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ArtCAM Training Course Tutor: Trainee: Course Dates: UK Training Centre UK Customer Support Tel: 0121 683 1050 Tel: 0121 683 1010

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Page 1: Tutorial Parte 1

ArtCAM Training Course

Tutor:

Trainee:

Course Dates:

UK Training Centre UK Customer Support Tel: 0121 683 1050 Tel: 0121 683 1010

Page 2: Tutorial Parte 1

Fax 0121 7665511 Fax: 0121 7665542

Important Notice

This document is supplied as part of a Delcam Training Course. It is not intended to be

distance-learning material: rather as an aid for Tutors when presenting material to course delegates and as a subsequent aid memoir to those delegates.

Delcam does not accept responsibility for any personal belongings / valuables whilst on the

premises. Delegates are advised to keep their belongings on their person at all times.

Delcam plc. has no control over the use of the software described in this document and cannot accept any responsibility for any loss or damage howsoever caused as a result of using the software. Users are advised that all results from the software are checked by a competent

person in accordance with good quality control procedures.

The software described in this document is furnished under a license agreement and may be used only in accordance with the terms of such license.

Copyright 2005 – Delcam plc. All rights reserved

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ArtCAM Contents

Issue ArtCAM Pro 9 1

ArtCAM PRO 9 Contents

Chapter Day 1 Page No. 1. Introduction 3 - 8

2. Generating Vectors 9 - 22

3. Vector Editing 23 - 40

4. Reliefs 41 - 54 Day 2

5. Combining Reliefs 55 - 64

6. Pictures 65 – 74

7. 3D Blend and Fade Relief 75 - 82

8. Extrude, Spin and Turn Reliefs 83 - 102 Day 3

9. Two Rail Sweep and Weaves 103 - 118

10. 3D Clipart and Texture 119 – 130

11. Relief Layers 131 - 136

12. Relief Editing 137 - 152 Day 4

13. Z level Roughing 153 - 166

14. Relief Machining 167 - 174

15. 3D Rest &3D Cut out Machining 175 – 182

16. Feature Machining 183 – 190

17. Post processing Toolpaths 191 – 192

18. Toolpath Editing and Templates 193 – 194

19. Projects 195 – 200

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Contents ArtCAM

2 Issue ArtCAM Pro 9

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ArtCAM 1. Introduction

Issue ArtCAM-PRO 9 3

1. Introduction

Introduction. ArtCAM Pro allows complex 3D reliefs to be created quickly and easily from 2D vectors or bitmaps. These vectors and bitmaps can be generated within ArtCAM or imported from other systems. ArtCAM can import 3D models and generate reliefs from them. ArtCAM Pro contains tools for editing the reliefs and combining stored reliefs. Once a 3D Relief has been created, toolpaths can be created to machine it. Multiple toolpaths are easily generated for roughing, finishing and engraving, and the toolpaths can be simulated to allow complete visualisation of the product before manufacture. Training files are stored in C:/Program Files/ArtCAM PRO/Examples and C:/Program Files/ArtCAM PRO/Examples2 or C:/temp.

Starting ArtCAM Pro • Double click the ArtCAM Pro icon on the screen with the Left

mouse button.

Options not available are greyed out and cannot be used. To start working a New Model can be made, an existing model opened or an image file opened.

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• Select the Create New Model icon.

A new model must be given a size to work in, a origin position and a resolution. The resolution is the total number of squares for each axis. When working with bitmaps and you are using really fine delicate detail, the resolution should be a high value. A height of 100 with a resolution of 1000 gives 10 bitmap squares per millimetre.

Resolution The dragon model shows the 2D view of the model broken up into a number of squares (pixels). Each square is given a height in ArtCAM dependent upon the command used. The first relief uses a low resolution, which means a loss of fine detail in the resulting 3D relief.

If a higher resolution is chosen, the model is broken into many more pixels and therefore the fine detail can be shown in the relief.

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ArtCAM 1. Introduction

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• Set the Height and Width as 100 and the resolution as 796 x 796 points. • Select OK. Menu Bar 2D view Assistant Layers ArtCAM displays a 2D view, with the 3D relief view just underneath. You can easily swap between views. ArtCAM commands can be accessed using the tabbed toolbars or the Assistant, which contains additional help. The Layers can be switched on or off using F7.

Menu Bar At the top of the Main window, there is a Menu Bar.

Clicking on a menu item opens a pull-down menu that contains submenus and commands. If a menu item does not apply to the currently active view it will be greyed out. For example the File menu looks like this: There is one sub menu, indicated by the arrow at the right hand side next to the Import option. The commands at the right hand side of some menu options are shortcut keys for that option. Pressing the Ctrl key and the letter N is a shortcut for opening a New model.

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ArtCAM Assistant The ArtCAM Assistant gives the most information and help. Information can be hidden or shown by clicking the arrows up or down.

Project Information - this shows the actual size of the artwork and height of the relief File - These are the standard file options that allow you to control which model you are working on. Model - This controls, the editing of the model and also includes Lights and Materials for shading the relief. Bitmap Tools - These bitmap commands work with colours, directly on the defined resolution. Vector Tools - Vectors are flat 2D lines, independent of resolution. These command control the creation of the vectors. Position, Combine, Trim Vectors - These are the tools to modify vectors. Relief Tools- These are the tools for generating reliefs. Tabs – Give access to other pages

Fly - out menus Some menu options are hidden within a fly out menu to save space. They are indicated by an arrow on the command. To access the fly-out , click on the arrow.

pin

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Fly – out menus will change dependant upon the last command you used in the menu. For example, if you select a star, then the star moves to the left side of the menu, so when the fly - out is closed, the star icon is shown. Fly – outs can be fixed by clicking on the pin icon at the right end of the menu. The icons are now available in the main menu.

To return to a fly-out menu select the pin icon to un pin it from the main menu.

2D and 3D views The 2D and 3D view can be shown side by side by selecting Tile from the Window menu. • Select Window Tile Vertically.

The 2D view is used for designing the bitmaps and vectors and assigning them heights. The 3D view is used for looking at the relief and the simulation of the toolpaths. F2 and F3 are used to switch between the 2D view (F2) and the 3D view (F3). By pressing the same button again, the view will be maximised or set smaller.

The top of the 2D view has a different set of menus to the 3D view.

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Status Bar The Status Bar is at the bottom of the main window.

As the cursor moves over the 2D or 3D Views, the X, Y, Z co-ordinates of the current cursor position are displayed in the Status Bar. If a vector is selected, the current Width and Height are also displayed here.

Layers Assistant The layers Assistant displays all of the layer used and the commands available. The layers Assistant can be switched on and off using F7. This gives more area for the graphics.

Context Help By pressing the F1 key you can get more detailed information. This opens a Help page in the Assistant with the topic already selected. The Help is displayed in the Assistant and can be accessed from the Help Menu on the Menu bar. • Select File Close. The model has been closed.

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ArtCAM 2. Generating Vectors

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2. Generating Vectors

Overview Vectors are mathematically defined shapes consisting of a series of points (nodes), which are connected by lines, arcs or curves (spans) to form the overall shape. Vectors can be generated directly within ArtCAM by using the Vector Tools in the Assistant. Vectors can be rectangles, squares, circles, polylines, ellipses, polygons, stars or text. These can be edited if required to make the final vectors to create a relief from. Vectors can also be imported from another drawing package, using the File – Import menu option, or copied and pasted from another package using the standard Windows commands.

Generating Vectors Example • Press Create New Model. • Set the size as Height 150 and Width 80. • Set the Origin in the middle of the model. • Set the resolution as 628 x 1177 points by using the slider.

Once the model size has been set, the design can begin.

• Select OK. The model is now opened and the Vectors are generated in the 2D View. The 3D View is used for displaying the ArtCAM, relief.

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• From the Assistant or Vector toolbar, select the Create Rectangle

icon. The rectangle creation page appears, showing the options available. The rectangle can be created by clicking in the screen and dragging to a size, or by entering in the values. Several rectangles can be created without closing down the page. Each Assistant Page has help available, indicated by the word Show Help.

• Press Show Help.

The Assistant displays help at the side of each option. Typically, this increases the length of the page and you will have to move the page down to see further instructions, by moving the bar down. Some commands have a video clip to show the command in use. Just press the video icon. Once help is switched on it is displayed for each command. To switch this off, you need to Hide the Help.

• Select Hide Help.

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• Press down the left mouse button in the 2D view and drag a rectangle

of any size. The rectangle appears as dotted. The length and height can be dragged by moving the big squares in the middle of the sides. A radius can be put on the corners by dragging in one corner. The rectangle can be rotated by dragging around the lever in the centre.

• Click on a corner and drag inwards.

A radius has been given to the corners of the rectangle. If you press Create the rectangle will be generated, leaving the form in creation mode.

• Press Create. • Generate more rectangles, pressing space bar after each one (instead of

create. • Press Close.

There are now several vectors in the 2D View. Vectors are removed by selecting them individually, using the left mouse button or by picking a group and then pressing delete on the keyboard or the cut icon in the assistant.

• Stretch a box completely over all of the vectors so they turn pink. This means they are selected,

• Select Cut From the File area of the Assistant. ArtCAM has an Undo facility, which will allow the user to go back 20 steps with Vectors and back one step with a relief.

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Mobile Phone Cover Example Now that all the original vectors are removed, the same model (Size and Resolution) will be used for the creation of the Vectors required for a Mobile Phone Cover example. Below is a drawing of the item including basic dimensions, so that the user can get an idea of how the final product should look before working through the step by step instructions. • Select the Create Rectangle icon. • Click on the option rectangle. • Enter a Width of 50, a Height of 120 a Corner Radii of 3 and a centre

point of X 0 and Y 0. • Press Create.

