3D Dynamic
Updated v2.6.0At a glance
- High-speed adaptive roughing that follows the part's real 3D shape, layer by layer
- No geometry to pick—it roughs the whole setup, or just inside loops you choose
- Flat area detection adds a layer on every shelf so floors come out level
- Ball and bullnose cutters reach into fillets; machine shallow areas clears the staircase on gentle slopes
- Fine stepdown and order by area (each pocket to depth before the next)
- Radial and axial stock to leave for the finishing passes
- Rest machining: clean up a bigger tool's leftovers with a smaller one
- Same entries, links, load taper and arc output as 2D Dynamic
3D Dynamic is the roughing pass for parts that aren't flat-sided — curved bridges, blended bosses, sloped walls. It uses the same constant-load clearing as 2D Dynamic, but at every depth it stays clear of the part's actual 3D shape, so it steps down the model in clean terraces and leaves an even skin for Parallel and Scallop to finish.
Nothing to pick
Choose a tool and a maximum stepdown and it roughs the setup's bodies from the stock top down to Bottom. To limit it to part of the stock, switch the boundary to Selected loops and pick closed edge loops.
Level floors and an even skin
Flat area detection adds a layer right on every flat shelf of the part so those floors come out flat instead of stepped. Radial and axial stock to leave keep a uniform skin on walls and floors for the finish passes.
A ball or bullnose cutter is held off the part by its real width at each height, so it roughs down into fillets and over curved surfaces instead of stopping where it is widest. On gentle slopes, machine shallow areas steps back up between layers at a finer spacing and clears the staircase the main layers leave, so the finishing pass starts from an even skin. Maximum shallow stepover keeps those passes light (leave it empty for the normal optimal load). Fine stepdown steps every layer back up at a finer spacing, walls included, so steep walls get a small staircase instead of a full roughing step. Minimum axial engagement skips any of those extra passes that would only skim a sliver.
Order by depth or by area
By default every area is roughed layer by layer across the whole part. Turn on Order by area to finish each separate pocket or boss all the way down before moving on to the next — fewer long traverses between features.
Clean up with a smaller tool
Turn on Rest machining and pick an earlier 2D or 3D Dynamic operation — a smaller cutter then removes only what the big one couldn't reach, layer by layer.
Familiar controls
Entries, stay-down links, load taper-in, smoothing and arc output all work exactly as they do in 2D Dynamic. Layers whose shape can't change are copied from the layer above, so straight-walled areas don't cost extra time to calculate.