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<article data-uid="">
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<h1 id="fixture">Fixture</h1>
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<p>The fixture is what clamps the workpiece onto the machine table. Setting one up is three things:
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having a fixture on the project at all, giving it a geometry, and placing that geometry between the
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table and the workpiece.</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>, reached from the menu bar's <strong>Page</strong> dropdown. Select
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the <strong>Fixture</strong> branch of the Control Tree (<code>/general-setup?tree=equipment/fixture</code>); it sits with
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the other equipment items, between Coolant and Workpiece. The selected node's editor opens below the
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tree in the same dock, and the canvas beside them draws the fixture with the rest of the scene.</p>
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<p>The branch root selected on a demo project, at <code>/general-setup?tree=equipment/fixture</code>. The panel
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under the tree is a summary rather than an editor: the <strong>Object Management</strong> (<code>⋮</code>) button, a
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<strong>Geometry type</strong> badge naming the kind in the slot — here <code>TransformationGeom</code> — and the caption
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saying that the geometry and the two anchor transformers are edited through the child items. Both
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of those children, <strong>Geometry</strong> and <strong>Anchor</strong>, carry expand arrows of their own.</p>
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<p><img src="fixture-img/fixture-branch.en.png" alt="The Fixture branch of the Control Tree selected on the General Setup page, its panel showing the Object Management button, a Geometry type badge reading TransformationGeom and a caption pointing at the child items, with Geometry and Anchor listed as its children"></p>
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<h2 id="the-fixture-a-project-carries">The fixture a project carries</h2>
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<p>A new project is created with a fixture already on it, its geometry slot pre-filled with a
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<code>TransformationGeom</code>, so the branch is normally populated the moment a project is open. A project
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may also legitimately carry no fixture: the root then has no children under it, the Object
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Management button is greyed out, and the caption reads <em>No fixture available. Open or create a
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project first.</em> That is a valid setup rather than a broken one — with no fixture the workpiece is
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assembled onto the machine directly, anchored on its table buckle, one of the four named anchors the
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scene is assembled at (<a class="xref" href="../../technique/mechanism/assembly-anchors.html">Assembly Anchors</a>); the two transforms below
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then play no part.</p>
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<p>The root panel's <strong>Object Management</strong> button is the fixture's file surface, available only once the
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project has a fixture. <strong>Load</strong> installs a <code>.Fixture</code> or <code>.xml</code> file picked from the server in
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place of the current one — re-attaching the table and workpiece buckles, rebuilding the branch and
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confirming with a <em>Fixture replaced</em> notice. <strong>Save As</strong> writes the current fixture out, offered as
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<code>Fixture.xml</code> in the project directory; <strong>Copy</strong> / <strong>Paste</strong> carry it as XML; <strong>XML Mode</strong> edits
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that XML directly, its <strong>Apply</strong> installing the result exactly as a Load does.</p>
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<h2 id="giving-it-a-geometry">Giving it a geometry</h2>
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<p>Select <strong>Geometry</strong> (<code>equipment/fixture/geometry</code>). Its own panel is the kind picker alone, labelled
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<strong>Geometry type</strong>, with <strong>None (unset)</strong> to clear the slot; the picked kind's editor opens as the
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node beneath it, and the root panel badges whichever kind is in the slot. A fixture geometry must be
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able to produce an STL, so the voxel meshed-geometry kind offered on the Workpiece branch is absent.</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>Pick 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><code>Box3d</code></td>
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<td>A plate, a block, a vice body — anything box-shaped.</td>
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</tr>
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<tr>
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<td><code>Cylindroid</code></td>
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<td>A solid of revolution given as Z–R pairs: a round chuck, a spacer.</td>
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</tr>
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<tr>
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<td><code>StlFile</code></td>
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<td>A mesh exported from CAD, for a fixture worth drawing accurately.</td>
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</tr>
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<tr>
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<td><code>TransformationGeom</code></td>
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<td>Another geometry with a transform in front of it — what a new project starts with.</td>
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</tr>
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<tr>
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<td><code>GeomCombination</code></td>
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<td>Several of the above assembled into one fixture.</td>
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</tr>
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</tbody>
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</table>
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<h2 id="placing-it">Placing it</h2>
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<p>Two transform nodes hang from the branch's <strong>Anchor</strong> group, each a kind picker labelled
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<strong>Transformer type</strong> over the picked kind's editor.</p>
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<table>
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<thead>
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<tr>
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<th>Node</th>
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<th>What it sets</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>Geom To Workpiece</strong> (<code>equipment/fixture/geom-to-workpiece</code>)</td>
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<td>Where the workpiece attaches — the workpiece buckle — relative to the fixture geometry.</td>
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</tr>
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<tr>
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<td><strong>Geom To Table</strong> (<code>equipment/fixture/geom-to-table</code>)</td>
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<td>Pins the fixture geometry onto the machine's table buckle.</td>
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</tr>
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</tbody>
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</table>
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<p>What an anchor is, and the order to fill these in, are <a href="anchor.html">Anchor</a>. To check the result, the
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<strong>Scene</strong> dropdown in the toolbar above the canvas carries <strong>Fixture Rendering Mode</strong> and the
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<strong>Fixture Geometry Anchor</strong>, <strong>Workpiece Buckle</strong> and <strong>Table Buckle</strong> overlays.</p>
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<h2 id="see-also">See Also</h2>
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<ul>
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<li><a href="anchor.html">Anchor</a> — what the two transform nodes above are for, and the order to place them in</li>
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<li><a href="workpiece.html">Workpiece</a> — the part this fixture holds, and its own geometry and material</li>
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<li><a href="machine-tool.html">Machine Tool</a> — the chain carrying the table buckle the fixture is pinned to</li>
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<li><a href="program-zero-alignment.html">Program Zero Alignment</a> — the alignment that moves this fixture's Geom To Table transform when program zero is aligned onto a work offset</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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