Are you ramping the tool into the work, and/or using a lead in?
Not sure what your CAM skill level is, so I’m sorry if I’m telling you things you already know, but ramping will gradually lower the tool into the cut in the z direction while translating in x y
Lead in will start the tool off the work in the x y direction and bring it in contact gradually. (Tangentially to the toolpath, rather than perpendicularly)
I think either may help your situation. If you are straight plunging, tool, spindle, gantry deformation may be acting like a spring, then once you start cutting the plunge force is relieved and the tool moves slightly when the “spring” is decompressed (no longer plunging)
Use a large lead in radius, and/or a small ramp angle (1-2 degrees to start). I have never used estlcam, (I use fusion 360), so those operations may be named differently.
My CAM skill level is still pretty rudimentary, so thanks for the explanation.
However, in ESTLcam, at least judging from the simulation, the “plunge angle” of the chamfer tool seems to be inherited from the plunge angle of the operation that is to be chamfered…
So, I tried engraving with the v-bit with your suggestions to make the chamfer. I lost the gouge, but ran into another problem. It seems the size of the chamfer on one side is larger than the chamfer on the others.
As for the chamfer size, the first thing I would look at is your table and part flatness. In order to get the most consistent chamfer, I would make sure that the table is planed, and the part surface is planed with respect to the machine. If the Z height with respect to the part is lower on one side of the part than the other, you will get a shallow chamfer on the low side.
I am currently getting ready to do something similar, but with a R.100 roundover bit. I just got done planing a sacrificial piece of MDF that is bolted to my spoilboard (I didnt bother to plane my whole spoilboard). As for the material, I am using cast aluminum tool and jig plate, and I am relying on the raw material to be flat enough.