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Calibrating axes X and Y
If printing your objects you find that the circles are not exactly round or that the joints, despite the
necessary CAD drawn, tolerances don’t fit together properly, it is probably necessary to calibrate the
X and Y axes on your printer.
The possible X and Y calibrations on your ShareBot NG are of two types, software or hardware:
- Recovering of scraps and usage of M99 (software calibration)
If you have a scrap on a strap of one of the two axes you will recognize it by checking any hole or circle
printed.
Recognize the direction of the scrap, for example, if the flat part appears along the X axis (towards
the front of the printer and printer), as shown in the figure above, it means that you have a game on
the y-axis.
The first intervention is checking the tension of the belts on the axis with the game, after that you can
act via software to correct the same.
In the start g-code of Slic3r or slicing software used enter the command M99 Y0 Y0 .2 .2, where stands
for the game away to retrieve. You can enter the value and use the TEST from our downloadable
gcode website to check the correct value to be inserted to make the game on the axis vanishes per-
manently.
-
Squaring off axes X and Y (hardware calibration)
If your circles are ovoid or teams of the blocks (figure below) are not “squared” maybe you need to
realign the print deck.
To verify that the X and Y axes are among their orthogonal, we can always use the file test. gcode
downloadable from our website, which also contains the printing of some rectangles. Now measure
the two diagonals of a rectangle printed: if they are together again we’ll have to go to work to put
GIOCO ASSE Y
Summary of Contents for Kiwi-3D
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