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Artcam Tutorial Pdf

In this category you can find free tutorials tips and tricks about Artcam. ArtCAM is Delcam's proven software solution for the Engraving and Moldmaking industries. For more ArtCAM gives you the power to produce high quality, intricate designs for a variety of markets. . a tutorial, or just browse the showcase to. TrainingCourse ArtCAM Pro ENG - Free ebook download as PDF File .pdf), The Tutorials panel will provide a resource for Training materials and tutorials.

Right mouse click on the Guideline to activate the position guide. This form allows the guideline to be accurately positioned, deleted or further guides to be inserted. Enter a New Position of 0 and select Apply. Repeat the process to generate a vertical Guideline at 0 by dragging it from within the left ruler. The two guidelines intersect at the origin. These guidelines can be snapped to, when creating or moving vectors or nodes. You can show or hide these Guidelines by clicking on the Guidelines icon in the top left corner of the rulers.

Pick the top left corner icon in the 2D View to switch off Show Guidelines. Offset the horizontal Line vector both sides by 0. Offset Delete the original Polylines if the Delete original vectors option was not set during the offset operations. Select Trim vector to intersections within the shield.

Vector Layers Vector Layers provide a more ordered method of managing the selection and display of selected groups of vectors. As new Layers are created specific group of vectors are assigned to them as required. The Vector Layer Toolbar can be activated by right mouse selecting in the Grey border Right hand side and selecting Vector layers. Vector Layers are controlled by this toolbar. The default layer is highlighted and any generated or imported vectors will be displayed, providing the layer in switched on light bulb.

Phone Cover Exercise Open the model training-phone-cover. This exercise will show how to import vectors and also move or transfer existing vector data to other layers. Layers need to be generated before vectors can be placed into them. It is good practise to give the layer a sensible name. New Vector Layer 1 has been created. By double-clicking on the name itself, the name can be changed. Double click on New Vector Layer 1, overwrite as stars and select Enter or mouse click away from the name to confirm.

Switch off the Layer stars by clicking the light bulb. The star vectors are now hidden. The other vectors on the default level are still displayed. When a Layer is current highlighted in colour 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. The selected vectors will be transferred to another Layer. 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. Right mouse click on the selected button vector group and select Move Vectors to.. Select the other shaped vectors as shown. These selected vectors will be placed on another Layer.

Layers can be locked,. Right mouse click on the selected vector group and pick Move Vectors to.. Select Merge Visible. A new Layer called Merged Layer 1 has been created with the visible data combined. The vectors on the layers can be coloured for identification.

Select the black circle to the left of the Layer name Merged Layer 1. The colour form appears. This allows you to select the colour for the vectors on that layer. Select any suitable colour and then OK. Switch on all the Layers using the Toggle All Visibility. Select Open. The vectors are imported as a group on a new layer same as filename , so to use them individually, they need to be ungrouped. Node Editing The structure and appearance of a vector can be changed using the Node editing options.

Upon selecting a Vector, Node Editing can be entered by selecting from the Design Tools Toolbar on the left hand side, the Right mouse select menu or simply selecting N on the keyboard. The following example illustrates the different options available for editing nodes, spans and control points within selected vectors. Origin in centre Create a Guideline at X 0 and Y 0.

Untick the Draw smooth polylines option. Enter X as 25mm, Y as 1mm and select Add. Enter dx as 35 and select Add. Selecting the Spacebar will stop the Polyline creation at the last point. A new start point can then be created. You can join these two vectors together with either an arc, straight line or by moving the end points. Select both vectors. Youve joined the two vectors together to make a new vector. You will close the open vector. Select the new vector. Select Close vector with a Line.

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The vector has been closed. You will now modify an Ellipse to produce a leaf shape. By pressing N on the keyboard on a selected vector, you will switch between Node Editing mode and Select Vectors mode.

You will open up the Ellipse 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 Editing mode, if you move your mouse over a node point and click the right mouse button a local set of menus appears.

Right mouse click over the right bottom span of the Ellipse and select Remove Span from the menu. Youll need to delete the other lower span. Right mouse click over the left bottom span of the Ellipse and select Remove Span from menu. Only half of the original Ellipse remains.

You will close this half Ellipse with a line in the Select Vectors mode. Select Select Vectors. With the vector selected, select Close Vector with a Line. The vector is now closed. You will now create a Polyline to mirror the vector across.

Enter X as Enter X as 3. Shift-Select the Polyline, the leaf shape and then Mirror Vectors. Select the Polyline and select Cut. Snapping to the horizontal Guideline, create a single line across the model. Select the new horizontal vector and the leaf shapes. Select Mirror Vectors. Select Create Circles. Deselect Create with arcs, before creating the circle. Select Create followed by Close. 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 you 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 towards the origin and release the mouse at a suitable position as shown in the image below. Delete the horizontal vector. The shape is complete. Youll have to create another Polyline to build the inner part, using the smooth option.

Tick the Draw smooth Polylines option. Select several points on the model to make the shape roughly as shown. The last point is not smoothed when it is joined. You can smooth it in the Node Editing mode. When you are in the Node Editing mode the smooth point shows as blue and a non-smooth point shows as black. You can now Offset all of the vectors.

