05-10-2013, 05:42 PM
Hola gente,
Por fin tengo la prusa montada y no quiere imprimir.
Prusa i3 de la conjunta (J-Head con punta de 0.35)
software de Overcraft (Marlin + repetier 0.90 + slicer)
electronica y peek refrigerada por ventilador de 4 cm.
Testeo:
- En control manual (repetier) se mueven los 3 ejes, hace el homing perfecto (aunque no hace el doble homing que suelo ver por internet)
- la cama llega hasta los 100º (que le tengo dicho en Slicer)
- el hotend está a 250º (aunque en slicer le digo 235)
- Extruye plástico en manual
Nota: El fusible rearmable no se calienta
Lo que hago en Repetier y el log:
- Conecto la impresora
- cargo el cubo de calibración
- slicer
- le doy a imprimir
- (espero a que se caliente la cama y me quedo con dos palmos de narices XD )
Lo que obtengo al imprimir el cubo de calibración:
- La cama y fusor llegan a su temperatura.
- Se mueve en el eje Z hacia arriba, después hacia abajo hasta el final de carrera y sube un poco.
- Se para y ahí se queda.
- El ordenador se queda "colgado" por 4 segundos (un quad core i5 a 2.8 GHz en W7)
El log de todo eso:
A ver si ustedes entendéis que pasa... porque yo no.
Cualquier pista, test o duda que tengáis será bien recibida. Gracias de antemano
Por fin tengo la prusa montada y no quiere imprimir.
Prusa i3 de la conjunta (J-Head con punta de 0.35)
software de Overcraft (Marlin + repetier 0.90 + slicer)
electronica y peek refrigerada por ventilador de 4 cm.
Testeo:
- En control manual (repetier) se mueven los 3 ejes, hace el homing perfecto (aunque no hace el doble homing que suelo ver por internet)
- la cama llega hasta los 100º (que le tengo dicho en Slicer)
- el hotend está a 250º (aunque en slicer le digo 235)
- Extruye plástico en manual
Nota: El fusible rearmable no se calienta
Lo que hago en Repetier y el log:
- Conecto la impresora
- cargo el cubo de calibración
- slicer
- le doy a imprimir
- (espero a que se caliente la cama y me quedo con dos palmos de narices XD )
Lo que obtengo al imprimir el cubo de calibración:
- La cama y fusor llegan a su temperatura.
- Se mueve en el eje Z hacia arriba, después hacia abajo hasta el final de carrera y sube un poco.
- Se para y ahí se queda.
- El ordenador se queda "colgado" por 4 segundos (un quad core i5 a 2.8 GHz en W7)
El log de todo eso:
Código:
18:31:32.452 : OpenGL version:4.3.0
18:31:32.452 : OpenGL extensions:GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
18:31:32.452 : OpenGL renderer:GeForce GTS 450/PCIe/SSE2
18:31:32.452 : Using fast VBOs for rendering is possible
18:31:36.832 : start
18:31:36.832 : echo: External Reset
18:31:36.832 : Marlin 1.0.0
18:31:36.832 : echo: Last Updated: Oct 1 2013 23:22:23 | Author: (none, default config)
18:31:36.832 : Compiled: Oct 1 2013
18:31:36.832 : echo: Free Memory: 5310 PlannerBufferBytes: 1232
18:31:36.832 : echo:Hardcoded Default Settings Loaded
18:31:37.342 : N1 M110 *2
18:31:37.342 : N1 M110 *2
18:31:37.342 : N2 M115 *4
18:31:37.342 : N3 M111 S6 *68
18:31:37.902 : N5 M111 S6 *66
18:31:37.932 : N6 M80 *61
18:31:37.932 : N7 M80 *60
18:31:38.122 : ok
18:31:38.122 : ok
18:31:38.142 : FIRMWARE_NAME:Marlin V1; Sprinter/grbl mashup for gen6 FIRMWARE_URL:http://www.mendel-parts.com PROTOCOL_VERSION:1.0 MACHINE_TYPE:Mendel EXTRUDER_COUNT:1
18:31:38.142 : ok
18:31:38.142 : ok
18:31:38.142 : N8 M220 S100 *73
18:31:38.142 : N9 M221 S100 *73
18:31:38.142 : N10 M111 S6 *118
18:31:38.162 : ok T:195.4 /0.0 B:97.1 /0.0 T0:195.4 /0.0 @:0 B@:0
18:31:38.162 : ok
18:31:38.162 : ok
18:31:38.162 : ok
18:31:38.162 : ok
18:31:38.162 : ok
18:31:38.162 : ok
18:31:40.432 : N1 M110 *2
18:31:40.432 : N1 M110 *2
18:31:40.432 : N2 M115 *4
18:31:40.432 : N3 M111 S6 *68
18:31:40.432 : N4 M111 S6 *67
18:31:40.432 : ok
18:31:40.432 : ok
18:31:40.442 : FIRMWARE_NAME:Marlin V1; Sprinter/grbl mashup for gen6 FIRMWARE_URL:http://www.mendel-parts.com PROTOCOL_VERSION:1.0 MACHINE_TYPE:Mendel EXTRUDER_COUNT:1
18:31:40.452 : N5 M220 S100 *68
18:31:40.452 : N6 M221 S100 *70
18:31:40.452 : ok
18:31:40.452 : ok
18:31:40.452 : ok
18:31:40.452 : ok
18:31:40.452 : ok
18:31:40.452 : N7 M80 *60
18:31:40.452 : N8 M111 S6 *79
18:31:40.462 : ok
18:31:40.462 : ok
18:31:40.542 : ok T:255.0 /0.0 B:96.6 /0.0 T0:255.0 /0.0 @:0 B@:0
18:31:43.602 : ok T:255.0 /0.0 B:96.2 /0.0 T0:255.0 /0.0 @:0 B@:0
18:31:46.662 : ok T:255.0 /0.0 B:95.7 /0.0 T0:255.0 /0.0 @:0 B@:0
18:31:49.712 : ok T:255.0 /0.0 B:95.3 /0.0 T0:255.0 /0.0 @:0 B@:0
18:31:50.532 : Starting object analyser ...
