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<title>Workpiece | HiAPI-C# 2025 </title>
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<h5 class="offcanvas-title" id="tocOffcanvasLabel">Table of Contents</h5>
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<article data-uid="">
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<h1 id="workpiece">Workpiece</h1>
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<p>The workpiece is the stock the machine cuts. Setting it up means giving it the shape it starts as
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and the shape it should end as, placing it in the machine, choosing how finely it is meshed, and
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saying what it is made of.</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>Workpiece</strong> branch of the Control Tree (<code>/general-setup?tree=equipment/workpiece</code>). Whichever
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node you select opens its editor below the tree in the same dock, and the canvas beside them draws
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the workpiece in the shared equipment scene.</p>
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<p>A project carries its workpiece with it, so there is nothing to load: the branch root has no load or
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save button, and every part of the workpiece is edited through one of its child items. Those children
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appear once a project with a workpiece is open; until then the root shows a summary and a caption
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asking for a project to be opened or created first — see <a href="../basics/projects.html">Projects</a>.
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Attaching it to the machine is the anchor task below.</p>
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<p>The branch with the root selected, at <code>/general-setup?tree=equipment/workpiece</code>. The root itself has
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no editor — the caption in the middle column says so — while the canvas draws the stock sitting on
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its fixture, with the workpiece's two anchors labelled at the corner they are placed on.</p>
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<p><img src="workpiece-img/workpiece-in-scene.en.png" alt="The Workpiece branch selected, its stock drawn on the fixture in the equipment scene"></p>
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<h2 id="the-two-shapes">The two shapes</h2>
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<p>Selecting <strong>Raw Geometry</strong> or <strong>Target Geometry</strong> opens the same <strong>Geometry type</strong> kind picker the
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fixture's geometry slot carries — see <a href="fixture.html">Fixture</a> — over a different list of kinds for
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each slot.</p>
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<table>
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<thead>
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<tr>
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<th>Slot</th>
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<th>What it is</th>
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<th>Kinds offered</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>Raw Geometry</strong><br><code>equipment/workpiece/raw-geometry</code></td>
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<td>The stock as it arrives, before the first cut. This is what the run removes material from.</td>
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<td><code>Box3d</code>, <code>Cylindroid</code>, <code>StlFile</code>, <code>TransformationGeom</code>, <code>GeomCombination</code>, <code>MeshedGeomFile</code></td>
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</tr>
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<tr>
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<td><strong>Target Geometry</strong><br><code>equipment/workpiece/target-geometry</code></td>
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<td>The finished part. The cut result is compared against it when a <a class="xref" href="../../workflows/geometry-validation.html">geometry difference</a> is run after the program.</td>
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<td><code>Box3d</code>, <code>Cylindroid</code>, <code>StlFile</code>, <code>TransformationGeom</code></td>
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</tr>
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</tbody>
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</table>
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<p><code>MeshedGeomFile</code> is a shape already meshed into a voxel cube-tree, stored as a <code>.wct</code> file. The
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target must produce a surface mesh to be compared against, so that kind is not offered there.</p>
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<p><strong>A new project has a workpiece but no raw geometry.</strong> Creating one leaves the Raw Geometry slot
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empty, so picking a kind there is the first thing this branch needs — until it is done there is
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nothing for a run to remove material from. The Target Geometry slot is optional: it is what a
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geometry comparison after the run measures against, and a run without one still cuts.</p>
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<h2 id="where-it-sits">Where it sits</h2>
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<p><strong>Anchor</strong> (<code>equipment/workpiece/anchor</code>) holds the two transforms that place the workpiece.
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<strong>Geom To Fixture</strong> (<code>.../anchor/geom-to-fixture</code>) puts the workpiece geometry on the fixture's
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workpiece buckle — one of the four named <a class="xref" href="../../technique/mechanism/assembly-anchors.html">assembly anchors</a> the
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scene is built on — or, on a project carrying no fixture, straight onto the machine's table buckle.
