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<meta charset="utf-8">
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<title>Component Assembly and Anchors | HiAPI-C# 2025 </title>
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<title>Anchor | HiAPI-C# 2025 </title>
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta name="title" content="Component Assembly and Anchors | HiAPI-C# 2025 ">
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<meta name="title" content="Anchor | HiAPI-C# 2025 ">
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<link rel="icon" href="../../img/HiAPI.favicon.ico">
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</div>
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<article data-uid="">
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<h1 id="component-assembly-and-anchors">Component Assembly and Anchors</h1>
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<h1 id="anchor">Anchor</h1>
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<p><strong>Anchors</strong> are used for assembly purposes. When anchors between geometries coincide, assembly is completed.</p>
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<p>Strictly speaking, an <strong>Anchor</strong> is not a point, but a coordinate system. For two coordinate systems to be equal, their origins must coincide and their rotation directions must be the same.</p>
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<div class="NOTE">
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<h5>Note</h5>
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<p><strong>Anchor Assembly Example</strong></p>
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<p>As shown in the figure below, there are two components, each with two anchors, {<code>AnchorA</code>,<code>AnchorB</code>} and {<code>AnchorC</code>,<code>AnchorD</code>} respectively.
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The two components are assembled by making <code>AnchorB</code> and <code>AnchorC</code> coincide.</p>
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<p><img src="anchor-img/Anchor%20for%20contact.png" alt="anc-contact"></p>
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</div>
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<h2 id="worktable-anchor-and-workpiece-anchor">Worktable Anchor and Workpiece Anchor</h2>
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<p>Both workpiece and fixture have a workpiece anchor (<code>WorkpieceBuckle</code>), and both machine tool and fixture have a worktable anchor (<code>TableBuckle</code>), used to assemble workpiece, fixture, and machine tool.</p>
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<div class="NOTE">
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<h5>Note</h5>
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<p><strong>Workpiece Fixture Assembly Example</strong></p>
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<p>Workpiece and fixture are assembled by making their workpiece anchors (<code>WorkpieceBuckle</code>) coincide.</p>
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<p><img src="anchor-img/Anchor%20for%20contact%20workpiece%20and%20fixture.png" alt=""></p>
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</div>
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<p>If no fixture is set, the workpiece will be assembled with the machine tool through the workpiece anchor and the machine tool through the worktable anchor.</p>
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<h2 id="spindle-anchor-and-tool-holder-anchor">Spindle Anchor and Tool Holder Anchor</h2>
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<p>Both tool holder and machine tool have a spindle anchor (<code>SpindleBuckle</code>), and both tool holder and tool head have a tool holder anchor (<code>HolderBuckle</code>), used to assemble tool head, tool holder, and machine tool.</p>
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<p>If no tool holder is set, the tool head will be assembled with the machine tool through the tool holder anchor and the machine tool through the spindle anchor.</p>
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<p>Placing the workpiece, the fixture and the tool relative to the machine. Each of them carries named
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anchors, and the setup task is to give each geometry the transform that puts its anchor where it
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belongs — four transforms in all, on two branches of the Control Tree.</p>
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<p>What an anchor is — a coordinate system rather than a point — and which named buckles hold the scene
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together is <a class="xref" href="../../technique/mechanism/assembly-anchors.html">Assembly Anchors</a>. This page is where they are set.</p>
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<h2 id="where-it-is">Where it is</h2>
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<p>The General Setup page, at <code>/general-setup</code>. The transforms hang from the two branches that own the
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geometry being placed, each under an <strong>Anchor</strong> group:</p>
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<table>
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<thead>
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<tr>
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<th>Branch</th>
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<th>Node</th>
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<th>What it places</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Fixture</td>
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<td><strong>Geom To Table</strong><br><code>equipment/fixture/geom-to-table</code></td>
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<td>The fixture geometry onto the machine's table buckle</td>
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</tr>
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<tr>
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<td>Fixture</td>
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<td><strong>Geom To Workpiece</strong><br><code>equipment/fixture/geom-to-workpiece</code></td>
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<td>The workpiece buckle — the place the workpiece attaches — relative to the fixture geometry</td>
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</tr>
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<tr>
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<td>Workpiece</td>
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<td><strong>Geom To Fixture</strong><br><code>equipment/workpiece/anchor/geom-to-fixture</code></td>
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<td>The workpiece geometry onto that workpiece buckle</td>
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</tr>
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<tr>
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<td>Workpiece</td>
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<td><strong>Geom To Program Zero</strong><br><code>equipment/workpiece/anchor/geom-to-program-zero</code></td>
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<td>Program zero, the NC origin, relative to the workpiece geometry</td>
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</tr>
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</tbody>
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</table>
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<p>The tool is not placed here. It arrives on the spindle through the tool house, and how far it stands
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out of the holder is part of the tool itself — see <a href="cutter.html">Cutter</a>.</p>
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<h2 id="the-order-to-work-in">The order to work in</h2>
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<ol>
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<li><strong>Attach a machine tool first.</strong> The table buckle the fixture is placed against belongs to the
