layout == "Button") {
    	Link(true);
    }
    
    if (Layout == "LB") {
    	color("Brown") Link(true);
    	translate([LinkSpacing,LinkSpacing,0])
    		color("Orange") Link(false);
    }
    
    if (Layout == "Build")
    	for (ix = [0:(NumLinksX - 1)],
    		 iy = [0:(NumLinksY - 1)]) {
    			x = (ix - (NumLinksX - 1)/2)*LinkSpacing;
    			y = (iy - (NumLinksY - 1)/2)*LinkSpacing;
    			translate([x,y,0])
    			color([(ix/(NumLinksX - 1)),(iy/(NumLinksY - 1)),1.0]) 
    				if (Diamond)
    					Link((ix + iy) % 2);					// armor at odd,odd & even,even points
    				else
    					if ((iy % 2) && (ix % 2))				// armor at odd,odd points
                            Link(true);
    					else if (!(iy % 2) && !(ix % 2))		// connectors at even,even points
    						Link(false);
    	}
    
    if (Layout == "Joiner")
    	Joiner();
    
    if (Layout == "Joiners") {
    	NumJoiners = max(MinLinksX,MinLinksY)/2;
    	for (iy = [0:(NumJoiners - 1)]) {
    		y = (iy - (NumJoiners - 1)/2)*2*LinkSpacing + LinkSpacing/2;
    		translate([0,y,0])
    			color([0.5,(iy/(NumJoiners - 1)),1.0]) 
    				Joiner();
    	}
    }
    
    if (Layout == "PillarMod")					// Slic3r modification volume to eliminate pillar infill
    	translate([0,0,(BaseHeight + BarClearance)/2])
    		cube([1.5*SheetSizeX,1.5*SheetSizeY,BaseHeight + BarClearance],center=true);
    
  • MakerGear M2: Slic3r Start G-Code for PETG / V4 / 24 V / Whatever

    The already ponderous chunk of G-Code that slic3r prepends to the outgoing file got a bit more complex with all the changes going on around here.

    As it stands now, the starting G-Code looks like this:

    ;-- Slic3r Start G-Code for M2 starts --
    ;  Ed Nisley KE4NZU - 2015-03-07
    ;  Makergear V4 hot end
    ; Z-min switch at platform, must move nozzle to X=135 to clear
    M140 S[first_layer_bed_temperature]	; start bed heating
    G90				; absolute coordinates
    G21				; millimeters
    M83				; relative extrusion distance
    M17				; enable steppers
    G4 P500			;  ... wait for power up
    G92 Z0			; set Z to zero, wherever it might be now
    G1 Z10 F1000	; move platform downward to clear nozzle; may crash at bottom
    G28 Y0			; home Y to clear plate, origin in middle
    G92 Y-127
    G28 X0			; home X, origin in middle
    G92 X-100
    G1 X130 Y0 F15000	; move off platform to right side, center Y
    G28 Z0			; home Z to platform switch, with measured offset
    G92 Z-2.10
    G0 Z2.0			; get air under switch
    G0 Y-127 F10000	; set up for priming, zig around corner
    G0 X0			;  center X
    G0 Y-125.0		; just over platform edge
    G0 Z0 F500	; exactly at platform
    M109 S[first_layer_temperature]	; set extruder temperature and wait
    M190 S[first_layer_bed_temperature]	; wait for bed to finish heating
    G1 E20 F300		; prime to get pressure, generate blob on edge
    G0 Y-123 F500		; shear off blob
    G1 X15 F15000	; jerk away from blob, move over surface
    G4 P500			; pause to attach
    G1 X45 F500		; slowly smear snot to clear nozzle
    G1 Z1.0 F2000	; clear bed for travel
    ;-- Slic3r Start G-Code ends --
    

    The blow-by-blow description…

    Lines 9-10: Manually enable stepper drivers and wait half a second

    Changing to a 24 V power supply for the motors doesn’t affect the winding current (because the drivers control that), but it does increase the current’s rate-of-change (because inductor voltage = L di/dt and the applied voltage is 26% higher) during each microstep. That means the motors snap to a whole-step position a bit faster when the Marlin firmware enables the drivers and the higher di/dt induces more glitch voltage in, say, the endstop cable, triggering a false contact sense (as the circuit depends on the Arduino’s 20+ kΩ internal pullup resistor). In any event, a half-second snooze avoids the problem.

    Lines 18-19: Home Z-axis & set platform switch offset

    The only way to set the offset accurately is to compare the actual height of a printed object (or the skirt around it) with the nominal value. I use 5 mm tall thinwall open boxes and, after setting the Extrusion Multiplier properly, they’re good test objects.

    Lines 22-24: Extruder final heating

    PETG tends to stick to the nozzle, so the nozzle now sits just over the edge of the glass plate and flush with the top surface, so that the initial drool forms a glob anchored to the side of the plate. It looks like this:

    V4 PETG - preheat position
    V4 PETG – preheat position

    Notice the curl attached to the nozzle: I generally pick those off with a tweezer, but let this one remain to show how this mess works.

    Line 31: Prime the extruder

    With the hot end and platform temperatures stabilized, I ram 20 mm of filament into the extruder to refill it and stabilize its internal pressure. Because it’s been drooling ever since the plastic melted, not very much plastic comes out, but what does emerge enlarges the blob and bonds with the plastic stuck on the nozzle, thusly:

    V4 PETG - extruder priming
    V4 PETG – extruder priming

    Lines 28-29: Detach the blob

    Moving 2 mm onto the platform leaves most of the snot hanging on the edge of the glass, with just a bit on the far side of the nozzle. Doing that relatively slowly gives the plastic time to flow around the nozzle and remain with the blob, then zipping to X=15 encourages it to detach.

    Lines 30-31: Wipe away what’s left

    Pause for half a second to allow whatever’s left to attach to the platform, then slowly move to X=45, and watch the remaining snot leave a trail on the platform as it oozes off the nozzle.

    Then hop up 1 mm to clear the platform and pass control to the rest of the G-Code with a clean nozzle!

    That’s the ideal outcome, of course. Sometimes a recalcitrant blob hangs on, but it generally oozes off while the nozzle trudges around three skirt outlines…