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The main shape of the cover is generated.

• Change the Width to 40, Height to 30, Corner Radii to 1 and the centre point to X 0 and Y 20.

• Press the right mouse button. By pressing the right mouse button, the rectangular vector is generated and the Rectangle Assistant page is closed. The second rectangle will represent the window. The buttons to represent the dialling numbers will be generated by producing a single button and then copying it.

• Click on the ellipse icon. • Enter a Start Point of X –14 Y –50 with a Height of 7, Width of 10 and an

Angle of 140 degrees. • Select Create and then Close.

This first ellipse will be copied to form all of the holes for the number buttons.

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• With the ellipse selected, click on the block copy icon from

Vector Editing on the Assistant. The Block and Rotate Copy form appears. This allows the user to create a block copy in X and Y, or a rotated copy. The distances can be set as an offset value or by a gap value between each item.

• Select Block Copy. Select distances are offsets. • Select an X Offset of 14, with number of Columns as 3. • Select a Y Offset of 10, with number of Rows as 4. • Press Apply and then Close.

The main button positions are generated. The option button will be created next. This is a combined design of two circles merged together.

• Click on the circle icon. The Circle Creation form appears in the Assistant.

• Set the Circle centre as X 0 Y –4, Radius as 4 and press Create. • Change the Circle centre to X 0 Y –8, and press Create and then Close.

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The two circles are ready to be merged together.

• Select both circles and select the Weld command from Group Merge Join Trim Vectors on the Assistant.

A new single vector has been made from the two circles. Note: The Weld command only works on two selected closed vectors.

• Zoom in to see the vector more clearly. • With the new vector selected, press Node Editing icon from the

Vector Editing area of the Assistant. (or press N on the keyboard)

The vector nodes are displayed. At each point (node) the position and shape of the polyline can be altered. At each span (between the nodes) the polyline shape can be altered. Nodes can be added or removed to change the shape.

• Hover the mouse over a black node and select the right mouse button. • From the menu select Smooth Point (or press S on the Keyboard). • Move the mouse over the other black node and press S. • Select N to return to select mode and click away from the vector.

The vector is now suitably smooth at the edges. The next buttons will be generated from an offset triangle vector.

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• Select Create Polygon command.

The Polygon Creation form appears in the Assistant.

• Select No. of Sides to be 3, Angle 0, polygon centre at X –14, Y –2 with a

radius of 4. • Select Create and then Close.

The triangle can be offset with a radius to produce the desired relief.

• With the triangle vector selected, select the offset vector(s) icon.

The offset vector form appears in the assistant. Vectors can be offset inwards, outwards or both and can; at the junction between straight lines; be given a chamfer or radius.

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• Select an Offset Distance of 1, Offset Direction as Outwards, Offset

Corners as Radiused and select Offset and then Close.

The new vector is radiused at the corners.

• Select the inner vector and press Delete on the keyboard. • Select the new Vector and select the Mirror Command.

The mirror form appears in the assistant. This allows the user to mirror the selected vectors about themselves or a selected line. Note: The line must be selected first before Mirror Vectors about a line option is used.

• Tick Copy the Original Vector and press Bottom and then Close.

The vector has been copied and mirrored. The new vector needs to be moved downwards. This can be nudged using the down arrow or moved by a value using the Transform Vector command.

• Select the Transform icon (or hit T twice on the keyboard). • Enter Move Y as –1 and press Apply and Close. • Select both triangular vectors and select the Group command. The two items can now be treated as one.

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• Select create a Polyline command.

Polylines can be generated by entering absolute co-ordinates in the X and Y area, by angles and line length, as relative co-ordinates using the dx and dy (distance from last point) or by clicking with the cursor. Note: Polylines can also be created dynamically in the graphics area either by holding down the left mouse key while freehand sketching a curve, or by using the left mouse key to click individual points along the required route.

• Press Add. (Enters a point at 0 0). • Enter 30 in dy (30 mm in y direction) and press Add and then Close.

The polyline will be used for mirroring the triangular buttons across the component.

• Select the poly line and shift select the group. • Select the Mirror Command. • Tick Copy the Original Vector and press About Line and then Close. • Delete the polyline.

The triangle buttons have been copied.

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• Select the icon Vector Text. Any additional fonts loaded onto the computer will be recognised ArtCAM, as well as the standard fonts.

• Select Font as Arial, Script Western, Size as 3 mm. • Click at the bottom of the 2D view and type ARTCAM VECTOR TEXT. • Select Done.

This text will be wrapped around the outer vector, with the text inside, using wrap text around a curve.

• Select the text and shift select the outer vector. • Select the command wrap text around a curve.

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The Text on a Curve form appears, which allows the user to align an existing Text Vector to a curve vector. Text Position includes options that control the relative, position of the text across the curve. Text on other side, puts it on the other side of the curve. Text Alignment includes options that control the flow of the text along the curve. Text Spacing allows the user to vary the spacing between the individual characters. Editing Style allows the user to set individual Words or Letters to be repositioned around the curve independently.

• Select the option Specify and enter 1mm. Select Text on other side. • Select the option Single Words. • Move the text using the cursor to align on the three sides. Select OK.

The text is now wrapped.

• Select Create Polyline. • Hold the mouse down and sketch similar as shown. Select Close.

This polyline will be used to paste vectors along.

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• Select Create a star.

The Star Creation form appears.

• Select 5 points, star centre as X –28, Y 62, first point radius as 4.5 and

second point radius as 2. • Select Create and then Close. • Select the star vector and shift select the sketched polyline. • Select paste along a vector command.

The vector is pasted incrementally along the curve either by dividing the curve equally using Specify Number, or by a fixed distance, leaving any surplus at the end of the curve using Specify Distance.

• Select Specify Number and Enter number of Copies as 5. • Select Paste and Close. • Delete the original star vector and the sketched polyline.

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• Save the model in C:\Temp as training-phone-cover. • Close the model.

Exercise A • Open a new model of height 150, width 100. • Generate the vectors for this apple juice model,

using your own values. • Save the model in C:\temp as apple.

Exercise B • Open a new model of height 60, width 40. • Generate the vectors for this locket. • Save the model in C:\temp as locket.

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ArtCAM 3. Vector Editing

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3. Vector Editing

Vector Editing Vectors can be edited in many ways within ArtCAM. The following example will show you how to use these options.

Shield Design Example • Create a new model with a Height of 20 and width of 20 and a resolution

of 1002 x 1002. • Set the origin to the middle and press OK. Note: The origin position can be moved by using the option Set model position. This allows you to move the model along to a known position or by setting the 0 0 in one of the four corners or the centre of the model. Grids are a useful feature to help generate vectors. Grids are drawn and undrawn from the pull down 2D view menu. • Select Bitmaps Views Snap Grid settings…

The grid spacing can be set at any value, for smaller models or a finer grid the spacing needs to be reduced.

• Switch on Draw Snap Grid, switch on Snap to Grid, set the Grid

Spacing to 1 and press OK. This shows a grid on the model.

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• Select create polyline. • Snap to the grid points, similar to as shown.

The grid helps to align the point position. The vector will be smoothed.

• Select File Save As, select C:\temp and enter the name train-shield. • Select Bitmaps Views Snap Grid settings… • Switch off Draw Snap Grid, switch off Snap to Grid and press OK. • Select the Fillet command.

The fillet is generated at a node point or from two polylines that would intersect.

• Enter a fillet radius of 5 and select either side of the bottom point to

generate the fillet. • Change the fillet radius to 1 and create a fillet at the top two corners. • Change the fillet radius to 2.5 and create a fillet at the last two corners.

The main shield shape is generated.

• Select Close.

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• With the Vector selected, select Offset Vector. • Select Inwards, a Distance of 0.5, Radiused and press Offset and then

Close. A constant offset has been generated. For the middle part, instead of using grid lines, instead, guidelines at actual values will be used. Guidelines are pulled from the rulers, around the border of the model.

• Hold the left button down within the top ruler and drag down a horizontal guideline, releasing the mouse, when it is near the centre of the model (0 on the vertical ruler).

• Right mouse click on the guideline.

The guideline can be moved to a defined value, by

typing the value in the New position box and pressing Apply. Note: Guidelines can also be deleted from this menu.

• Enter a New Position of 0 and press Apply. • Generate a vertical guideline at 0 by dragging it from within the left ruler.

There are now 2 guidelines in the model. These can be snapped onto when creating or moving vectors or nodes. These guidelines can be shown or hidden by clicking the guidelines icon. This is at the top left hand corner of the rulers.

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• Select Create polyline. • Snapping to the guidelines to create a horizontal and vertical line. • Pick the top left corner icon in the 2D view to switch off Show

Guidelines. These polylines will be offset. The horizontal one upwards and the vertical one either side.

• Offset the horizontal line, vector both sides by 0.5mm using the Both Sides (ridge) option.

• Offset the vertical line, vector both sides by 0.4mm • Delete the original polylines. • Select trim vector and cut the polylines to make a cross within

the shield. The shield design is finished. Yours may look different if you snapped to other grid points.

• Select File Save and then File Close.

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Vector Layers A model can have many layers, which can be displayed or hidden. Vectors can be assigned to different layers. The advantage of this is when you have many vectors; you can put them on different layers and switch the layers on and off accordingly, providing you with a clearer view. Layers can be named, deleted and merged together.

Phone Cover Example2. • Open the model training-phone-cover.art from C:/Temp.

Parts of this model will be moved to other layers. Also new vectors will be imported into other layers.

