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So we're now going to sort out some of the more angled parts of this, namely the end. So I'm going to add a fresh group now, which we are going to rather opportunely call end pockets. And the first thing that we're going to do is we're going to machine out the port of this using a pocketing operation. So we need to define the angles in question.

So the A-axis is going to be at 45 degrees and the C-axis is going to be at minus 90 degrees because we want to work on this one. Now we want to define the job assignment, so let's grab that and set that as our pockets. And then we wish to set this as our bottom level. So let's generate that toolpath now.

Incorrect values of safe plane or machining levels. OK, so let's take a look at this, shall we? And the reason for this is that because we didn't define a top level as such, it does mean that we're trying to machine something that's higher than the top level it's been given is, which is a bit of a mathematical impossibility. So we are going to have to drag that out.

And that's fine. It's not the end of the world. So let us regenerate that toolpath now. And we can see there's no issue there at this point, which is fine.

There is, however, one further thing that we do need to take a look at, and it's something that seems to come up quite a bit with people with pocketing. It's the relief angle, which most people tend to miss. So I'm going to set that to zero, because what that does is that introduces a very, very slight angle around the walls of the pocket, which is obviously to stop stuff from getting completely locked in place when you insert an object into the pocket. However, for the sake of what we're doing, it's not really going to help us.

So we've set that to zero, which means that we will actually get to the final size of the pocket that we seek. And let's very quickly simulate this. So slow this down a little bit now. And we'll press run to bring the tool in.

And we can see it machining away quite happily. That's looking pretty good to me. That should give us a nice and clean pocket surface. So let's just quickly verify compare.

And yeah, lovely shade of green all around. That's exactly what we want to see. There are, however, two of these pockets. So we are going to need to put that into a multiply group, because the next operation we're going to be doing beyond that is going to be cutting these particular holes, which is obviously going to require a different size of tool.

And ideally, we'd like to think ahead in terms of minimizing the number of tool change operations that we have. So it's best to split the multiply group at this point. So let's add a multiply group now, drag this into it. And we are going to set this as a round array around the global coordinate system, an angle step of 180 degrees and two instances, which should give us two pockets.

And it does, which is ideal. So the next thing that we need to do is I'm actually going to name this multiply group so we can differentiate between them. I'm going to call this main pockets. And we are now going to define a new operation using a different tool.

So it's going to be a pocketing operation still. But instead of the big 20 millimeter cylindrical mill, we are actually going to use the 6 millimeter cylindrical mill now. So this kind of marks the point at which we're transitioning over to using a smaller tool for finer details throughout the rest of the project. So I'm selecting that tool for the operation.

And I'm going to set this to 45 and 90 because we ended up over on this side at the end of the previous pocketing operation. So the first one was here, then it transitions over to here. So I figure we might as well keep the workpiece in the same position it was in and start from this side instead. So now what we'd like to do is on the job assignment, we are going to grab the contour at the bottom of these bores.

And we are going to add that pocket. And we are going to grab that surface down there as our bottom level and this surface up here as our top level. I think at this point, we should probably look at our links and leads as well because our safe level is going to be quite high. So I'm going to set that from the origin and I'm going to bring it out a little bit so it still clears everything.

But yeah, that should make life a little easier. So let's generate that tool path now. And we'll take a look at how that's coming in. That's looking good.

Although we do appear to only have the one curve defined. So let's add another one with the same details. We now have both of those defined, which is ideal. And it looks like it should be good.

Thinking we should probably simulate it at this stage just to be certain. So let's run this. So this cleans up the base of that pocket. And it now swaps.

Once it's done this, it will swap over to the new tool and it will start the pocketing operation for those small bores. It's exactly what we want to see. So now that we're happy with that, I'm just going to turn on verify compare. Oh, I know what we missed.

It's exactly what I pointed out in the previous one. We did not change the relief angle. So we're going to set that to zero to get a totally clean vertical bore. And we're going to regenerate that tool path.

And we're going to re-simulate just that bit, just to make sure that it definitely comes out how we expect it to. And that's looking good. Once it's finished, we'll verify compare. And yeah, nice and green, which is exactly what we need to see.

So now that we've done that, we can set up the multiply group for the pocket bores. So let's add a new operation, which I'm also going to rename as pocket bores so we can differentiate. It's not something I tend to do on every multiply group, but when you've got several of them in one group, it's generally not a bad idea. So we're also going to set the scheme for this as a round array.