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machine chain, so there is nothing to place against until one is loaded —
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<a href="machine-tool.html">Machine Tool</a>.</li>
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<li><strong>Place the fixture on the table</strong> with Geom To Table.</li>
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<li><strong>Place the workpiece on the fixture</strong> — Geom To Workpiece on the fixture side, then Geom To
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Fixture on the workpiece side. A project carrying no fixture skips both: the workpiece is then
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assembled onto the machine's table buckle directly.</li>
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<li><strong>Set program zero last</strong>, once the workpiece is where it belongs. Which direction to align it,
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and what to align it against, are <a href="program-zero-alignment.html">Program Zero Alignment</a>.</li>
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</ol>
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<h2 id="the-numbers-are-on-the-child-node">The numbers are on the child node</h2>
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<p>Each of the four nodes is a <strong>kind picker and nothing else</strong>. Its panel offers one field,
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<strong>Transformer type</strong>, and the editor holding the actual numbers is the <strong>child</strong> node underneath it —
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which is why a node that looks empty has an expand arrow beside it.</p>
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<p><strong>Geom To Program Zero</strong> selected on a demo project, at
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<code>/general-setup?tree=equipment/workpiece/anchor/geom-to-program-zero</code>. The panel under the tree
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carries only <strong>Transformer type</strong>, reading <em>Static Translation</em>; the node's own child, one level
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deeper in the tree, is where that translation's values are typed.</p>
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<p><img src="anchor-img/geom-to-program-zero.en.png" alt="The Workpiece branch of the Control Tree fully expanded, showing Raw Geometry, Target Geometry, an Anchor group holding Geom To Fixture and Geom To Program Zero, Mesh, and a Material group; Geom To Program Zero is selected and its panel below the tree shows a single Transformer type field reading Static Translation"></p>
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<p>Seven kinds are offered on all four nodes:</p>
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<table>
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<thead>
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<tr>
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<th>Kind</th>
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<th>Use it for</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Static Translation</strong></td>
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<td>A fixed offset. The usual answer for all four.</td>
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</tr>
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<tr>
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<td><strong>Static Rotation</strong></td>
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<td>A fixed turn — stock clamped at an angle, a fixture mounted rotated.</td>
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</tr>
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<tr>
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<td><strong>Static Freeform</strong></td>
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<td>A fixed transform given as a matrix.</td>
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</tr>
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<tr>
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<td><strong>General Transform</strong></td>
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<td>Several transforms composed into one.</td>
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</tr>
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<tr>
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<td><strong>Dynamic Translation</strong> / <strong>Dynamic Rotation</strong></td>
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<td>A value that moves at run time. These are what a machine's own axes carry; a setup placement is not one of them.</td>
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</tr>
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<tr>
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<td><strong>No Transform</strong></td>
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<td>No offset at all — the two things coincide.</td>
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</tr>
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</tbody>
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</table>
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<p>Changing the kind replaces the editor beneath it, so a value typed under one kind does not carry
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over to another.</p>
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<h2 id="checking-the-result">Checking the result</h2>
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<p>The <strong>Scene</strong> dropdown above the canvas has an <strong>Anchors</strong> group that draws what has just been
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placed: <strong>Fixture Geometry Anchor</strong>, <strong>Workpiece Buckle</strong>, <strong>Table Buckle</strong>, <strong>Workpiece Geometry
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Anchor</strong> and <strong>Program-Zero Anchor</strong>. Turning on the two ends of a transform you have just set is the
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quickest way to see whether it landed where you meant — a workpiece sitting a plate's thickness
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below the fixture is obvious as soon as both buckles are drawn.</p>
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<p>The same dropdown's <strong>Solid</strong> group has a <strong>Machine</strong> checkbox, cleared to begin with, which brings
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the machine chain into the same scene so the assembly can be checked against the table it is
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supposed to be sitting on.</p>
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<h2 id="see-also">See Also</h2>
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<ul>
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<li><a class="xref" href="../../technique/mechanism/assembly-anchors.html">Assembly Anchors</a> — what an anchor is, and the named buckles the scene is assembled at</li>
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<li><a href="program-zero-alignment.html">Program Zero Alignment</a> — aligning the program origin once the workpiece is placed</li>
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<li><a href="machine-tool.html">Machine Tool</a> — the chain that carries the table and spindle anchors</li>
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<li><a href="fixture.html">Fixture</a> — the branch carrying the two fixture transforms named above</li>
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<li><a href="workpiece.html">Workpiece</a> — the branch carrying the two workpiece transforms named above, and the rest of the workpiece setup</li>
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<li><a href="index.html">Setup</a> — the rest of the pre-simulation configuration</li>
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</ul>
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</article>
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