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.

Tag: Improvements

Making the world a better place, one piece at a time

  • Smashed Glass: 3D Printed Coaster

    Smashed Glass: 3D Printed Coaster

    Having recently had to move the flat box of shattered glass to get something from behind it, I figured I could apply new techniques to old material :

    Smashed glass printed coaster - oblique view
    Smashed glass printed coaster – oblique view

    This is something of a test case to restart the whole process, so it has a few bloopers. This post covers the results, with more detail on the process to follow.

    Arrange some good-looking shattered glass fragments within the 4 inch circle on the fixture:

    Smashed glass printed coaster - fragment test fit
    Smashed glass printed coaster – fragment test fit

    Scan it, trace the outlines into paths using GIMP, label the paths in Inkscape, import into LightBurn to laser-cut the chipboard disk in that picture to verify enough clearance around the fragments, import into OpenSCAD, and produce a solid model for PrusaSlicer:

    Printed Coaster Layout - slicer
    Printed Coaster Layout – slicer

    While it’s printing, laser-cut green metallized paper to serve as a reflecting layer below the glass, then affix the paper to the bottom of the recesses:

    Smashed glass printed coaster - metallized paper assembly
    Smashed glass printed coaster – metallized paper assembly

    During that process I discovered one of the fragment recesses didn’t make it from the Inkscape SVG file to the OpenSCAD model:

    Smashed glass printed coaster - missing fragment
    Smashed glass printed coaster – missing fragment

    Like I said: bloopers. That fragment now has its place in the OpenSCAD code and the slicer preview above, not that I have matching fragments to build another one.

    Put all but one fragment in their places, pour clear epoxy over everything, pop bubbles for a while, then let it cure overnight:

    Smashed glass printed coaster - front view
    Smashed glass printed coaster – front view

    Stick a PSA cork disk on the bottom and it’s ready for service.

    I’ve seen worse … :grin:

  • Taylor Rain Gauge Holder Spike

    Taylor Rain Gauge Holder Spike

    One of Mary’s gardening buddies gave her a Taylor rain gauge he picked up at a closeout sale, but the exceedingly thin aluminum holder obviously wasn’t up to the task:

    Taylor Rain Gauge - OEM metal stake
    Taylor Rain Gauge – OEM metal stake

    I briefly considered 3D printing a better bracket, but came to my senses:

    Taylor Rain Gauge holder - front
    Taylor Rain Gauge holder – front

    A generous fillet of tan JB PlasticBonder holds the thin aluminum clamp ring to the top of the dagger spike:

    Taylor Rain Gauge holder - rear
    Taylor Rain Gauge holder – rear

    The spike is 6.3 mm acrylic and should survive for a while despite the stress-raiser corners. The next iteration will have radiused corners and could last longer:

    Taylor Rain Gauge Holder - LightBurn layout
    Taylor Rain Gauge Holder – LightBurn layout

    The holes will fit 4 mm screws, although the OEM holder isn’t good for more than 3 mm.

    The LightBurn SVG layout as a GitHub Gist:

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    Took longer to write it up than to do it, even counting mixing the adhesive.

  • Layered Paper: Going Big

    Layered Paper: Going Big

    Change the physical sizes in the SVG layered paper generator to match 24×18 inch construction paper:

    PageSize = (round(24*INCH,3), round(18*INCH,3))
    
    SheetCenter = (PageSize[X]/2,PageSize[Y]/2)
    
    SheetSize = (610,450)           # overall sheet
    
    AlignOC = (600,440)             # alignment pins in corners
    AlignOD = 5.0                    #  … pin diameter
    
    MatrixOA = (590,430)            # outer limit of cell matrix
    
    
    

    Tweak the defaults for 59×43 squares:

    parser = ArgumentParser()
    parser.add_argument('--layernum', type=int, default=0)
    parser.add_argument('--colors', type=int, default=8)
    parser.add_argument('--seed', type=int, default=1)
    parser.add_argument('--width', type=int, default=59)
    parser.add_argument('--height', type=int, default=43)
    args = parser.parse_args()
    
    

    Run the program ten times to generate ten SVG images:

    for i in {00..09} ; do python Layers\ -\ 24x18.py --layernum=$i --colors=9 > Test_$i.svg ; done
    

    The LightBurn layout dwarfs the machine platform:

    Layered Paper - circular colors - 24x18in - LightBurn layout
    Layered Paper – circular colors – 24x18in – LightBurn layout

    Fire The Laser ten times and you get a wall hanging:

    Layered Paper - 24x18 - trial alignment
    Layered Paper – 24×18 – trial alignment

    That’s a trial alignment atop a cardboard box on the Basement Shop floor, because gluing those 24×18 inch sheets of paper requires time on the Sewing Table, which is currently occupied by a much higher priority project. The brown innermost circle in the design is entirely separate from the brown Amazon cardboard box underneath everything.