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<strong>Geom To Program Zero</strong> (<code>.../anchor/geom-to-program-zero</code>) places the program zero, the NC origin,
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relative to that geometry. Setting them is <a href="anchor.html">Anchor</a>; which direction to align program
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zero in — and why that depends on planning a new job versus reproducing a recorded one — is
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<a href="program-zero-alignment.html">Program Zero Alignment</a>.</p>
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<h2 id="mesh-and-material">Mesh and material</h2>
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<p><strong>Mesh</strong> (<code>equipment/workpiece/runtime</code>) carries one field, <strong>Initial Resolution</strong> in mm, chosen
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from a fixed powers-of-two ladder running from 0.0009765625 to 16. The panel's hint is that a
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smaller resolution means a finer voxel grid and a slower run; what the number actually is and how to
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pick it are <a class="xref" href="../../technique/simulation-performance/mesh-resolution.html">Mesh Resolution</a>. It seeds the run's machining
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resolution when the project is opened.</p>
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<div class="IMPORTANT">
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<h5>Important</h5>
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<p>Keep the stored value on that ladder. The dropdown only offers ladder values, but a project
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arriving from an older generation, a script or a migration can carry something else — 0.4 mm is
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the one seen most often. Such a value is not a compromise between two rungs: the run rounds it to
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the next finer rung and uses that, so 0.4 mm builds the same 0.25 mm mesh at the same cost while
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the project reads as though it were coarser. Set it to the width it actually builds. The number
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then means what it says, here and in the Machining Resolution mission row that mirrors it.</p>
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</div>
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<p><strong>Material</strong> (<code>equipment/workpiece/material</code>) holds two references to pre-prepared files. Each is a
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file row whose <strong>Select</strong> dropdown offers <strong>Browse Resource…</strong> and nothing else — unlike the
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coolant row beside it, these two do not offer a plain <strong>Browse…</strong>, so the picker always opens in
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the shipped resource library, already in that resource's own folder. Loading one fills the read-only
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<strong>Name</strong> and <strong>Note</strong> below it.</p>
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<p><strong>Workpiece Material</strong> selected on a demo project, at
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<code>/general-setup?tree=equipment/workpiece/material/workpiece-material</code>. The file row holds the
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material the project already carries, and the <strong>Name</strong> below it reads the name out of that file
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while the <strong>Note</strong> is empty — both are read-only, because they belong to the file rather than to the
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project.</p>
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<p><img src="workpiece-img/workpiece-material.en.png" alt="The Workpiece Material item of the Control Tree selected, its panel showing a Select dropdown beside a file path reading Al6061T6.WorkpieceMaterial, a read-only Name field reading Al6061T6 and an empty read-only Note field"></p>
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<ul>
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<li><strong>Workpiece Material</strong> (<code>.../material/workpiece-material</code>) — a <code>.WorkpieceMaterial</code> file: the
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physical properties the cutting-force physics reads.</li>
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<li><strong>Cutting Parameter</strong> (<code>.../material/cutting-parameter</code>) — an <code>.mp</code> file: the milling-force
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coefficients for that material. One file serves the whole run, whichever cutters it uses.</li>
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</ul>
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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> — the two transforms above, and the order to place the machine, fixture and workpiece in</li>
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<li><a href="program-zero-alignment.html">Program Zero Alignment</a> — which way to align the program origin once the workpiece is placed</li>
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<li><a href="fixture.html">Fixture</a> — what holds this workpiece on the table, and the buckle its Geom To Fixture transform lands on</li>
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<li><a class="xref" href="../../technique/simulation-performance/mesh-resolution.html">Mesh Resolution</a> — how to choose the Initial Resolution, and the thin wall a coarse mesh loses entirely</li>
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<li><a class="xref" href="../../workflows/force-training.html">Milling Force Parameter Training</a> — where a cutting-parameter file comes from when no shipped one fits</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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