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Objects

Everything in the scene is an object, and every object works the same way before it works in its own way.

The object tree

Objects are held in a tree, and the tree is not cosmetic: a child moves with its parent. Mount a tool on a robot, put a pallet on a station, and moving the parent takes the children with it.

This is the single most useful thing in the scene. Build the tree so that the things that move together in reality are parent and child in the project, and a real-world change becomes one edit.

Parents and children

Change a parent by dragging an object onto another. An object can be locked to its parent, which fixes it there so it cannot be dragged out by accident — worth doing once a cell is correct.

Collision

Each object can take part in collision checking, or not. Turning it off is a deliberate decision, not a default: the point of the scene is that it says what would hit what.

Keep it on for anything the robot could meet. Turn it off for things that exist only to be looked at.

Visual helpers

Most objects can show a helper — the axes of a frame, the jog directions of a robot, the opening of a gripper. Helpers are display only and never affect a program.

The object types

Type What it is for
Robot The arm
Tool What it grips with
Position A place to go, or a place a part sits
Reference An origin you build other things on
Volume A box: an obstacle, or a stand-in for a machine
Work zone A volume the robot must respect
Container A pallet or a box that parts go on or in
Imported object Geometry from CAD