That's 180 degrees around the global coordinate system. And there's no obvious collisions or anything nasty going on there, which is good. So that means that we should be fine with that for now. So as I said, we're going to be carrying on with the more angular elements of this now.

And I would quite like to clean up these chamfered transitions here. So we're going to do so. We are going to define a new group, which we're going to call index chamfers, I suppose. It's as good a name as any.

And we are going to assign some 2D contouring here to do this. But first off, we're going to choose our new preferred tool. It's the 6mm cylindrical mill. And we're going to need to turn it to tilt it accordingly.

So that is going to be at a 45 degree angle and probably 90 degrees in C. So we might as well start there. So the first thing we're going to do is we're going to grab our contours. So there's one.

There's the other. And we're going to define our top and bottom edges. We're going to do it at the same time. So we're going to grab that surface and that's our bottom level and our top level.

And that generally looks all right so far. But we're probably going to get a complaint about too steep of a ramp angle because it's going to be coming straight into the steps that were left by the waterline roughing operation. So I'm going to try and forestall that a little bit. We do actually have a method for doing so.

We can use the lead-in for that. We can actually set the leads as a line operation. And instead of going with the 45 degree angle, which will give us a rather nasty gouge, we can actually set it to zero degrees, which gives us a slightly longer toolpath there. There are other ways of doing this as well, which we'll probably touch on a bit later on.

But for now, the lead approach is rather good. So let's generate that toolpath and that all comes up nice and clean. Let's take a very quick look at how it behaves. So it all comes around.

And yeah, that's pretty good. So I am now going to, what am I going to do? I am going to take a look at doing one for this plane as well. So let's grab another 2D contouring operation.

And we're going to change the C axis position to zero, which means that we're looking dead on at this one, which is great. And we're going to assign new part faces. I'm not quite sure why it hangs on to that one. It must be because I still had it selected.

So I'm going to grab that edge and set that as a curve. And that's fun. Interesting. OK, so due to the way that this model is formed, and this is probably my fault more than anything else, because I did design this, we may not be able to grab that particular contour.

So let's try it from the other side just to see if it can be done. And yes, it can. OK, so that's probably an artifact from the modeling system that I use. So that's not the end of the world.

We can very easily rectify this by setting our C position to 180 instead. So let's delete that edge there. And instead, we're going to grab this one. And we're going to grab this one.

This, of course, is the beauty of dealing with indexed parts is usually it means there's repetitions of the same design. So if one is proving a little bit difficult to work with and manipulate, you can always move on to the next one. And since it'll iterate around, you can just set that as a multiply operation. So I'm going to set that as the bottom level and the top level again.

And once more, we are going to set the links and leads to be, sorry, the leads, not the links even, to be 10 millimeters at zero degrees. So let's generate that. And I suppose the real trick at this point would be to see what the transition between this contour to this contour looks like. And at the moment, it looks like the, yes, the finishing contour comes out this way.

So what we can actually do is we can reverse the direction of this contour and recalculate it. So it then leads quite neatly into the next one. So let's do that quickly. So as you saw, I grabbed the little, I just clicked on the little arrow that comes out of the circle here.

That defines the start of the path that defines the direction of the path. And this little line is the end thereof. So let's regenerate that. And then we generate this again.

And when we simulate, we should hopefully get a nice clean transition between the two. No, for some reason, that one didn't take. This does happen occasionally. We can reset and then regenerate the toolpath to get that to behave itself.

So we click on reset current operation and then regenerate. Yeah, there we go. So we can see it comes up at this point here. So I am going to just check that one last time.

Obviously, we know that it cuts the material just fine, but I just want to make sure that transition is nice and efficient. So yeah, that's all good. And that gives us plenty of space to jump between the two, which is all good. So what we can do now is we can copy this as a multiply group to make sure that everything goes all the way around as intended.

So let's set up a multiply group in here. And we're going to copy everything into it. And we're going to set the transform to, again, around array, 180 degrees around the global coordinate system, and then generate. And as we can see, that gives us a nice, clean toolpath around the chamfered faces there, which should pretty much sort out what we need from it.

So we've got the transition there. And we now have our nice, simple 2D contoured chamfered faces that are to final size. So in the next video, we're going to take a look at machining out these side features, these lobed tabs here. And from there on out, we're going to get into progressively more complicated machining operations.

So I shall see you then.