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Hello there, so this video is going to be slightly more advanced than the previous ones in that we are going to set up a few different fixture elements at once. First things first, we are going to start out with a 3 jaw chuck, although being slightly more advanced than your standard manual key lathe chuck, this one will have a much more fixed and limited range of motion, including some compound motion since it's actually a So we'll import that now, and we go to the model space and click on import, and it's this Kitagawa chuck here, so I'm going to click on open, and wait a second for that to import, and as we can see there's quite a few faces and details in there. And as we can see here, this has not got a very wide range of motion, and the jaws are very slightly angled. So we're just going to move that into the fixtures folder, and we're going to go back into the machining environment, and we are going to click on add chuck, and under body we'll double click here, and we'll go to document, BRAP, and we need to grab the body, which is this category here called solid, and we'll click on add.

So we'll close that, and now we're going to do the same for the jaws, and you know, I didn't tidy up the model particularly well on this one, so there's a few bolts and pieces as well, so let's quickly grab those. So bolt one, and the nut, and the jaw, there's the second bolt, and we're going to click on add. So as we can see, it automatically defaults to sorting out three jaws, on account of three jaw chucks being the most obvious. And you'll notice from the configuration of these jaws that this is actually designed for holding an interior bore, so like the inside of a pipe.

So we are now going to set up the range of motion for the jaws, and this is going to be a little bit different to the conventional. So to start with, we'll click on properties. Now the maximum movement on these jaws is only 7mm, which may not seem like much, but the amount of clamping force that things like this can express, it's a lot, as any machinist among you will know. So I'm going to set that to 7.

Now to deal with the angled range of motion that I discussed, because obviously this is on a very slight angle here, I did actually have to do some extra calculations with regards to setting directions and everything, and we'll take a look at that in a second. What you will need to do is you will need to find an angle to Euler rotation calculator. I found one online, which I will include in the description of this video. Obviously if you've got access to any others as well, feel free to drop them in the comments, that's always very, very useful for us to know.

So set that to 7, press return. Now the range of motion in this is not in Y, it is predominantly in X, and in Z it works out as 0. 05. Now remember that is a Euler angle, it's not as simple as a degrees based angle.

But if we drag this now, we'll see that it's still going the wrong way, and unfortunately it's going upwards in the wrong direction. So we want to set this as minus 1 in X, and now you'll see that it slides up and out along that particular plane of motion, as opposed to just being in a perfectly straight line along in X. So that's great, that solves our initial problem with all of that. The next thing that we want to look at is we want to take a look at how to do some toe clamps to hold this down.

Now some of you may have noticed that there are a couple of ways of doing this. Under the demonstration files there are toe clamps that are actuated, so there's a rod to basically stand in for the threaded rod, and then there's the toe clamp that slides up and down on there. Also there is the add clamp button at the top here. Now what I will say is that add clamp is perfectly fine, perfectly valid, but it is static.

There is no way of setting heights or anything on it. So once you have placed that clamp, that's it, it's done. We however are going to do a height variable toe clamp. So to do this, we actually need to treat it as a vice.

So I'm now going to click on add vice, and we'll expand this out, and we're going to go into model, and again under fixtures we're going to click on import, and we are going to grab the toe clamp here. Now unfortunately it imports inside this, but that's okay, so we can turn that off. And we can see here we've got a very generic looking toe clamp, which I modeled up a short while ago, so that's why it looks a bit basic. So if we now go back into the machining environment, and we're going to define the body of the toe clamp by double clicking, and go into the default folder, and we're going to choose the rod that stands in for the bit of all thread there, and we're going to click on add.

And for the jaw, we are going to choose the actual clamp itself, which you'll notice has got the nut attached there as well, because it would be kind of pointless not having the nut move with the jaw, because then you've got a whole other size calculation to deal with. So I'm going to click on add now, and that is now defined. However, it's not very helpfully placed at the moment. So what I'm going to do is I'm going to grab this, and I am going to move it out from here.

So if at any point you need to move an item, just click off and then click back onto it. Don't do what I did with the mad stabbing of the mouse button there. It didn't help at all. So I'm going to grab this arrow, and we're going to slide this out here, and we can see now how that sits outside what we want.