• Open the Vector Layers

Vector layers are controlled by this toolbar. The current layer is highlighted and any generated or imported vectors will be displayed , providing the layer in switched on (light bulb).

The active sheet control is used with the nesting command. • Select the stars vector group.

Layers need to be generated before vectors can be placed into them. It is good practise to give the layer a sensible name.

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• Select New on the Layers toolbar. Vector Layer 2 appears allowing you to change the name, by double-clicking on the name..

• Double click on Vector Layer 2 and overwrite as stars and select the green tick to confirm.

The new level is now named and switched on.

• Right mouse click on the selected star vector group and pick Move to Layer > stars.

• Switch off the layer stars by clicking the light bulb on the layer stars.

The star vectors are now hidden. The other vectors on the default level are still displayed Note: When a layer is current any vectors that are pasted are automatically placed on that layer.

• Create a new layer and change the name to buttons. • Create a new layer and change the name to holes • Select the 12 ellipse vectors.

These selected vectors will be placed on another layer. Note: Layers can have the snapping facility switched on or off. For example if you had vectors close together and wanted to be sure you snapped to the correct vector on a layers, then you would switch snap off for all the other layers

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• Right mouse click on the selected star vector group and pick Move to

Layer > buttons. • Select the other shaped vectors as shown.

These selected vectors will be placed on another layer. Note: Layers can be locked, so any vectors on that layer cannot be moved until the layer is unlocked.

• Right mouse click on the selected star vector group and pick Move to

Layer > holes. • Switch off the Default Layer, leaving on the layer stars and holes. • Make current the layer called holes.

The vectors displayed are going to be combined into the one current layer called holes.

• Select Merge Visible.

The layer called buttons has disappeared as it has merged into the layer holes. The vectors on the layers can be coloured for identification.

• Select the black spot to the left of the layer

name holes. The colour form appears. This allows you to select the colour for the vectors on that layer.

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• Select a light green and select OK. • Switch on all the layers using the toggle visibility. All the vectors on the layer holes are now shown as green. Imported vectors are automatically put on the current layer. • Make the layer called Default layer current. • Select Open. • From Examples2 select the file tel-insert.eps and select Open.

The saved vectors have been placed onto the current layer. When they are input, they are placed at the same location they were saved in, so if the model size has changed you may need to zoom in or out to find them. The vectors are imported as a group, so to use them they need to be ungrouped. To save vectors, select the vectors you want and from the file menu select Export.

• Select File Save and then Close.

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Node Editing Vectors are made up of nodes. To change a vector, the nodes are changed as the following example shows,

Enamel-Pin Example • Create a New model, width of 60 and height of 20. • Create a guideline at X 0 and Y 0.

• Select Create Polyline. . Untick Draw smooth polylines. • Enter X as –25, Y as 1 and press Add. • Enter dx as 35 and press Add. Press Close.

• Select Create Polyline. . Untick Draw smooth polylines. • Enter X as –25, Y as –1 and press Add. • Enter dx as 35 and press Add. Press Close.

These two vectors can be joined together with either an arc, straight line or by moving the end points.

• Select both vectors. • Select Join vectors with a curve.

The two vectors have been joined together to make a new vector. The open vector can be closed.

• Select the new vector. • Select Close vector with a line.

The vector has been closed. An ellipse will be modified to produce a leaf shape.

• Select Create Ellipse. • Enter a Start Point of X -4 Y 4, an Ellipse Height of 3, an Ellipse Width of

12 with an Angle of 340. • Select Create and then Close.

• Select Node Editing.

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Using N on the keyboard on a selected vector will switch between node mode and select mode. The ellipse will be opened up halfway by removing spans using the right mouse button menu.

The part of the vector between two node points is called a span. If a span was removed, the vector will become open. In node mode, if you move you mouse over a node point and click the right mouse button a different set of menus appears.

• Right mouse click over the right bottom span of the ellipse and select

Remove Span from menu.

The ellipse vector is opened at the required area. The other lower span needs to be deleted.

• Right mouse click over the left bottom span of the ellipse and select Remove Span from menu.

Only half of the original ellipse remains. In Select mode this half ellipse can be closed with a line.

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• Pick Select mode.

• With the vector selected, select Close Vector with a Line.

The vector is now closed. A polyline needs to be created to mirror the vector around.

• Select Create Polyline. • Enter X as –10.3, Y as 1.5 and press Add. • Enter X as 3.6, Y as 6.6 and press Add and then Close.

• Select the polyline and the leaf shape and select Mirror Vectors. • Tick Copy the Original Vectors and press About Line.

• Select Close. Select the polyline and press Cut.

The leaf shape has been generated. A copy is required over the other side.

• Select Create Polyline. • Snap to the horizontal guideline to create a line across the whole model. • Select the horizontal vector and the leaf shapes.

• Select Mirror Vectors. • Tick Copy the Original Vectors and press About Line.

For the other design a circle will be modified.

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• Select Create Circles. • Set the Circle Centre as X 10 Y 0. Select Radius and enter 1.5mm. • Untick Create with arcs and press Create. • Set the Circle Centre as X 16 Y 0. Select Radius and enter 6mm. • Press Create and then Close.

The smaller circle will be subtracted from the larger circle.

• Select the larger circle and then shift select the smaller circle.

• Select subtract vectors. Select Node mode. • Move the mouse over the top marked area

and from the right mouse menu select Insert a point.

• Move the mouse over the bottom marked

area and from the right mouse menu select Insert a point.

The addition of these extra node points will allow us to move the node point in between the new points and it will only stretch the vector within that region. • Select the middle node. • Drag the point along the horizontal vector

and release the mouse at a suitable position as shown.

• Delete the horizontal vector.

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The design has been changed. The two control points can be dragged to produce a more realistic curve.

• Select each control point and move around as shown.

The shape is complete. For an inner part a polyline can be generated, using the smooth option.

• Press Select vectors. Select Create Polyline. . • Tick Draw smooth polylines. • Click on several points on the model to make the shape as shown. • Click on the start point to finish off the vector. Select Close.

The last point is not smoothed when it is joined. This can be achieved in node mode by smoothing the point. When you are in node mode a smooth point is shown as blue and a non-smooth point is shown as black. All of the vectors can now be offset.

• Press Select vectors. • Stretch a box over all of the vectors. Select Offset vectors.

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• Select an Offset Distance of 1. Select Outwards. • Select Radiused and press Offset and then Close.

The design has now been finished.

Closed vectors can be filled in with bitmap colour to give an idea of what the design will look like before the relief is made. • Select the new offset vector and select the gold coloured square at the

bottom of the 2D view with the left mouse button. • Select flood fill vectors.

The whole inside of the vector is filled with the colour . The colour is a bitmap. Other vectors can be selected and filled to overwrite the colour.

• Select the leaf and stalk vectors and select the green coloured square at the bottom of the 2D view

• Select flood fill vectors. • Select the petal vectors and select the red coloured square at the

bottom of the 2D view • Select flood fill vectors.

If the vectors were altered, the colours need to be recreated.

• Select File Save and then Close.

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Selected Node Editing. When a node is selected it turns red and can be moved dynamically. Shift and select allows you to select several nodes in a curve, ctrl and select allows you to pick individual nodes, which can be moved together.

You can select X on the keyboard to line the points up horizontally with the X value of the first node. Selecting Y lines up the points vertically with the first point.

Vector Clipping and Slicing Vector clipping allows you to cut a group of vectors within a defined vector. Vector slicing will slice a vector up and can repair the ends.

Vector Clipping Example • In a new model create the following vectors.

The sizes do not really matter as long as there are a few stars within the pentagon.

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• Select Vector Clipping.

The vector clipping form appears with instruction on how to use the command and the different results available with the options given.

• Select the polygon and then shift –select all of the other vectors (can drag a box).

• Select Inside and Trim. • Press Clip Vectors.

The stars that are whole within the polygon are kept and the stars that cross the polygon are trimmed back to the polygon.

• Experiment with the other options.

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Vector Slicing Example • In a new model create the following vectors.

These vectors can be of any size.

• Shift - Select both the closed vectors followed by the open (slicing) vector, and then select Slice Selected Vectors.

The slice form appears displaying the options available. The use last selected vector option is only available when more than one vector is selected. Otherwise it will be greyed out.

• Select the option Close and use last selected vector. • Select Slice Vectors. • Nudge the two new vectors up and down using the keyboard up and

down arrow keys to see the result. The vectors have been sliced and rejoined.

• Experiment with the other options.

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4. Generating a Relief

Relief. A Relief is the actual 3D model that ArtCAM produces and is generated from vectors, bitmaps or by combining reliefs. Basic Reliefs are generated from a closed vector using the Shape Editor. Double clicking on the selected vector/s will bring up the shape editor.

There are three main types, domes, pyramid and flat plane. By selecting a shape then other options become available. There are 6 options, Add, Subtract, Merge High, Merge Low, Zero and Zero Rest.

The 2D view shows the dome relief already made from a circle vector and the rectangle selected for the new relief.

Add This method adds the new relief on top of the current relief, giving the following effect. In this case a plane of a start height of 1mm was Added.

Subtract This method removes the new relief from the current relief, giving the following effect. In this case a plane of a start height of 1mm was Subtracted from the dome.

ADD

SUBTRACT

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Zero By using Zero the area inside the vector will be given a z height of zero. Note: with this option it does not matter what relief shape was chosen, the 2D rectangle area was zeroed.

Merge High The new relief is checked against the current relief and where the new relief is higher in Z it will be displayed. This gives the effect of the new relief merging into the current relief. In this case a plane of a start height of 1mm was Merged High with the dome.

Merge Low The new relief is checked against the current relief and where the new relief is lower in Z (such as the zero plane) it will be displayed. In this case a plane of a start height of 1mm was Merged Low with the dome.