    Fairly obviously, you’d want something other than brown at the focal point of that design, but following the EIA color code gives me some confidence the result matches the intention. Feel free to tart it up with your own colors.

    I laid a 29×23 inch sheet of sketch paper on the honeycomb, distributed neodymium bar magnets around the perimeter, and cut a 24×18 rectangle out of the middle:

    Layered Paper - 24x18 - brown squares
    Layered Paper – 24×18 – brown squares

    Those squares are the cutouts from the brown sheet, minus what you see in the lead picture.

    The black rectangle on the left of the LightBurn layout above is the 24×18 inch cut for the fixture. Centering that rectangle on the LightBurn layout (click-select, Ctrl-D to duplicate, then hit P to move it to the center) means aligning each of the ten patterns requires nothing more than the same click-select / dupe / P, with no delicate fiddling.

    Then just lay each colored sheet into the hole and it’s properly aligned. Because the machine homes to the same physical location every time it’s turned on and the fixture is mmm fixed to the platform, cutting all ten sheets over the course of two days proceeded smoothly.

    Cutting 2537 holes in the black mask takes a little under an hour:

    Layered Paper - 24x18 - cutting black
    Layered Paper – 24×18 – cutting black

    The other sheets have fewer holes and go progressively faster:

    Layered Paper - 24x18 - cutting yellow
    Layered Paper – 24×18 – cutting yellow

    The white sheet on the bottom has four alignment holes and four layer ID holes, so the cuts take a few seconds.

    That was easy …

  • Layered Paper: SVG Generator

    Layered Paper: SVG Generator

    Changing the formula generating the matrix values and cleaning up some infelicitous code choices produces a much more pleasing result:

    Layered paper - circular rainbow
    Layered paper – circular rainbow

    The random squares still look OK, though:

    Layered Paper - SVG generator results
    Layered Paper – SVG generator results

    Thresholding the distance from a randomly chosen point creates circular rainbows:

    CenterPoint = (choice(range(args.width)),choice(range(args.height)))
    
    CellMatrix = [[math.hypot(x - CenterPoint[X],y - CenterPoint[Y])
                    for y in range(args.height)]
                    for x in range(args.width)]
    
    dmax = max(list(chain.from_iterable(CellMatrix)))
    
    LayerThreshold = (ThisLayer/Layers)*dmax
    

    The Python program generates one SVG image file representing a single layer, as determined by the Bash one-liner invoking it:

    for i in {00..16} ; do python Layers\ -\ 200mm.py > Test_$i.svg ; done
    

    In real life you’d also use a different random seed for each set of layers, but that’s just another command line optIon.

    Import those 17 SVG images into LightBurn, arrange neatly, snap each one to the middle of the workspace grid (and thus the aligned template), then Fire The Laser:

    Layered Blocks - circular colors - 200mm 16x16 - LightBurn layout
    Layered Blocks – circular colors – 200mm 16×16 – LightBurn layout

    Feeding paper into the laser in rainbow (actually, heavily augmented / infilled EIA color code) order, plus the black mask, produces the aforementioned pleasing result:

    Layered Paper - rainbow oblique view
    Layered Paper – rainbow oblique view

    Glue the sheets in the assembly fixture:

    Layered Paper - gluing fixture side view
    Layered Paper – gluing fixture side view

    The white layer is uncut, other than the four alignment holes (with a rivnut poking up) and its binary layer number (16, backwards because upside-down), and appears in only the farthest corners of the rainbow.

    Protip: doing the stack upside-down means you smear glue stick on the hidden side of each sheet. If you avoid slobbering glue into the cut square holes, nothing can go wrong.