However, we want to make a slight adjustment to this. So I'm going to move in from the right view here, and we're just going to pan around slightly whilst still maintaining. Actually, let's click on that corner view there. It's a lot easier, because I would like to raise this up so it actually sits on here.

So I'm going to click on jaw, and we need to define the properties of how far this can move. Now, when I made this, I made this rod about 70 millimeters long, but because this is about 25, I'm just going to tell it it can only move 40. Okay, so we're going to go into properties, and we're going to tell it the maximum range of motion is 40 millimeters, and that the direction of motion is not in y, it is in fact in z, and exclusively in z. So we're going to click on okay now, and we're going to drag this up, and that looks pretty good to me.

So let's go back and move this to where we need it to be once the mouse behaves itself. And we are going to move that in there, and we can see now how that's nicely gone and snapped to interact with the edge here. And when we move the jaw down, it should also try and snap. Doesn't seem to want to at the moment.

Okay, it's snapping a little high. So we're going to bring that down manually to 15, which is where it wants to be. And that's the first of our toe clamps. You'll notice I've not bothered doing anything like a T-nut underneath here as well, because obviously, unless you're working with just the one machine, you won't know exactly what size T-nuts you're going to need.

And there's no point bringing them in anyway, because it doesn't actually do an awful lot of good. Anyway, so we've now defined our chuck and our toe clamp, but we are going to want to do this in future as well. More to the point, our toe clamp, well, we're not just holding it down with one toe clamp, are we? So I'm going to actually save these pieces now, just to make absolutely certain that not only we can reuse them, but that we can also, we can re-import them as well, or to use the technical term, re-instantiate them.

So let's go to chuck, and we're going to click on save, and we're going to save this one as a Kitagawa chuck, PWS06. Okay. And with this vice, we are going to save that as a standard toe clamp, um, no, it's an M12 toe clamp. So let's just go with that.

Okay. And we are going to, in fact, delete these and then re-import them. Okay. So let's load up a new Kitagawa chuck.

Boom. That's in place. That's absolutely great. Um, and let's load up a new M12 toe clamp, and of course the placement seemingly is remembered, which is very, very handy.

However, we're going to do something a little bit different now. We are going to start adding more of these toe clamps, and I want you to take a note of this number here, 126 by 0. 035, because we're going to add three more toe clamps at each of these corners. We're also going to have to rotate this vice, this chuck, sorry.

So we load another M12 toe clamp, and another M12 toe clamp, and one more, because why not? So we're going to rotate this by 90 degrees. There we go. And we are going to move this by the same 126.

035. So that's 126. 035, except it's a negative, not a positive. So let's remember that.

And we're going to move it by zero from the center point there. Okay, so that's perfectly placed. This one, we are going to also move. So that's going to be positive.

And we're going to rotate that by 180 degrees. So let's snap that round, and we need to push that back into place. Okay. Now for this last one, we're going to want to rotate this chuck by 45 degrees to get this big pneumatic block out of the way.

Obviously, you wouldn't be able to use a pneumatic block with this kind of trunnion or anything unless it's got a very, very limited C-axis, but it's purely for the sake of illustration. So we click on this, and we're going to go with 45 degrees. And then we're going to grab this last toe clamp, and we're going to move it across. First, we should rotate it.

And then 126. 035. This one is going to go to zero. So there you go.

With not a lot of work, we've actually managed to generate a real-world clamping environment, which has all bases covered. So you needn't worry about the fact that a lot of the time with several forms of software, it's a bit too much hassle to include all the extra toe clamps and everything as well. As you can see with ENCY, it is nice and easy to do, along with all of the other fixturing work that we've gone through in the previous set of videos as well. So long story short, don't be afraid of fixturing in ENCY.

If it means that it will absolutely save your work from having any kind of negative impact, and it will save your machine as well, then it's worth the extra five minutes it takes. And the best bit is as well, it's very, very easy to reload all of your clamping parts and fixtures back in as well. I hope this video has been of use to you, and I'll catch you soon. Take care.