Zero Rest By using Zero Rest the area inside the vector will be unchanged and the rest of the relief flattened to the zero plane. Note: with this option it does not matter what relief shape was chosen, the area outside the 2D rectangle area was zeroed. Reliefs are shown in the 3D view and can be saved as separate files. The smoothness of an ArtCAM relief is defined by the original resolution the model was generated in.

ZERO

MERGE LOW

MERGE HIGH

ZERO REST

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Anchor Example. • Open the model anchor.art from Examples2.

The vectors have been generated for this model.

• Select the outer, bar vector of the anchor as shown.

• Double Click on the vector to bring up the Shape Editor.

A flat plane shape has been selected with a start height of 0.5. The start height indicates the very top Z level of the flat plane.

• Press Add, Close and then F3. • Switch off the Draw Zero Plane

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The bar is produced. If you put your mouse over the relief and look at the Z-axis it will show the Z height as 0.5.

• Press F2. De-select the bar vector. Hold down Shift and Select the two

vectors inside the bar. The relief will be generated inside these two vectors.

• Right Mouse Click and select Shape Editor from the menu.

The vectors have been given a dome shape with an angle of 45 degrees, with no limit. This means that the dome will rise at 45 degrees until it meets in the middle of the vector. A higher angle would produce a higher relief.

• Select the Dome option. • Change the start height to 0 and press Add, Close and then F3.

The extra detail has been added to the relief.

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• Press F2. Select the main anchor vector.

This vector will be merged into the bar vector.

• Right Mouse Click and select Shape Editor from the menu.

The vector has been given a pyramid shape, with a steep angle of 65 degrees, until it reaches a height of 0.75mm, where it will remain flat.

• Select Merge High, Close and then F3.

The main anchor shape is now combined with the bar.

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• Press F2. Select the hook vectors.

These vectors will be combined with the current relief.

• Right Mouse Click and select Shape Editor from the menu.

These vectors have been given a small angle but they start from a Z height of 0.75.

• Select Merge High, Close and then F3.

The hooks have now been added.

• Press F2. Select the ring vectors.

• Right Mouse Click and select Shape Editor from the menu.

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The hook has been given a dome profile with a high angle, with a start height of 0.5

• Select Merge High, Close and then F3.

• Spin the relief around by holding down the left mouse button. • Select File Save As naming the model in C:\Temp as training-anchor. • Select File Close.

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Tin Lid Example • Open the model tintop.art from Examples2. • Select the bitmap on/off command.

This turns the bitmap colour off so that the vectors can be seen clearly and easily picked.

These vectors were generated in ArtCAM and are all closed. They will be used to produce a relief of the tin lid, which will be painted using the bitmap colours.

• Select the outer circle vector. • Select the shape editor. • Select a Dome Shape with an Angle of 60, a start height of 5, with limit

to height set with a value of 1mm. • Press Add and then F3 (3D view).

This relief is made up of a flat platform up to 5mm and then a dome shape of up by a maximum of 1mm on top. This gives the effect of a smooth fillet around the rim. The leaves need to be defined now as they are partially underneath the sunflower.

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• Press F2 (2D view). • Select both of the leaf vectors. • Select the shape editor. • Select a Dome Shape with an Angle of -8, a start height of 0.5, with no

limit set. Press Add and then F3 (3D view). The leaf shape has been added on the top with a platform of 0.5mm, which has then been scooped out by a low angle to give the leaf shape some shape. The leaf veins can now be added.

• Press F2 (2D view). • Select both of the leaf vein vectors. • Select the shape editor. • Select a Dome Shape with an Angle of 10, a start height of 0, with no

limit set. Press Add and then F3 (3D view).

By zooming into one of the leaves you can see that by adding the vein relief it follows the shallow shape of the leaf. The petals on the flower can be added. This is added in two separate stages to allow for some petals to be higher than the others.

• Press F2 (2D view). • Select the petal to the left of the highest petal to select the lower group.

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• Select the shape editor. • Select a Dome Shape with an Angle of 15, a start height of 6.5, with

scale to height set with a value of 1mm. • Press Merge High and then F3 (3D view).

When Merge High is used the start height set is an Actual value from the Z0 of the relief. By setting the value higher than the leaves the flower is raised above.

• Press F2 (2D view). • Select the highest petal to select the higher group. • Select the shape editor. • Select a Dome Shape with an Angle of 15, a start height of 7, with scale

to height set with a value of 1mm. • Press Merge High and then F3 (3D view).

This petal group is higher than the other group, and is shown higher, so the petals in the front are full petals and the petals behind are only partial petals. The dome for the sunflower centre can now be generated.

• Press F2 (2D view). • Select the small circle vector (in the centre of the flower). • Select the shape editor. • Select a Dome Shape with an Angle of 25, a start height of 7, with no

limit set. • Press Merge High and then F3 (3D view).

The centre of the flower has been merged into the petals. The text can now be added.

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• Press F2 (2D view). • Select both of the text vectors. • Select the shape editor. • Select a Pyramid Shape with an Angle of 45, a start height of 6, with

Limit to height set with a value of 0.2mm. • Press Merge High and then F3 (3D view).

The text has been given a chamfered edge and a flat top making it stand out. This relief can be shown in other colours or using the 2D bitmap colours.

• From the Assistant - Model, select Lights and Material. • In the Shading Setup or Material areas select a down arrow (to the right of

a current settings tab) and select an alternative (Note the selection in the Material category or adjustment to a slider will only update on clicking Apply).

• In The Material section select 2D View and press Apply and observe the

change in style on the relief to reflect the 2D bitmap colour scheme. The relief is overlaid with the same colour scheme as the 2D bitmap (This will override the settings in Shading Setup) The whole relief can be shaded from a choice of colour schemes located in the Shading Setup or Material pull down menus.

• In the Material section select Selected Colour and press Apply. • Select File Save As naming the model in C:/Temp as train-tin-lid.

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In ArtCAM you can use a selected vector to distort the final relief, allowing you to interactively shape the final relief. • Press F2 (2D view). • Select the circle vector. • From the Assistant - Relief Editing select Relief Envelope Distortion.

The Relief Envelope Distortion page appears. Also the selected vector is displayed within a gridded box (called the envelope) with nodes at the corners. These nodes can be moved around, stretching and squeezing the relief. The behaviour of the relief is controlled by the options on this page. Additional nodes can be added and the vector is edited by using normal vector commands. When a relief is distorted, the Z height can also change, if required or kept the same. The options can give very different effects. The use existing curve will be covered later. Finally, to accept the finished distortion you press Finish, otherwise Cancel will revert the relief back to its original shape.

The Grid can be clearly seen in the 2D view. Individual nodes can be moved around and the angles can be changed.

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• Select the option Replace Original Relief. • Select Create Vector Outline and set relief scaling as average scale at

100% (A rectangular Vector appears as the outer limit). • Select in the form to access node editing. • Put the mouse in the middle of the top span and press I to insert a new

point. • Select the new point and move it down in the Y until it is halfway down

the text letter l.

• Move the left angle node down. • Select the right span across the top and press L to convert to a line.

• Move the bottom left angle node until it snaps on the letter e. • Move the bottom right angle node until it snaps on the letter d

The new shape of the relief is shown in outline. • Select Add, press Paste (to recreate the relief) and Finish to accept. • Select F3. • From the Assistant – Model – Lights and Material, select Default.

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The relief has been distorted.

• Press Finish to save the relief. • Press F2. • Select the greyscale view.

When the relief is changed the greyscale view is automatically updated. By switching the greyscale view on you can see the difference from the original vector design. If you move the mouse over the flat part of this relief the Z value is around 5.75. The previous Z height was 6mm. To keep the Z height the same the option Keep Current Z would be used.

• Select File Close.

Pyramid Exercise

• Create the vectors and

make a relief using your own values.

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5. Combining Reliefs

Teddy Bear Example This example creates the Teddy bear relief using Angled plane and ISO-Form lettering as well as the combining the reliefs. • Open the file Teddy.art from the Examples/Ted_bear

directory using the Open File button on the File toolbar. • Select the body vector using the Left mouse button. • Double click the selected vector. • Select a Dome shape, with an angle of 45 degrees with No Limit and click

the Add button. Select Close. • Select the 3D view using F3.

The 3D view can display the relief shaded, wireframe and low, medium or high detail. The base plane can be displayed or switched off. This picture is low detail with the zero plane switched off.

• Select the Draw Zero Plane button at the top of the 3D View

window to toggle the display of the base plane. • Select Low Detail.

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• Press the F2 key to select the 2D View. • Using the Left mouse button, select the Outer ears vectors and then hold

down the Shift key and select the Inner ears vectors.

• Double click and select a Dome shape with No Limit, an angle of 45

degrees with a start height of 0.5. Select Add. ArtCAM generates a shape for the area between the selected vectors.

• De-select the vectors in the 2D View and select the inner ears vectors.

• Double click the selected group and select Reset button. • Select a flat plane with a start height of 0.5 and press Merge High.

The inner ears have been merged with the outer edge.

• Select the arm vectors.

If the arms were added to the body, then a bulge would appear where the shape is added on the top of the body relief. The arms need to be merged high.

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• Select a Dome shape, with an angle of 45 degrees with No Limit and click

the Merge High button.

The arms are generated.

• Select the face vector. The face will be given a rounded appearance with a higher angle. The face will be merged into the current relief.

• Select a Dome shape with an angle of 60 degrees with No Limit and

press Merge High. The face has been added. The higher dome angle makes the face higher and rounder.