    Making these things produces the happiest chip tray ever:

    Layered Paper - rainbow chip tray
    Layered Paper – rainbow chip tray

    I swept half a dozen pictures worth of squares into a small box and gave it away to someone with a larger small-child cross-section than mine, whereupon a slight finger fumble turned the contents into a glitter bomb. Sorry ’bout that.

    The Python source code as a GitHub Gist:

    # Generator for rainbow block layered paper
    # Ed Nisley – KE4ZNU
    # 2025-08-03 cargo-culted from svg library examples
    import svg
    import math
    from argparse import ArgumentParser
    from random import randint, choice, seed
    from itertools import chain
    from pprint import pprint
    INCH = 25.4
    X = 0
    Y = 1
    def as_mm(number):
    return repr(number) + "mm"
    parser = ArgumentParser()
    parser.add_argument('–layernum', type=int, default=0)
    parser.add_argument('–colors', type=int, default=16)
    parser.add_argument('–seed', type=int, default=1)
    parser.add_argument('–width', type=int, default=16)
    parser.add_argument('–height', type=int, default=16)
    parser.add_argument('–debug', default=False)
    args = parser.parse_args()
    PageSize = (round(8.5*INCH,3), round(11.0*INCH,3))
    SheetCenter = (PageSize[X]/2,PageSize[X]/2) # symmetric on Y!
    SheetSize = (200,200) # overall sheet
    AlignOC = (180,180) # alignment pins in corners
    AlignOD = 5.0 # … pin diameter
    MatrixOA = (170,170) # outer limit of cell matrix
    CellCut = "black" # C00 Black
    SheetCut = "red" # C02 Red
    HeavyCut = "rgb(255,128,0)" # C05 Orange black mask paper is harder
    HeavyCellCut = "rgb(0,0,160)" # C09 Dark Blue ditto
    Tooling = "rgb(12,150,217)" # T2 Tool
    DefStroke = "0.2mm"
    DefFill = "none"
    ThisLayer = args.layernum # determines which cells get cut
    Layers = args.colors # black mask = 0, color n = not perforated
    SashWidth = 1.5 # between adjacent cells
    CellSize = ((MatrixOA[X] – (args.width – 1)*SashWidth)/args.width,
    (MatrixOA[Y] – (args.height – 1)*SashWidth)/args.height)
    CellOC = (CellSize[X] + SashWidth,CellSize[Y] + SashWidth)
    if args.seed:
    seed(args.seed)
    #— accumulate tooling layout
    ToolEls = []
    # mark center of sheet for drag-n-drop location
    ToolEls.append(
    svg.Circle(
    cx=SheetCenter[X],
    cy=SheetCenter[Y],
    r="2mm",
    stroke=Tooling,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    # mark page perimeter for alignment check
    if False:
    ToolEls.append(
    svg.Rect(
    x=0,
    y=0,
    width=as_mm(PageSize[X]),
    height=as_mm(PageSize[Y]),
    stroke=Tooling,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    # center huge box on matrix center
    if False:
    ToolEls.append(
    svg.Rect(
    x=as_mm(SheetCenter[X] – 2*SheetSize[X]/2),
    y=as_mm(SheetCenter[Y] – 2*SheetSize[Y]/2),
    width=as_mm(2*SheetSize[X]),
    height=as_mm(2*SheetSize[Y]),
    stroke=Tooling,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    #— accumulate sheet cuts
    SheetEls = []
    # cut perimeter
    SheetEls.append(
    svg.Rect(
    x=as_mm(SheetCenter[X] – SheetSize[X]/2),
    y=as_mm(SheetCenter[Y] – SheetSize[Y]/2),
    width=as_mm(SheetSize[X]),
    height=as_mm(SheetSize[Y]),
    stroke=SheetCut if ThisLayer > 0 else HeavyCut,
    stroke_width=DefStroke,
    fill="none",
    ),
    )
    # cut layer ID holes except on mask layer
    if ThisLayer > 0:
    c = ((1,1))
    h = f'{ThisLayer:0{Layers.bit_length()}b}'
    for i in range(Layers.bit_length()):
    SheetEls.append(
    svg.Circle(
    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2 – (i + 2)*AlignOD),
    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
    r=AlignOD/4 if h[-(i + 1)] == '1' else AlignOD/8,
    stroke=SheetCut,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    # cut alignment pin holes except on mask layer
    if ThisLayer > 0:
    for c in ((1,1),(-1,1),(-1,-1),(1,-1)):
    SheetEls.append(
    svg.Circle(
    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2),
    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
    r=as_mm(AlignOD/2),
    stroke=SheetCut,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    #— calculate matrix contents
    CenterPoint = (choice(range(args.width)),choice(range(args.height)))
    CellMatrix = [[math.hypot(x – CenterPoint[X],y – CenterPoint[Y])
    for y in range(args.height)]
    for x in range(args.width)]
    dmax = max(list(chain.from_iterable(CellMatrix)))
    if args.debug:
    print(CenterPoint)
    print(dmax)
    pprint(CellMatrix)
    print()
    #— accumulate matrix cuts
    LayerThreshold = (ThisLayer/Layers)*dmax
    if args.debug:
    print(LayerThreshold)
    MatrixEls = []
    for i in range(args.width):
    x =i*CellOC[X]
    for j in range(args.height):
    y = j*CellOC[Y]
    if args.debug:
    print(i)
    print(j)
    print(CellMatrix[i][j])
    if ThisLayer == 0: # black mask
    s = HeavyCellCut
    elif LayerThreshold < CellMatrix[i][j]: # rest of sheets above color layer
    s = CellCut
    else:
    s = Tooling # at or below color layer
    MatrixEls.append(
    svg.Rect(
    x=as_mm(SheetCenter[X] – MatrixOA[X]/2 + x),
    y=as_mm(SheetCenter[Y] – MatrixOA[Y]/2 + y),
    width=as_mm(CellSize[X]),
    height=as_mm(CellSize[Y]),
    stroke=s,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    #— assemble and blurt out the SVG file
    if not args.debug:
    canvas = svg.SVG(
    width=as_mm(PageSize[X]),
    height=as_mm(PageSize[Y]),
    elements=[
    ToolEls,
    SheetEls,
    MatrixEls
    ],
    )
    print(canvas)
  • Layered Paper: Random Block Generator MVP

