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Basic Characteristics RAPID

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Motion and I/O Principles Coordinate Systems<br />

z<br />

Base coordinate system<br />

Figure 11 If a stationary TCP is used, the object coordinate system is usually based on the wrist<br />

coordinate system.<br />

In the example in Figure 11, neither the user coordinate system nor program<br />

displacement is used. It is, however, possible to use them and, if they are used, they<br />

will be related to each other as shown in Figure 12.<br />

z<br />

Z<br />

y<br />

X<br />

Wrist coordinate system<br />

x<br />

Z<br />

z<br />

y<br />

Y<br />

X<br />

Y<br />

User coordinate system<br />

x<br />

Object coordinate system<br />

Figure 12 Program displacement can also be used together with stationary TCPs.<br />

<strong>RAPID</strong> Reference Manual 6-11<br />

y<br />

x<br />

z<br />

Object coordinate system<br />

Z<br />

X<br />

Tool coordinate system<br />

y<br />

World coordinate system<br />

z<br />

x<br />

Y<br />

y<br />

Displacement coordinate system<br />

x

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