• Select the circle vector. If a dome shapes is added on top of the relief, it will follow the shape of the relief to produce a rounded belly. Using Add if a high angle was used the effect would be more pronounced as there is already a curve on the relief.

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• Select a dome shape of 15 degrees with a start height of 0 to No limit

and press Add. The teddy has a nice round belly

• Select the feet vectors. The relief for these feet vectors will be generated using an angle plane. This will slope the feet at a specified angle making the toes point forwards and the heels lean back.

• Open Relief Editing on the Assistant. Creating an Angled plane and other relief operations such as smoothing are available from this part of the assistant. An Angled plane can be generated on the whole relief or within selected vectors. • Select the Create Angled Plane icon. • Click on Show Help.

A minimum of two points must be selected to generate the plane, but to guarantee the correct orientation; it is advisable to use the maximum of three points. These points are best picked from the vectors. Once all three points are picked, then the Z vectors can be changed as necessary. Once the plane has been defined then you can choose whether to add, subtract, merge highest or lowest to the current relief.

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• Click Set Third Point and press the Start button. • Select the bottom point of the left vector with the mouse.

Once Start has been selected, the First point is expected to be selected (this is the bottom point of the plane). As the mouse is moved over the vector it changes to a target symbol. The second point is at the top of the vector.

• Select the top of the vector with the mouse. A dotted line shows the distance from the first point to the second point. The third point is midway between the two vectors.

• Click in the centre of the vectors (Centre located symbol is:- ) Now all three plane positions have been captured, the Z value for each position becomes available.

• Set the First Point Z as 1.5, Second Point Z as 3.5 and Third Point Z as 2.75.

• Select Highest and press Create. The angled plane has been generated giving the feet a slightly pointed look. Further relief can be added onto these areas.

• Select Close and double click on the feet vectors. • Select a dome shape with an angle of 15 degrees with No Limit and

press Add.

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The dome shape has been added to the angled feet.

• Select the snout and the Paw print grouped vectors.

These will have the same shape so can be created at the same time.

• Select a Dome shape with an angle of 45 degrees with No Limit and press Add.

• Select the eyes and nose vectors. • Select a Dome shape with an angle of 45 degrees with No Limit and

press Add.

To complete the teddy this relief can be smoothed to soften the edges between each shape. Smoothing is a progressive command, the more you smooth, the more you reduce your details and it blurs together.

• Click the Smooth Relief button on the Relief Editing Assistant.

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This displays the smooth options.

• Select Whole Relief, enter the number of Smoothing Passes as 5 and

select Apply. • View with ‘High Detail’ set at the top of the 3D Relief window)

The teddy relief is smoother around the edges.

ISO-FORM Letters Iso-form letters have a constant height set by the user, whereas text created using the Shape Editor can result in thin parts of the letters being lower than the rest of the relief. We are now going to add some lettering to the teddy’s tummy, using Iso-form letters. The Greyscale view of the relief helps visualisation in the 2D view. • Select the Greyscale View.

The higher the relief the whiter it appears, so that you have an overall idea of the changing heights in the relief.

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• Select Vector Text and set the font as Times New Roman and a

height of 2mm. • Click the Position on the belly and type the text TED. • With the Text selected, click the Iso-form letters button on

the Relief, top toolbar.

The following dialog box appears:

• Give the letters a Top Height of 0.25mm and a Bottom Height of 0.25mm. • Ensure Circular Cross Section is selected, select Add and click OK.

Closer inspection of the letters will show that they have a constant height.

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Exercise. • Open the model training-phone-cover.art. • Generate your own relief using these vectors.

Exercise • Create a new model with a width of 30 and height of 60. • Import the vector data angel.eps from Examples2. • Create a relief from the closed vectors. • Save and Close the model.

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6. Pictures

Introduction Pictures (*.gif *.tif *.jpg or *.bmp) can be turned into ArtCAM reliefs by either assigning shapes to the selected coloured areas or by creating a vector from the colours and using the vectors with the shape editor. Coloured Pictures can be generated or edited within ArtCAM The quality of the original picture will determine the quality of the relief. For example if a poor image (low resolution) is used, then by using the colour method a poor relief will be

obtained. However this can be fixed by adjusting the resolution. Pictures are loaded directly into ArtCAM by using File Open and selecting the Picture.

Smiley Face Example In this example a gif picture will be opened and the colours will be given different reliefs using the shape editor. • Select Open Existing Model The open form appears and by default is looking for an ArtCAM model (*.art). The type of file to be searched for be changed with the pull down menu. • Select the option gif.

• Change the directory to Examples2 and select Smile.gif and press Open.

The set model form allows you to change the image size (while keeping the proportions) and the position of the origin.

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• Change the image height to 100 mm and the origin to the centre and

press OK. The picture has been loaded into an ArtCAM model. This picture is for a new logo for a children’s badge.

At the bottom of the 2D view every colour used in the picture is shown within a square. Each of these coloured squares can be double-clicked using the left mouse button to bring up the shape editor for that colour. • Double-click on the yellow square, with

the left mouse button The colour yellow is filled in the preview window to confirm the selection. • Select a Dome Shape, Angle of 60, Start Height of 1, Limit to Height

with a height of 1.5 and press Add and then Close. • Press F3.

The yellow area has been given a relief, leaving the mouth and eye area unchanged.

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• Press F2. • Double-click on the red square, with the left mouse button • Select a Dome Shape, Angle of 75, Start Height of 1, No Limit and press

Add and then Close. • Press F3.

The eye has a hole in the centre as it the picture had some white in the centre of the eye. The blue eye is almost identical to the red eye so the same shape will be associated with the colour.

• Press F2. • Double-click on the blue square, with the left mouse button • Select a Dome Shape, Angle of 75, Start Height of 1, No Limit and press

Add and then Close. • Press F3.

Both eyes now look the same. The white pupil will now be made.

• Press F2. • Double-click on the white square, with the left mouse button • Select a Dome Shape, Angle of 90, Start Height of 1, No Limit and press

Add and then Close. • Press F3.

What has happened here is that the colour white is used both as pupils and surrounding the face area. The whole white areas have been given the dome profile. The black mouth is now generated

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• Press F2. • Double-click on the black square, with the left mouse button • Select a Dome Shape, Angle of 90, Start Height of 1, No Limit and press

Add and then Close. • Press F3.

The relief is now complete but is not the desired effect. To get the desired effect colour linking will be used.

• From the assistant, select Reset Relief. • Press F2. The first major change to this bitmap will be to change the colour of the white of the eyes to distinguish it from the outside. This will be done by painting over with a different colour, using flood fill. First a new colour needs to be selected from the colour palette. • From the assistant, select add colour. A range of colours appear. • Select the Light blue • Press OK. The colour is now loaded into the bottom of the 2D view in a square and is also selected as the primary colour.

• From the assistant, select flood fill • Using the tip of the brush, click in the white eyes.

The centre of the eyes are changed to light blue. The flood fill command must now be exited.

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• Pick Select vectors. The model can be built up, with the assistance of technique called COLOUR LINKING. Colour Linking links together several colours as the primary colour temporarily so that it can be modelled as one. Once the command is finished, you can unlink the colours. Colour linking is done by using the coloured squares at the bottom of the 2D view. The advantage of this command is that it allows you to change your bitmap without destroying any of the design. • At the bottom of the 2D window, select the yellow square (left mouse –

single click only). • Double right mouse click on the black square, the blue square, the red

square and the light blue square. The bitmap has changed to just a yellow circle. As each colour was linked, it will change to the same colour as the primary (yellow).

The yellow square is the primary colour and the linked colours are shown by smaller squares and by a linking line. A relief can be made from this new yellow area. • Double-click on the yellow square, with the left mouse button • Select a Dome Shape, Angle of 60, Start Height of 1, Limit to Height

with a height of 1.5 and press Add and then Close. • Press F3.

The yellow area is now a smooth disc shape. The colours need to be unlinked so they can be used individually.

• Press F2.

• From the top of the 2D view select Unlink all colours.

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The eyes can be linked together to be treated together. • At the bottom of the 2D window, select the blue square (left mouse –

single click only). • Double right mouse click on the red square and the light blue square.

Both eyes now have a solid blue colour. When these are combined with the current relief the option MERGE HIGH will be used.

• Double-click on the blue square, with the left mouse button • Select a Dome Shape, Angle of 35, Start Height of 2.5, No Limit and

press Merge High and then Close. • Press F3.

The eyes now poke through the face. The colours need to be unlinked so the light blue can be used to make the pupils of the eyes, using SUBTRACT. The black colour can be used for the mouth using MERGE HIGH.

• Press F2.

• From the top of the 2D view select Unlink all colours. • Double-click on the light blue square, with the left mouse button • Select a Dome Shape, Angle of 25, No Limit and press Subtract and

then Close. • Double-click on the black square, with the left mouse button • Select a Dome Shape, Angle of 90, Start Height of 2.5, No Limit and

press Merge High and then Close. • Press F3.

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The model is complete and can be saved. As it was a picture, then ArtCAM asks you for a name to save it as an .art file.

• From the File menu, select Save and save in C:\temp as training-smile.

Toucan Link Exercise In this exercise, instead of using colours, vectors will be obtained from the colour boundaries. These vectors will be used to build up the relief. If the image is not very good, you can use the bitmap as a guide and trace your own vectors. • Click the Open Existing Model icon. • Select the folder Examples2. Select File Type to be Gif image (*.gif). • Select the file toucan.gif and click Open. • Left Click on the first green coloured box along the palette to assign it as

the Primary. • Double Click with the right mouse on the remaining 5 green colours

along the palette to link them to the Primary.