    Layered Paper: Random Block Generator MVP

    This definitely isn’t ready for prime time, but it’s already much better than the manual process and a few notes are in order.

    The general idea is to have a Python program generate a set of SVG images, each one describing a single layer of paper in the stack:

    Layered Paper - Random Blocks - MVP - single layer
    Layered Paper – Random Blocks – MVP – single layer

    As expected, there’s a Python SVG library handling the details of creating SVG images.

    Define a bunch of “constants” with all the physical measurements and suchlike:

    PageSize = (round(8.5*INCH,3), round(11.0*INCH,3))
    
    SheetCenter = (PageSize[X]/2,PageSize[X]/2)     # symmetric on Y!
    
    SheetSize = (200,200)           # overall sheet
    
    AlignOC = (180,180)             # alignment pins in corners
    AlignOD = 5.0                    #  … pin diameter
    
    MatrixOA = (170,170)            # outer limit of cell matrix
    
    CellCut = "black"               # C00 Black
    SheetCut = "red"                # C02 Red
    HeavyCut = "rgb(255,128,0)"     # C05 Orange        black mask paper is harder
    HeavyCellCut = "rgb(0,0,160)"   # C09 Dark Blue     ditto
    Tooling = "rgb(12,150,217)"     # T2  Tool
    
    DefStroke = "0.2mm"
    DefFill = "none"
    

    Then marking the middle of the layout with that little circle looks like this:

    ToolEls = []                    # accumulates tooling layout
    # mark center of sheet for drag-n-drop location
    ToolEls.append(
        svg.Circle(
            cx=SheetCenter[X],
            cy=SheetCenter[Y],
            r="2mm",
            stroke=Tooling,
            stroke_width=DefStroke,
            fill="none",
        )
    )
    

    Cutting the perimeter and four alignment holes:

    SheetEls = []                   # accumulates sheet cuts
    # cut perimeter
    SheetEls.append(
        svg.Rect(
            x=as_mm(SheetCenter[X] - SheetSize[X]/2),
            y=as_mm(SheetCenter[Y] - SheetSize[Y]/2),
            width=as_mm(SheetSize[X]),
            height=as_mm(SheetSize[Y]),
            stroke=SheetCut if ThisLayer > 0 else HeavyCut,
            stroke_width=DefStroke,
            fill="none",
        ),
    )
    # cut alignment pin holes except on mask layer
    if ThisLayer > 0:
        for c in ((1,1),(-1,1),(-1,-1),(1,-1)):
            SheetEls.append(
                svg.Circle(
                    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2),
                    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
                    r=as_mm(AlignOD/2),
                    stroke=SheetCut,
                    stroke_width=DefStroke,
                    fill="none",
                )
            )
    

