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Blending Between Moves

Some Coordinated Motion FunctionA function calculates a result according to the current value of its inputs. A function has no internal data and is not linked to declared instances. Blocks have a BufferMode input parameter. Possible buffer modes include:

When the current and next motion function blocks are blended (2 through 5 above), the axes group will not stop between motions. The velocity will be blended according to the specified blending mode.

In addition, the Function BlockA function block groups an algorithm and a set of private data. It has inputs and outputs. TransitionMode parameter can be set to provide a smooth circular arc between moves. Transition modes are described in Transition Between Moves.

Blend Type Profile Description

MC_BUFFER_MODE_ABORTING

 

The current move stops execution immediately. The next move becomes active and begins to accelerate or decelerate from the current velocity to its programmed velocity.

In the image to the left the second function block starts execution at point "A".

MC_BUFFER_MODE_BUFFERED

The current move completes as was originally specified, coming to a stop. When the current move reaches its endpoint, the next move becomes active and begins to accelerate to its programmed velocity.

In the image to the left the second function block starts execution at point "A".

MC_BUFFER_MODE_BLENDING_PREVIOUS

The current move stays at its programmed velocity to its endpoint. When the current move reaches its endpoint, the next move becomes active and begins to accelerate or decelerate to its programmed velocity.

In the image to the left the second function block starts execution at point "A".

MC_BUFFER_MODE_BLENDING_NEXT

The current move will begin to accelerate or decelerate so that it reaches the next move's programmed velocity at the time the current move reaches its endpoint.

In the image to the left the second function block starts execution at point "A".

MC_BUFFER_MODE_BLENDING_LOW

The velocity is blended to the lowest velocity of the two moves.

  • If the current move’s velocity is lower than the next move’s velocity, Blending Previous will be used.
  • If the next move’s velocity is lower than the current move’s velocity, Blending Next will be used.

In the images to the left the second function block starts execution at point "A".

MC_BUFFER_MODE_BLENDING_HIGH

The velocity is blended to the highest velocity of the two moves.

  • If the current move’s velocity is higher than the next move’s velocity, Blending Previous will be used.
  • If the next move’s velocity is higher than the current move’s velocity, Blending Next will be used.

In the images to the left the second function block starts execution at point "A".

 


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