The toucan is now temporarily surrounded by the single green Primary colour. For main the body of the toucan, the yellow feet and the red beak are not required, so they will also be linked to the green Primary colour. A Vector can then be produced around the edge of the linked Primary colour by applying Bitmap to Vector.

• Double Click on the red and yellow with the right mouse button. • Select the Vector toolbar. • From the vector toolbar, select Bitmap to Vector icon. • Select OK for the default Tolerance of 15 pixels. • Select Bitmap On/Off from the controls at the top of the 2D window.

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Vectors defining the outline of the toucan and the maximum relief area, outer border are created. The outer Vector will be deleted while the toucan Vector will be retained to be smoothed and edited as required.

• Delete the square outside vector. Double click the bird vector. • Select a dome shape with an angle of 45 degrees and press Add. • Visually check the relief in the 3D view. • At the top of the 2D view select Unlink all colours. • Select the Bitmap On/Off to re-display the coloured areas. The feet can now be generated. • Select the yellow coloured box using the left mouse button. • Select Bitmap to Vector

As there are some small straight areas we wish to keep as straight lines in the vector, the option keep lines longer is used. The pixel number can be altered to suit.

• Select Keep lines longer than 5 pixels and press OK • Select the red coloured box using the left mouse button. • Select Bitmap to Vector and select OK for the Tolerance. • Select Bitmap On/Off from the top 2D controls to remove the colours. • Select the toes and beak vectors. • Select a dome shape with an angle of 45 degrees and press Merge

High. Select F3.

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The eye shape is created in the relief by subtracting the white coloured area. The combined wing shape is created using add.

• Select F2 to activate the 2D window and select Bitmap On/Off

from the top 2D controls to restore the colours. • Double left click the white coloured area around the eyes. • Select a flat shape with a start height of 0.5 and press Subtract. • Left click the mid blue palette box defining the colour for the bottom part

of the wing. • Double right click the dark blue area defining the top part of the wing. • Double left click the blue wing colour and in the Shape Editor set a

dome shape with an angle of 25 degrees and press Add.

The finished relief has been generated from a combination of vectors and bitmap colours.

• From the File menu, select Save As and save in C:\temp as training-mytoucan.

Note: For pictures containing a large number of colours, the Reduce Number command can be applied from the Colour pull down menu.

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Exercise

• Using Create Polyline with draw smooth

polyline option ticked, trace the feathers on the wing.

• Use the vectors to update the wing.

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7. 3D Blend and Fade Relief

Overview The 3D Blend function is a very useful command that can produce complex reliefs with relative ease.

Star Example • Open the model star-blend.art from Examples2.

This model already has various vectors already drawn in it.

• In Relief Editing select 3D Blend.

The 3D Blend assistant page appears providing a comprehensive range of the options. The 3D blend - relief is either generated from a single vector to a central or user defined point, or across to an inner vector using one of the Profile types, displayed in the form. The final shape of the relief is controlled by a combination of the type of Profile and Height definitions selected. The above options combined with merge highest, lowest, add, and subtract relief provides a very powerful command for the user.

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• Select the Star vector and shift and select the circle as well. • Select the Linear Profile option. • Select Border height as 0. • Select Inner height as 5. • Select Inner Vector Edge and tick - Fill Inner Vector. • Select Highest and press Create Blend.

The relief has a linear blend from the outer to the inner vector. It then continues at constant height (5mm) across the area inside the inner vector.

• Select Undo (Ctrl + Z). • With the vectors still selected and the 3D blend

page open, Untick - Fill Inner Vector Edge. • Select Highest and press Create Blend.

This time the area on the relief inside the inner vector is left open on the relief.

• Select Undo (Ctrl + Z). • With the vectors still selected and the 3D blend page open, select the

Profile option Smooth. • Tick - Fill Inner Vector Edge. • Select Highest and press Create Blend.

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A smooth relief is produced from the outer to the inner vector. It then continues at constant height (5mm) across the area inside the inner vector.

• Select Undo (Ctrl + Z). • Select the outer star vector only with the Linear Profile option selected. • Switch On - Select Point With Cursor and enter x 0 and y 10. • Select Highest and press Create Blend.

The relief is produced with an offset vector blend producing an offset centred star shape.

The next part of the chapter will compare the addition of different cross sectional, Selected Vectors numbered 1 to 3 as shown below.

Each vector will produce a different shape when scaled across the relief to the defined heights. The Selected Vector is always picked last. • Select Undo (Ctrl + Z).

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• Select the outer followed by the inner vector and with the 3D Blend page open, select the Profile option, Selected Vector.

• Hold shift and select the cross section vector 1 from the 2D window. • In Blend from Border to: set Inner Vector Edge and tick the box Fill

Inner Vector. • Select Highest and press Create Blend.

A new relief has been produced as the cross section, vector 1 scaled between the inner and outer vectors. It then continues at constant height (5mm) across the area inside the inner vector.

• Select Undo (Ctrl + Z). • Select the star vector, shift select the circle vector and then the cross

section, vector 2. • Select Highest and press Create Blend.

The new relief has been produced as the scaled vector 2 between the inner and outer vectors. It then continues at constant height (5mm) across the area inside the inner vector.

• Select Undo (Ctrl + Z). • Select the star vector and shift select the cross section, vector 3. • Select Middle of Border Vector. • Select Highest and press Create Blend.

The shape of the relief is controlled by cross sectional, vector 3 running from the outer star vector inwards as well as from the centre outwards. The maximum height (5mm) occurs exactly half way between the outer star vector and the centre.

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Fade Relief This command will reduce a relief down by a percentage (100% is down to zero) within a specified area.

Shoe Sole Example • Open the model shoe-tread.art.

This shoe sole relief was generated from vectors, created by opening a picture file. The sole needs to be faded to generate a better design.

• Select the 2D view. • From the Assistant, select Fade Relief.

The fade relief command appears. Fade strength can be set anywhere from 1 to 1005, with 100% being faded down to 0 and 50 % down to half the current height in Z. The reverse option allows you to fade upwards instead of downwards. Linear fade, with fade the whole relief between the start and end of a line. Radial fade will produce a radial fade from a central position. Between boundaries fade will limit the fade area between two selected vectors.

• With the fade strength at 100%, reverse unticked, linear selected, press

Start.

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With this option, once start is pressed, then you need to select two positions. The start position shows where the fade is going to start and the second position where it is going to end.

• Using the cursor, select the two points (1 and then 2) as shown. • Press Create.

The toe region has been faded. The x and y values are kept even when you undo, to allow you to try different options. The fade is parallel to the line, so if you pick angled points, you get an angled fade.

• Change the fade strength to 50% and press Create. • Press Start.

With this option, once start is pressed, then you need to select two positions. The start position shows where the fade is going to start and the second position where it is going to end.

• Using the cursor, select the two points (1 and then 2) as shown. • Press Create.

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The heel area has been given a sloped edge. The radial option can now be used.

• Select the 2D view. • Select the option radial with a Fade Strength of 25%. • Select the oval vector (marked as 1).

With the radial option, a selected vector must be used to define the fade area.

• Press Select Centre and pick the oval centre (marked as 2). • Press Create.

As the edge of the selected vector is where it fades down to, the result may not be what is expected. To change the effect so that it fades from the edge down to the centre of the oval, the Reverse option is used.

• Press Undo • Select Reverse and then press Create

The relief has been faded from the border down to the centre of the oval. The between boundaries option is going to be used to create a defined fade.

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• Select the option between boundaries and shaped vector (marked 1) the

oval vector (marked as 2). Leave reverse ticked. The area between these two boundaries will be faded.

• Press Create and then Close.

The shoe sole design is complete.

• Close the ArtCAM model, without saving.

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8. Extrude, Spin and Turn

Overview Extrude, Spin and Turn are commands that create reliefs from vectors. These command are presented in wizard format.

Extrude Relief An extruded relief is produced using 2 or more vectors. The relief is produced by sweeping the start profile vector along the drive curve vector. If an end profile vector is used the relief will change shape from one end to the other.

Drive Curve Extrude Example • Create a New Model with size of 25mm by 25mm of resolution 1078 x

1078 with the origin in the centre. The vectors for this command need to be made first. The drive curve vector is made from creating a circle and removing some nodes. The dive curve vector has to be a single vector, joined together (not Grouped). • Create a circle of radius 7 at X 0 Y 0. • Select N (Node mode) and remove the lower spans.

The drive curve determines the location of the relief. The start and end profile now need to be generated. They are like sections through the relief, and have to be single vectors, joined together (not Grouped).

• Create a rectangle of width 4, height 2, corner radii 0 at X-8 Y-4. • Select N (Node mode) and remove the lower span.

This rectangle will be the start profile (section). The vector is the exact size that is required and can be located anywhere on the 2D view. The start profile vector has to be a single vector, joined together (not Grouped).

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We now have the minimum of vectors to generate an extrude relief. • Click the Extrude button on the Relief Toolbar.

The Extrude Wizard appears and can be moved around the screen, if desired. The Extrude Wizard is a series of pages leading the user through the stages needed to create the shape. Each page has instructions and the Next > button takes it to the next page. At any time the < Back button can be used to go back to a previous page. This first page is for selecting the Drive Curve.

• Select the Drive Curve vector with the left mouse button. • On the Extrude Wizard press Select.

The vector is highlighted. The Green Square indicates the Start of the Curve, where the Start Profile will be located. The ‘ticks’ on the curve indicates which side of the vector the profiles will be extruded along.

• Leave all options on the Wizard unticked and press Next >.

This page is for selecting the Start Profile.

• Select the rectangle vector with the left mouse button • On the Extrude Wizard press Select.