    Burning the layer ID in binary:

    # cut layer ID holes except on mask layer
    if ThisLayer > 0:
        c = ((1,1))
        h = f'{ThisLayer:0{Layers.bit_length()}b}'
        for i in range(Layers.bit_length()):
            SheetEls.append(
                svg.Circle(
                    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2 - (i + 2)*AlignOD),
                    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
                    r=AlignOD/4 if h[-(i + 1)] == '1' else AlignOD/8,
                    stroke=SheetCut,
                    stroke_width=DefStroke,
                    fill="none",
                 )
            )
    

    Filling the matrix of blocks with random numbers turned out to be a one-liner:

    CellMatrix = [[randint(1,args.colors) for _ in range(args.height)] for _ in range(args.width)]
    
    

    That matrix is a constant for all the layers, which is why you must feed the program the same random number seed to generate the layers.

    Given the layer number and that matrix, deciding what to do for each hole is a walk through the cells:

    MatrixEls = []                  # accumulates matrix cuts
    for i in range(args.width):
        x =i*CellOC[X]
        for j in range(args.height):
            y = j*CellOC[Y]
    
            if ThisLayer == 0:                          # black mask
                s = HeavyCellCut
            elif ThisLayer < CellMatrix[i][j]:          # rest of sheets above color layer
                s = CellCut
            else:
                s = Tooling                             # at or below color layer
    
            MatrixEls.append(
                svg.Rect(
                    x=as_mm(SheetCenter[X] - MatrixOA[X]/2 + x),
                    y=as_mm(SheetCenter[Y] - MatrixOA[Y]/2 + y),
                    width=as_mm(CellSize[X]),
                    height=as_mm(CellSize[Y]),
                    stroke=s,
                    stroke_width=DefStroke,
                    fill="none",
                )
            )
    

    After accumulating all the other elements in similar lists, this creates and emits the entire SVG file to stdout:

    canvas = svg.SVG(
        width=as_mm(PageSize[X]),
        height=as_mm(PageSize[Y]),
        elements=[
            ToolEls,
            SheetEls,
            MatrixEls
        ],
    )
    
    print(canvas)
    

    The whole program has a bit more going on, but those are the high points.

    Invoke the program with a Bash one-liner:

    for i in {00..08} ; do python Layers.py --layernum=$i > Test_$i.svg ; done
    

    That produces nine SVG image files that you import into LightBurn and arrange in a tidy array:

    Layered Paper - Random Blocks - MVP - LightBurn import
    Layered Paper – Random Blocks – MVP – LightBurn import

    I discovered that holding down the Shift key while importing the SVG files stacks them at the workspace origin (the upper-right corner for my machine) in the order of the file names, so clicking on the stack selects successive layers in the right order; just drop each one wherever you need it, then tidy the lineup.

    The Python program sets the vector stroke colors using LightBurn palette values, so that LightBurn automagically assigns them to the appropriate layers. It turns out the black paper I used for the mask requires different speed / power values than the other colored paper.

    I put the alignment features on a different layer than the matrix holes to make them more visible, even though they have the same speed / power values.

    Align the template so the middle of the layer pattern is in the middle of the grid, then use LightBurn’s Print and Cut to align the template with the fixture on the laser platform:

    Layered Paper - Random Blocks - MVP - template
    Layered Paper – Random Blocks – MVP – template

    Then the process requires just a few clicks per layer:

    • Drop a sheet of paper into the fixture
    • Click to select a layer layout
    • Ctrl-D to duplicate it
    • P to snap it to the middle of the grid
    • Alt-S to Fire The Laser
    • Del to delete that layer (which is why it’s a duplicate!)
    • Iterate until done!

