The only thing I can do at this point is to try rephrasing in the hope that it will help explain what I’ve already posted. An important point is that you can create a program that machines everything in the order you want it to be machined in by giving each (Group of) path(s) a machining priority (the No: field, typ. 10, 20, 30…). The exception is secondary paths, paths you set via the primary Path properties window, e.g. pocketing, chamfering, etc. Estlcam forces all (but v11 carve pocket) secondary paths to the end (v11 and 12) or beginning (v12 carve pocket) of the program which can limit Estlcam to relatively simple, or multiple program file, projects.
Having the pocket tool group at the beginning of the program (v12) is fine for carve pocket plugs. What is not fine is that the default pocket tool group machining order is not the same as it is for the V-bit tool group and specifying a machining order doesn’t help… After changing as many things as I could think of, the only constants are that the V-bit group machining order is honored and that the pocket group machining order is always the opposite of the V-bit group machining order, i.e. it’s a bug.
About the program Preview image (above):
V-bit group is fine, Carve 1 removes material down to the Carve 2 Start level and the machining order is honored:
- 2mm deep (Carve 1), Depth: 2mm, Start: 0mm, No: 10
- 4mm deep (Carve 2), Depth: 2mm, Start: 2mm, No: 20
Pocketing group as is, Carve 2 is diving through uncut material that needs to be removed by Carve 1:
- 4mm deep (Carve 2), Depth: 2mm, Start: 2mm, No: 20
- 2mm deep (Carve 1), Depth: 2mm, Start: 0mm, No: 10
Pocketing group as it should be, Carve 1 removes material down to the Carve 2 Start level (same as carve group):
- 2mm deep (Carve 1), Depth: 2mm, Start: 0mm, No: 10
- 4mm deep (Carve 2), Depth: 2mm, Start: 2mm, No: 20
P.S. The purpose of my Finishing pass with 2D Carve? - #22 by dalrun post was to try to show how Carves are 100% Z based and that a negative Z offset/Finishing allowance cannot help with carve pockets because they are a combination of 2D pocket (X,Y wall) and 2.5D carve (Z wall) paths. Using a Start level Z offset is the only way I know of to calculate/create a carve pocket X,Y perimeter offset.