The only thing simple about Millit is using it:
You load an
STL or 3DS file, look at the part with the integrated OpenGL viewer, position it and maybe scale it to size.
You enter which base material you have available - thick sheets of any material will do as long as it
can be cut using a milling machine - and with which machine you want to produce.
Then let Millit do the work: the part will be automatically cut, so that the individual components can be milled without undercuts.
View the result with satisfaction: lots of individual slices. Click those locations where you would like
to insert pins later, to be able to put the components precisely together. Millit will automatically
drill holes at these locations.
A further push of the button: Millit is working again for you creating frames in which the individual components are embedded and bridges connecting the components to the frames.
A few more mouse clicks for repositioning the bridges or creating new ones. Then you specify which strategies and tools you would like to use when milling and send Millit into the last round.
calculation time - just when you have finished your coffee break - Millit presents the result: perfect tool paths for each frame including the individual components. A last check in the viewer, a nod of agreement,
another push of the button and there they are: the NC programs for your milling machine.
Now clamp a sheet - the same size as the frame to be milled - and let the mill do its work. Turn the sheet over. Mill
again. Next sheet...
When everything is finished you have frames, from which you can remove the components attached to the bridges. Enjoy the fact that you do not have to go through the trouble of clamping
individually each wildly-formed component.
Now just insert pins into the holes, glue or solder the components together and the prototype is finished. Not you, thanks to Millit.
Are you interested? Would you like to know more about it?
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