    Which looks pretty much like you’d expect:

    Layered Paper - Random Blocks - cutting
    Layered Paper – Random Blocks – cutting

    Take the stack of paper to the workbench, use an Xacto knife to cut the tabs holding the square into the Letter page, apply glue stick, stack in the fixture, and iterate to create a solid sheet with lots of holes:

    Layered Paper - Random Blocks - MVP
    Layered Paper – Random Blocks – MVP

    More refinement is in order, but that’s the overview …

  • PolyDryer Humidity: 30 Days Later

    PolyDryer Humidity: 30 Days Later

    A month after the last desiccant change, the silica gel looks like this:

    Polydryer - 30 day beads
    Polydryer – 30 day beads

    The top cup contains fresh-from-stock dry (regenerated) silica gel beads and the others, left-to-right and top-to-bottom, come from PolyDryer boxes:

    Material%RHWeight – gIncrease – gWater gain – %
    PETG White1426.81.87.2
    PETG Black2026.81.87.2
    PETG Orange1326.81.87.2
    PETG Blue1526.91.97.6
    PETG-CF Blue1927.42.49.6
    PETG-CF Black2827.32.39.2
    PETG-CF Gray2727.12.18.4
    TPU Clear1326.81.87.2
    Sum of weights215.98.0
    Measured weight216.38.1

    I expected some correlation between the indicated humidity and the weight of adsorbed water vapor, but that’s not the case.

    The bottom row suggests there’s also little-to-no correlation between bead color and humidity, at least at this low end of the scale.

    The indicator cards tucked into the boxes roughly correlate with the meter reading, but they’re much easier to interpret in person.

    The old chart of adsorption vs. relative humidity suggests the results are plausible, with the 27-ish %RH being higher than you’d expect from 9-ish % adsorption:

    Desiccant adsorption vs humidity
    Desiccant adsorption vs humidity

    So they’re all set up with 25 g of fresh silica gel, although the boxes no long have the same humidity meters they started with. This likely makes little difference, as I have no way to calibrate them.

  • CNC-3018XL: Reversing the Axes

    CNC-3018XL: Reversing the Axes

    The CNC-3018XL fit into its new home with the Run/Hold buttons toward the front:

    3018CNC - new orientation
    3018CNC – new orientation

    Which is rotated 180° from its previous orientation, putting Quadrant I and the most-positive coordinates in the left-front corner. Rather than stand on my head while trying to use the jog keypad upside-down, I reversed the axis directions by changing the GRBL Direction port invert mask value from its previous 4:

    $3=7

    Because the home switch positions haven’t changed, reverse the Homing dir invert mask from 0:

    $23=3

    The XY origin remains in the center of the platform, so the G54 XY offset didn’t change. The Z offset puts the Pilot pen tip 10 mm above the platform, which will change as you (well, I) touch it off on the paper:

    G10 L2 P1 X-169.0 Y-149.5 Z-44.0

    Jog to the left rear corner (with Z at the home position) and set the G28 park position:

    G28.1

    Jog to the right front corner (also Z homed) where (manual) tool changes take place:

    G30.1

    Configure bCNC for manual tool changes without probing at the G30 position:

    bCNC probe config
    bCNC probe config

    The machine will move to the tool change position at each Tn M6, the operator (that would be me) inserts tool pen n as needed, pokes the Run button, and watches it draw pretty pictures in a resolutely techie manner:

    3018CNC - Spirograph test pattern
    3018CNC – Spirograph test pattern

    For completeness, the current GRBL settings:

    $$
    $0=10
    $1=100
    $2=0
    $3=7
    $4=0
    $5=0
    $6=0
    $10=1
    $11=0.010
    $12=0.020
    $13=0
    $20=1
    $21=0
    $22=1
    $23=3
    $24=100.000
    $25=2000.000
    $26=25
    $27=1.250
    $30=1000
    $31=0
    $32=0
    $100=401.284
    $101=400.000
    $102=400.000
    $110=3000.000
    $111=3000.000
    $112=3000.000
    $120=1000.000
    $121=1000.000
    $122=1000.000
    $130=338.000
    $131=299.000
    $132=44.000
    $#
    [G54:-169.000,-149.500,-34.450]
    [G55:0.000,0.000,0.000]
    [G56:0.000,0.000,0.000]
    [G57:0.000,0.000,0.000]
    [G58:0.000,0.000,0.000]
    [G59:0.000,0.000,0.000]
    [G28:-335.000,-3.310,-3.450]
    [G30:-1.000,-297.000,-1.000]
    [G92:0.000,0.000,0.000]
    [TLO:0.000]
    [PRB:0.000,0.000,0.000:0]
    

    The weird $100 X axis step/mm value is correct, because QC escapes are a thing.