18:31:50.572 : Points:16
18:31:50.572 : Edges:48
18:31:50.572 : Faces:32
18:31:50.572 : Shells:1
18:31:50.572 : Object is manifold.
18:31:50.582 : Analysing finished.
18:31:50.582 : Starting object analyser ...
18:31:50.582 : Points:16
18:31:50.582 : Edges:48
18:31:50.582 : Faces:32
18:31:50.582 : Shells:1
18:31:50.582 : Object is manifold.
18:31:50.582 : Analysing finished.
18:31:52.772 : ok T:255.1 /0.0 B:94.7 /0.0 T0:255.1 /0.0 @:0 B@:0
18:31:54.042 : Slic3r command:E:\Program Files\Repetier-Host\Slic3r\slic3r.exe --load "C:\Users\lepes\AppData\Local\RepetierHost\slic3r.ini" --print-center 100,100 -o "C:\Users\lepes\AppData\Local\RepetierHost\composition.gcode" "C:\Users\lepes\AppData\Local\RepetierHost\composition.obj"
18:31:54.342 : <Slic3r> => Processing triangulated mesh
18:31:54.382 : <Slic3r> => Generating perimeters
18:31:54.972 : <Slic3r> => Detecting solid surfaces
18:31:54.982 : <Slic3r> => Preparing infill surfaces
18:31:54.982 : <Slic3r> => Detect bridges
18:31:54.982 : <Slic3r> => Generating horizontal shells
18:31:54.982 : <Slic3r> => Combining infill
18:31:54.982 : <Slic3r> => Infilling layers
18:31:55.412 : <Slic3r> => Generating support material
18:31:55.422 : <Slic3r> => Generating skirt
18:31:55.422 : <Slic3r> => Exporting G-code to C:\Users\lepes\AppData\Local\RepetierHost\composition.gcode
18:31:55.832 : ok T:255.0 /0.0 B:94.3 /0.0 T0:255.0 /0.0 @:0 B@:0
18:31:56.502 : <Slic3r> Done. Process took 0 minutes and 2.160 seconds
18:31:56.502 : <Slic3r> Filament required: 172.6mm (1.2cm3)
18:31:58.892 : ok T:255.0 /0.0 B:93.9 /0.0 T0:255.0 /0.0 @:0 B@:0
18:32:01.942 : ok T:255.0 /0.0 B:93.5 /0.0 T0:255.0 /0.0 @:0 B@:0
18:32:03.732 : N17 G21 *12
18:32:03.732 : ok
18:32:03.732 : N18 M107 *60
18:32:03.742 : ok
18:32:03.742 : N19 M190 S100 *113
18:32:03.742 : N20 M104 S235 *115
18:32:03.752 : N21 G28 *0
18:32:03.752 : N22 G1 Z5 F5000 *20
18:32:03.752 : N23 M109 S235 *125
18:32:03.752 : N24 G90 *6
18:32:03.752 : N25 G92 E0 *80
18:34:25.742 : ok
18:34:25.742 : ok
18:34:25.742 : N27 M82 *12
18:34:30.822 : ok
18:34:30.822 : ok
18:34:30.822 : N29 G1 E-1 F1800 *37
18:34:30.822 : N30 G92 E0 *84
A ver si ustedes entendéis que pasa... porque yo no.
Cualquier pista, test o duda que tengáis será bien recibida. Gracias de antemano
Ulticampy V2: fundiendo plástico sin descanso...