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The vector is highlighted. The Green Square indicates the Start of the section. The ‘ticks’ on the curve indicates whether the relief would be positive (ticks inside) or negative (ticks outside)

In this case, this vector is not correct, but it can be changed by using the options on the Wizard page. • Tick move anchor point to other end and Invert Curve in Z.

The vector is updated immediately with the start point on the left hand side and the ticks facing inwards.

• Press Next >. This page is for selecting the End Profile. By default the End Profile is the Same as the Start Profile box is ticked. If an End Profile is required, this option must be unticked to allow a vector to be selected.

• Press Next >.

This page allows is for selecting an optional Z modulation Vector. This is a vector that varies the Z Height of the extrusion along the length of the drive curve vector.

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• Press Next >.

This page allows you to select the combination method to be used to combine with the existing relief.

• With Add selected, click the Extrude button. Close the Wizard. • Switch on the greyscale view from the top of the 2D window.

The relief has been generated inside the arc as selected.

• Press the F3 key to select the 3D View.

The relief is generated. This relief will be reset and a new end profile vector generated. The other vectors will be re-used to make a new relief.

• From the relief toolbar, select Reset Relief. • Press F2.

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• Create a circle of radius 2 at X 0 Y0. • Select N (Node mode) and remove the lower spans.

This smaller semi circle will be the end profile vector.

• Click the Extrude button on the Relief Toolbar. The Extrude Wizard appears on the first page for selecting the Drive Curve. • Select the Drive Curve vector with the left mouse button. • On the Extrude Wizard press Select The vector is highlighted as before • Select Use as Centreline on the Wizard.

The ticks are now displayed both sides, which means that the created relief will be created in the middle.

• Press Next >. The Start Profile page appears on the Wizard. • Select the rectangle vector with the left mouse button. • On the Extrude Wizard press Select. The vector is highlighted as before. • Press Next >. The End Profile page appears.

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• Untick End profile is the same as the start profile. • Select the small semi-circle vector with the left mouse button. • On the Extrude Wizard press Select.

The start point is on the bottom left and the ticks are inside, which match the rectangle vector. This means that the extrude will flow between each profile without twisting or turning upside down half way through.

• Press Next >. The Z modulation vector page appears on the Wizard. • Press Next >. The combine relief page appears on the Wizard. • With Add selected, click the Extrude button. Close the Wizard.

The relief has been generated either side of the drive curve vector.

• Press the F3 key to select the 3D View.

The relief is generated. This relief will be reset and a new Z modulation vector generated. The other vectors will be re-used to make the new relief.

• From the relief toolbar, select Reset Relief. • Press F2.

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The Z modulation vector will override any heights associated with the start or end vectors. This vector proportionally changes the relief in Z along the whole length of the drive curve. Z modulation vectors are also used with Spin and 2 Rail Sweep. • From the 2D view menu, select Snap Grid Settings and enter a grid size

of 1mm with the Snap to grid selected. • Use polyline to create a modulation vector by snapping to the grid points.

This vector will be used as the modulation vector.

• Click the Extrude button on the Relief Toolbar. The Extrude Wizard appears on the first page for selecting the Drive Curve. • Select the Drive Curve vector with the left mouse button. • On the Extrude Wizard press Select • Select Use as Centreline on the Wizard. The drive curve vector is correct. • Press Next >. The Start Profile page appears on the Wizard. • Select the rectangle vector with the left mouse button. • On the Extrude Wizard press Select. The vector is correct • Press Next >. The End Profile page appears. • Untick End profile is the same as the start profile. • Select the small semi-circle vector with the left mouse button. • On the Extrude Wizard press Select. The vector is correct. • Press Next >.

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The Z modulation vector page appears on the Wizard. • Tick Use a z modulation vector. • Select the new snapped vector with the left mouse button. • On the Extrude Wizard press Select.

The modulation vector is selected. The start point is on the left hand side and the ticks are inside, indicating a positive relief.

• Press Next >. The combine relief page appears on the Wizard. • With Add selected, click the Extrude button. Close the Wizard.

The relief has been generated either side of the drive curve vector and looks similar to the previous relief.

• Press the F3 key to select the 3D View. The relief is generated and the effect of the Z modulation vector can now be seen. This relief will be reset and the Z modulation vector will be used a start profile. All other vectors will be deleted and a new drive curve vector generated.

• From the relief toolbar, select Reset Relief. • Press F2. • From the 2D view menu, select Snap Grid Settings and untick Draw to

Grid and Snap to grid. • Delete all vectors apart from the z modulation vector. • Create a polygon of 5 sides of radius 4.5 at X 0 Y -1.

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The pentagon will be used as the drive curve with the relief being generated outside. With a sharp drive curve like this, the option create square corners on the drive curve keeps the relief sharp, otherwise it will round off the shape.

• Click the Extrude button on the Relief Toolbar. The Extrude Wizard appears on the first page for selecting the Drive Curve. • Select the Drive Curve pentagon vector with the left mouse button. • On the Extrude Wizard press Select • Select Create Square corners on the Wizard. Make sure the ticks are outside. • Press Next >. The Start Profile page appears on the Wizard. • Select the other snapped vector with the left mouse button. • On the Extrude Wizard press Select. • Press Next >. The End Profile page appears. • Press Next >. The Z modulation vector page appears on the Wizard. • Press Next >. The combine relief page appears on the Wizard. • With Add selected, click the Extrude button. Close

the Wizard. The relief has been generated outside of the drive curve vector.

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• Press the F3 key to select the 3D View.

The relief is generated with the inside the pentagon shape.

• From the File menu, select Save and save in C:\temp as training-extrude.

Spin Relief A Spin relief can be produced, by spinning a single vector around it’s own start point, by using the Spin Wizard.

Spin Example To generate a spin relief a vector needs to be generated first. • Create a New Model with size of 25mm by 25mm of resolution 1078 x

1078 with the origin in the centre. • From the 2D view menu, select Snap Grid Settings and enter a grid size

of 1mm with the Snap to grid selected. • Use polyline to create a vector by snapping to the grid points.

The polyline will be spun around it’s own start point (shown as a green square) to generate a relief. It is important where the polyline is on the ArtCAM model, so in this case the start point is near the centre of the model. The polyline or start profile determines the actual size of the model and has to be one joined item.

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• Select the Spin button on the Relief toolbar.

The Spin Wizard appears: The Spin Wizard guides through the process of using your vector as a profile for generating a 3D shape.

• Select the snapped vector with the left mouse button. • On the Extrude Wizard press Select.

The vector is selected. The start point (green square is on the left hand side and the ticks are inside, indicating a positive relief.

• Press Next >.

The next page is for the optional selection of an End Profile if required. This model will use the same profile (section) throughout so an end profile is not needed.

• Press Next >.

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This page allows you to define the angle that the profile will be spun through. By default, the option Sweep through 360 degrees is ticked. If the angle required is less than 360 degrees, the option can be switched off, and values filled in for the Start Angle and End Angle.

These values are absolute values, with 0 at the top of the 2D View and 90 degrees to the right-hand side as shown in the diagram on the Wizard. This example has an angle of 360 degrees • Press Next >.

The next page is the Z modulation page. A z modulation vector is not required for this exercise.

• Press Next >. The combine relief page is shown, with Add selected by default.

• Click the Spin button to generate the shape. Close the Wizard. • Switch on the greyscale view from the top of the 2D window.

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You can clearly see that the section has been spun around the model.

• Press F3. The 3D view shows the full relief. The next relief will be spun around a partial angle.

• From the relief toolbar, select Reset Relief. • Press F2. • Delete the old polyline. • Use polyline to create a vector by snapping to the grid points.

This vector has a large flat area on the left. When this is spun, it will create a hole in the middle. • Select the Spin button on the Relief toolbar. The Spin Wizard appears with the Select Start Profile page open. • Select the snapped vector with the left mouse button. • On the Extrude Wizard press Select.

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The vector is selected. The start point (green square) is on the left hand side and the ticks are inside, indicating a positive relief. • Press Next >. The End Profile page appears. • Press Next >. The Select Angles page appears. • Enter a start angle of 60 and Untick Sweep through 360 degrees. • Select Clockwise and a finish angle of 120. • Press Next >. The Z modulation page appears. A z modulation vector is not required for this exercise. • Press Next >. The combine relief page is shown, with Add selected by default. • Click the Spin button to generate the shape. Close the Wizard.

From the greyscale view you can see that there is no relief produced where the line is on the zero height for the section. Also by extending the line out a bigger radius can be used.

• Press F3. The relief is created using the start and finish angles to limit the size of the relief. • From the File menu, select Save and save in C:\temp as training-spin.

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Turn Relief The Turn command takes a vector and turns it over itself to generate a relief. The axis it turns over is defined as a line between the start and end points of the vector.

Turn Example To generate a turn relief a vector needs to be generated first. • Create a New Model with size of 25mm by 25mm of resolution 1078 x

1078 with the origin in the centre. • From the 2D view menu, select Snap Grid Settings and enter a grid size

of 1mm with the Snap to grid selected. • Use polyline to create a vector by snapping to the grid points.

This single vector will be turned out of the 2D page in Z. The centre for the model to be turned around shown as a thick centre-line) is automatically taken as a straight line between the start and end node of the vector.

• Select the Turn button on the Relief Toolbar.

This Wizard only has two pages. The first page allows you to select the vector, and enter a scale factor for the Z Height. The second page allows you to select the relief creation method.

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• Select the snapped vector with the left mouse button. • On the Extrude Wizard press Select.

The vector is selected and the ticks appear. There are no options to change the ticks, so if they are inside or outside it does not matter. If Add is used you will get a positive relief and with subtract a negative relief.

• Press Next >.

