3-Axis Registration Adjustment Simulator

Practice aligning a two-layer job on a virtual three-axis press (X / Y1 / Y2) — guided lessons, random challenges, step-by-step solutions. Make your mistakes here, not on the machine.

Free practice: drag a handwheel to rotate it (clockwise = positive direction) and watch how the four red marks move.
X Handwheel
Left/right · moves all 4 marks
0 div (0.00mm)
Y1 Handwheel
Front-back, left side · marks 1 & 3
0 div (0.00mm)
Y2 Handwheel
Front-back, right side · marks 2 & 4
0 div (0.00mm)

Tolerance: ±0.05mm (1 division). On-screen error is magnified 38×. Drag the wheel for coarse adjustment, tap ±1 div for fine adjustment — same as the real machine: coarse first, then fine. Guided lessons play one step at a time: each step pauses when it finishes. During animation, red marks show a movement arrow and a Δ value.

How to use it

Four modes, in the order I'd hand them to a new operator:

The simulator: four registration marks on the stage (black = layer 1 reference, red = layer 2), the narration card, and the three handwheels — X, Y1 (left side), Y2 (right side).
The simulator: four registration marks on the stage (black = layer 1 reference, red = layer 2), the narration card, and the three handwheels — X, Y1 (left side), Y2 (right side).
  1. Guided Lessons — five typical error patterns, animated step by step: pure X shift, pure Y shift, pure rotation, a mixed real-world case, and the one no handwheel can fix (stretch). Watch each one, ideally twice.
  2. Free Practice — no error loaded. Turn each handwheel and just watch which marks move and in what direction. Build the mental map: X moves all four marks sideways; Y1 moves the two left marks; Y2 moves the two right marks.
  3. Random Challenge — the simulator loads a hidden misalignment. Bring all four red marks onto the black ones within ±1 division, in as few turns as possible. If you're stuck, Show Me Step by Step walks you through the correct solution — which wheel, which direction, how many divisions, and why.
  4. Reset — zero everything.
“Show Me Step by Step” narrates every move — which wheel, which direction, how many divisions — with a player to step through, replay or slow down.
“Show Me Step by Step” narrates every move — which wheel, which direction, how many divisions — with a player to step through, replay or slow down.

The on-screen error is magnified 38× so you can see it; the handwheel readouts always show real millimetres. One division is assumed to be 0.05 mm with 20 divisions per turn — check this against your own machine's scale before applying the habits.

The one concept that makes three axes simple: the common component

Operators who struggle with Y1/Y2 usually struggle because they see two front-back adjustments. Experienced operators see one shared movement plus one difference. This is the single most useful idea in three-axis registration, so here it is properly.

Pattern 1 — X translation: all four red marks shifted sideways by the same amount.
Pattern 1 — X translation: all four red marks shifted sideways by the same amount.
Pattern 2 — Y translation: all four shifted front-back, same direction, same amount.
Pattern 2 — Y translation: all four shifted front-back, same direction, same amount.
Pattern 3 — rotation: left side one way, right side the opposite way.
Pattern 3 — rotation: left side one way, right side the opposite way.

Take whatever front-back error you measure on the left side and on the right side, and split it into two parts:

Any front-back error is exactly these two parts added together. A worked example from Lesson 4: after X is fixed, the left marks are off by 0.10 mm toward the rear and the right marks by 0.70 mm. Split it:

The worked example on stage: after X is fixed, every red mark sits toward the rear of its black target — but the right side (0.70 mm) is off much more than the left (0.10 mm).
The worked example on stage: after X is fixed, every red mark sits toward the rear of its black target — but the right side (0.70 mm) is off much more than the left (0.10 mm).

0.40 + 0.30 = 0.70 on the right, 0.40 − 0.30 = 0.10 on the left — the split adds back up exactly. Once you can do this decomposition in your head, Y1 and Y2 stop being mysterious: same-direction turns shift, opposite-direction turns rotate, and every real error is some mixture of the two.

After the differential component: all four marks registered. Final wheel positions: X −10 div, Y1 −2 div, Y2 −14 div — and every division had a reason.
After the differential component: all four marks registered. Final wheel positions: X −10 div, Y1 −2 div, Y2 −14 div — and every division had a reason.

The sequence that saves turns

An X correction mid-animation: red marks carry movement arrows and Δ values (in mm) so you can see the correction happening, not just the result.
An X correction mid-animation: red marks carry movement arrows and Δ values (in mm) so you can see the correction happening, not just the result.
During a rotation step only Y1 and Y2 are lit — the wheel being turned is always the one highlighted; X stays dimmed at its final −10 div.
During a rotation step only Y1 and Y2 are lit — the wheel being turned is always the one highlighted; X stays dimmed at its final −10 div.

Fix X first, then the common Y component, then rotation last. Rotation is last for a physical reason: the screen pivots around its centre, so any rotation correction moves every mark's position slightly — if you rotate first, your earlier translation readings were taken on a crooked screen and you'll re-do them. In this simulator the axes are perfectly independent, as they are on servo-driven presses; on the real machine, print one test sheet between major steps and re-measure all four marks before deciding the next move.

What the handwheels cannot fix

The stretch pattern: front marks sit perfectly on target while both rear marks are off toward the rear — the second layer is physically longer than the first.
The stretch pattern: front marks sit perfectly on target while both rear marks are off toward the rear — the second layer is physically longer than the first.

Lesson 5 shows the pattern that fools everyone once: the rear marks are off more than the front marks, and no combination of X, Y1 and Y2 gets all four aligned. That's not misregistration — the mesh has been stretched along the print direction by the squeegee, and the printed image is physically longer than the first layer. Positioning axes move the screen; they cannot un-stretch an image. The fixes live elsewhere: screen warping / stretch compensation if your press has it (set separately for left and right), and checking squeegee pressure, snap-off distance, and screen tension. Learning to recognise this pattern early — instead of burning an hour chasing it with handwheels — is worth the whole simulator.

Proof by experiment: pull Y back and the rear marks align — but now the front marks are off. No handwheel combination gets all four at once, because stretch is not a position error.
Proof by experiment: pull Y back and the rear marks align — but now the front marks are off. No handwheel combination gets all four at once, because stretch is not a position error.

Scope and honest limits

This is a training aid, not a digital twin of your press. Axis direction conventions, divisions per millimetre, and which side Y1 controls vary by manufacturer — verify them on your machine (the assumptions here: X positive rightward, Y positive toward the rear, Y1 left side, 0.05 mm per division). Real machines add effects the simulator deliberately omits in its default mode: mesh relaxation after adjustment, clamp settling, and backlash. The patterns it teaches — read before you touch, split common from differential, translate before you rotate, recognise stretch — transfer to any three-axis system.

Related: the Registration Mark Generator for putting the marks on your films in the first place, and the Screen Mesh Selector for the screen itself.