In my URCaps application, I want to create a custom Program node that acts like a Waypoint. The only difference is that my custom waypoint node will be applying some pre-determined transformation to that waypoint.
The only solution I’ve been able to come up with is to create a program node that does both the transformation and the move command (via the generated script) at once. But is there a way to make the node callable by the Move, or perhaps subclass a waypoint?
The structure could look like this (where UR waypoints and my custom waypoints are intermingled):
Any ideas would be much appreciated. Thank you.
1 Like
Another thought is that if I can get the movement type of the parent Move node, then I can have my custom waypoint insert the corresponding script. Is there a way to do this perhaps?
Hi Paul
Have you found a solution for this problem, I need to do exacly the same on my project.
Chris
@ chris.briedenhann
No. I ended up just doing what I mentioned in the first post and have my own Waypoint-like program node that does both the movement and the waypoint in one. So it might look like this
Robot Program
MoveJ
UR_Waypoint
URCapCustomMoveNode
MoveJ
UR_Waypoint2
Thanks, that is exactly what I am trying to do.
Did you do a custom node or are you using a script function generated by a URCap to
do the motion in, not sure which way is the best.
Another question is if I add multiple custom MoveNodes, will it be able to do rounding.
I made a custom node whose contribution’s GenerateScript
function essentially inserts a movej
, movel
, or movep
UR script command based on a user selection. If using a movep
, it’s a bit more complicated (I think you need move nodes adjacent, not sure off the top of my head), but that will achieve the rounding you mention.
So at least I am on the right track.
I will definitely have more questions but thank for the guidance.