The combine relief page appears, with Add selected.

• With Add selected, click on Turn and then Close. • Switch on the greyscale view from the top of the 2D window.

The relief is turned out of the page.

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• Press F3.

The relief has been turned with the heights to match the full width of the section (selected vector) in Z. To make a flatter shape, the scaling factor can be reduced from 1. The relief will be reset and the same vector used again.

• From the relief toolbar, select Reset Relief. • Press F2. • Select the Turn button on the Relief Toolbar. The select profile page appears on the Wizard. • Select the snapped vector with the left mouse button. • On the Extrude Wizard press Select. • On the Extrude Wizard enter the scaling factor as 0.5. • Press Next >. The combine relief page appears. • With Add selected, click on Turn and then Close.

The relief is turned out of the page and looks exactly the same in the X and Y.

• Press F3.

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The relief is flatter in Z giving an oval appearance.

• From the File menu, select Save and save in C:\temp as training-turn.

Decal Exercise • Create a new model of size 50 by 50mm. • Create a guideline at X 0 and Y 0. • Create a polyline as shown, snapped to a grid of 1mm.

This polyline is based around the centre of the model.

• Create a Spin Relief.

The spin has been completed. The same section, apart from the flat part at Z zero will be used to extrude out a shape.

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• Create a polyline up the right hand side of the decal. • Create an Extrude Relief.

The relief has been merged into the other one to create a crossing effect. To finish the end of the extrusion off neatly the same section can be spun at the end.

• Move the shaped section to the top of the extrusion. Using grids helps everything line up easily. This section is now going to be turned and merged with the current relief.

• Create a turned Relief.

The model is completed and can be saved. To obtain the weight a closed triangle model needs to be made. This is done in the JewelSmith tab.

• Save and Close the model.

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9. Two Rail Sweep and Weaves

Overview Two Rail Sweep and Weave reliefs can only be generated by vectors. They can be found on the Relief Toolbar or on the assistant.

Two Rail Sweep Relief This swept profile allows freeform shapes to be created by sweeping vector cross sections between two vector drive rails. The height of the resulting shape can also be controlled using a Z Modulation vector.

Example • Open a New Model and set the size of the relief to 25mm by 25mm. • Create two polyline vectors and an open ellipse as shown.

The vertical vectors are mirrored to make them symmetrical, but this is not a requirement of the command. By having sharp edges a crease in the relief will be generated.

• Select the Two Rail Sweep button on the Relief toolbar.

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The Two Rail Sweep Swept Profile form appears. This form helps you to pick the required vectors in order. The two drive rails must have their direction, as indicated by arrows, identical. The modulation vector is also picked in this area of the form. This cross section area allows you to pick where you want the cross sections to happen along the drive rail. It also lets you remove cross sections. The behaviour of the 2 rail sweep relief is controlled by this section. Finally, the usual ArtCAM combine options are to be selected. The Reset option unselects all of the vectors.

• Select the left vertical vector. • Click the Top Drive Rail - Select button. • Select the right vertical vector. • Click the Bottom Drive Rail - Select button.

The top drive rail has been labelled as A and the direction shown by arrows. The bottom drive rail has been labelled as B and is also shown by the arrows. The arrows also indicate the flow of the relief so on this case the start is at the top. The direction of each rail can be reversed on the form to suit. Note: Drive rails can be of any shape but need to be one vector.

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• Select the curved vertical vector. • Click the Add Cross Section - Select button.

The curved section is labelled as number one and the number 1 appears at the start of the drive rails to indicate where that section begins. If no other sections are selected, the one section is used along the whole drive rails.

• Tick Sweep between spans and Scale Height with Width only. • Select Add and press Calculate and then Close.

The relief is generated. As the relief goes wider the Z height increases as the Scale cross section height with width option was chosen.

Example 2. • Reset the Relief and generate the following vectors.

These four vectors will be used to generate a new relief.

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• Select the Two Rail Sweep button on the Relief toolbar. • Select the large curved vector. • Click the Top Drive Rail - Select button. • Select the angled polyline vector. • Click the Bottom Drive Rail – Select button.

Make sure that your arrows are pointing in the same direction. You may need to reverse on of the drive rails. This shape is going to blend from a boxed shape down to an arc shape.

• Select the open square vector. • Click the Add Cross Section - Select button. • Select the open ellipse vector. • Click the Add Cross Section - Select button.

The sections are numbered and their relative locations along the rail vectors are shown.

• Press Calculate (do not close this page).

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The relief is displayed. However by adding in other sections the shape of the relief can be further constrained.

• Reset the Relief from the Relief top menu. • Select the open ellipse vector. • On the page press Add Cross Section.

With the addition of another section, the position of section 2 has moved along the drive rails. However the position of section 2 may not be ideal and it can be moved.

In the 2 rail sweep page a new section appears. Sections can be removed by selecting the X.

• On Cross Section 2 press the Position button. • Click and drag a line to indicate position of section 2.

This fixes the location of section 2 and will move the number to indicate the new position when the line is finished.

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• Press Calculate and then Close.

A new relief has been generated.

Example 3 • Reset the Relief and generate the following vectors.

These four vectors will be used to generate a new relief with the bottom vector being the Z control curve.

• Select the Two Rail Sweep button on the Relief toolbar. • Select the top horizontal vector. • Click the Top Drive Rail - Select button. • Select the bottom horizontal vector. • Click the Bottom Drive Rail - Select button. • Select the lowest curved vector. • Click the Z control vector - Select button.

The bottom curve is labelled up as Z. Note that the start point of the Z control curve is the same as the drive rails. This means that a positive Z relief will be produced. Make sure your curves are travelling the same way.

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The Z control curve will change the relief in the Z axis only. The actual length of the curve does not matter, as ArtCAM will change it proportionally to suit the drive rails. The ends however must lie on the same Y coordinate (horizontal line). • Select the open ellipse vector. • Click the Add Cross Section - Select button. • Press Calculate and then Close.

The relief now travels up and down in the Z, following the control curve.

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Weave Relief A Weave relief is generated form a series of overlapping vectors and a section vector, using the Weave Wizard.

Example • Open a New Model and set the size of the relief to 25mm by 25mm. • Create three vectors for the drive curves, and a small vector for the

cross-section. The overlapping vectors will be used as the centrelines for the drive curve. The smaller vector will be the cross-section of the weave pattern, and must be an Open vector. The small vectors section is actual size.

• Shift select the drive curve vectors and the cross-section vector last

The vectors turn pink as they are selected and a box appears around the extents of the vectors to show that they are selected.

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• Select the Weave Wizard button

ArtCAM creates the weave pattern at the places where the vectors crossover each other. The direction of the vectors determines which vector goes under or over the others. Length of Crossover determines the length of the weave that will be lowered or raised at the crossover point. This is usually Relative to cross-section. % Depth of Underpass and % Height of Overpass allow you to determine the percentage that the height of the weave cross-section is lowered or raised at the crossovers. Te Corner Shape can be Round or Square, and the relief is combined in the same manner.

• Leave the options as they are, and click OK.

ArtCAM generates the weave pattern:

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Example2 • Create the following vectors, including the small half ellipse cross section

vector. If the cross section is to big the weave will cross over itself.

• Select the Weave Wizard button • Select Relative to cross section as 1.5, set Square and click OK.

With square corners set the weave has sharp edges, rather than rounded.

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Weave Pattern Exercise • Create a new model of height 100 and width 100 with a resolution of 800

x 800 pixels and the origin in the centre of the model. • Switch grids on, snapping to a distance of 2mm. • Create a vertical guide line at 0. • Create a horizontal guide line at 0. • Create the vectors shown in the top right hand corner.

This weave is of an angular design and therefore the option square will be used when generating the weave. Once generated, the weave will be copied using the merge mirror command.

• Select the rectangle vectors and then the small section last. • Select the Weave Wizard button • Fill in the values as shown and press OK.

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The weave is produced and needs to be mirrored to the other sides.

• Select Relief Mirror Merge.

This command works around the centre of the model.

• Select Right over left. • Select Top over bottom and then Close.

The finished relief is complete.

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Fruit Plate Exercise • Open the model fruits-on-plate.art.

These vectors will be turned into a plate relief, using swept profiles.

• Select the pineapple dome vector and generate an Added Dome Relief

with an angle of +45, start height of 0.4 with No Limit.

• Use the diamond vectors and generate an Added Pyramid Relief with an angle of +25, start height of 0 with No Limit.

The generated relief goes over the edge of the pineapple. To remove the excess relief is to flatten the area outside of the vector by using Zero Rest.

• Double click the round pineapple vector and select Zero Rest.

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• Use the left middle leaf vector and generate an Added Dome Relief with

an angle of +45, start height of 0.1 with No Limit.

• Use the right middle leaf vector and generate a Merge High Dome

Relief with an angle of +45, start height of 0.2 with No Limit.

• Use the outer leaf vectors and generate a Merge High Dome Relief with

an angle of +45, start height of 0.4 with Limit to Height at 1mm.

• Select the three vectors for the banana and generate an added two rail

sweep relief.

• Generate an extruded relief using the line as a drive curve, the arch as the first section and the angle as the end section. Use Merge High.

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• Select the pear shape vector and generate an Added Turn Relief.

• Select the stalk vector and generate a Merged High Turn Relief.

• Use the leaf vectors and section to generate a Merged High Two Rail

Sweep Relief.

• From the polyline vector Add a Spin Relief.

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• Select the grouped chain design of vectors and then the nearby small

vector.

• Add a weave relief with the following values and select OK.

• Select the text fruit and generated an Added Pyramid relief with No limit

at a start height of 0 and an angle of +60 degrees.