Click on the start point to complete a single closed vector. Select Vectors. Select all the vectors. Select Offset Vectors. You can fill in the closed vectors with bitmap colour to give an idea of what the design will look like before the Relief is made. With the new offset vector highlighted, select the gold coloured square from the palette 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 selected colour. The colour is a bitmap. You can select other vectors and fill them in to overwrite the colour. Select the leaf and stalk vectors and select the green coloured square at the bottom of the 2D View. Select the petal vectors and select the red coloured square at the bottom of the 2D View. Selected Node Editing When a node is selected it turns red and can be moved dynamically.

Shift and select allows the user to select several nodes in a curve, ctrl and select allows the user to pick individual nodes, to be moved simultaneously. Selecting X on the keyboard edits the selected points with the X coordinate of the last node.

Selecting Y on the keyboard edits the selected points with the Y coordinate of the last node. 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 Clip Vectors. The stars that are whole within the polygon are retained and those that cross the polygon are trimmed back as shown.

Shift - Select both the closed vectors followed by the open slicing vector. Select Slice Selected Vectors. The Vector Slice page 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 options 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.

One set of options operates by building a Relief from one or more closed vectors using the Shape Editor. There are three main 3D forms: Domes, Pyramids and Flat Planes. By selecting one of the 3D Relief icons the relevant options become active in the form. The Relief form can only occur within the defined model area and is effectively formed by the individual bitmap squares Resolution moving up or down in Z.

The Shape Editor is the original method for creating a Relief. Add This method Adds the new Relief on top of the current Relief, producing the result as shown right.

In this case a Plane of a Start Height of 1mm was added to the Relief. 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 Relief.

Merge Low The new Relief is Merged through the existing Relief and any of the original model form above it is removed. Zero Rest The new Relief is flattened to the Zero plane outside of the vector area.

Reliefs can be calculated from vectors from the 2D View or directly within the 3D View. The following examples show how to create a relief by selecting vectors within the 3D View.

Anchor relief Select Open Model. Open the model anchor. Double left mouse click on the vector shown below indicated by the arrow to raise the Shape Editor form. The bar is produced as shown. If you place the mouse on the Relief, the Z height at that point 0. Select a Dome shape with an Angle of 45 degrees and No Limit with regard to overall height.

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A Dome shape of 45 degrees has been created within the selected vectors. The final height of the dome was dictated by the defined angle as No limit was selected By Selecting Add, the new relief added to the bar relief below.

The main anchor shape is created and merged with the bar relief. This shape was produced from the vectors extruding as a triangular shape of 65 degrees. As it reached a height of 0. The hook shapes have been created and merged with the main body.

The Start Height provided a platform of 0. Select File - Save As naming the model as training-anchor in: Select File Close Model. Tin Lid relief Select Open Model. Locate and Open the model tintop.

Activate the Bitmap Layers Fly out panel by Right mouse clicking in the graphics area border. Select Toggle All Visibility from the Bitmaps layer menu. This switches off the bitmap so that any vectors can be seen more clearly and as a result will be easier to work with. Select both of the leaf vectors. Select a Dome shape with an Angle of -8 degrees and a Start Height of 0. Select Add from the Shape Editor form. A negative value and Add is the same as entering a positive value and selecting subtract.

The Start Height value is the actual height from the Z0 of the Relief. By setting the value higher than the leaves, the petal forms are raised above. Using Merge High, the petals are blended into the surrounding Relief. This petal group is higher than the other group by 0. The centre of the flower has been merged into the petals. The text will be added next. The Text has been produced with a chamfered edge and a flat top making it stand out. The Relief can be shown in alternative shaded colours or the same as the original Bitmap.

Select the option 2D View under the Colour area. Move the sliders to select the desired Shininess and Reflection Map. Select File - Save As and enter a File name as train-tin-lid in: From the 2D view, select the outer circle vector.

The selected vector is displayed within a special, gridded vector box called the Envelope with Nodes displayed at each corner. The Nodes can be manipulated with a view to stretching and squeezing the Relief. Additional Nodes and the Envelope vector can be edited by using normal vector commands. When a Relief is distorted, the Z height can be altered, if required or kept the same.

Select the option Replace Original Relief. Place the mouse in the middle of the top span, right mouse click and select Insert Node from the menu. Select the new point and move it down in the Y until it is halfway down the text letter I.

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. Select Add from the Combine area of the form. Select Paste to recreate the Relief and Finish to accept. View in 3D. Select the body vector using the left mouse button. Double click the selected vector to Enter Shape Editor. Using the left mouse button, select the outer ears vectors, then hold down the Shift key and select the inner ears vectors.

Select the arm vectors. If the arms were added to the body, then a bulge would appear where the arm and body vectors overlap. Therefore, the arms need to be Merged High. The Relief from the feet vectors will be generated using an angled plane. This will slope the feet at a specified angle making the toes point forwards and the heels lean back.

This allows an angled plane to be generated from the heights of upto 3 points. A minimum of two points must be selected to generate an Angled Plane at a fixed angle to the XY axes. A maximum of three points for a plane aligned to a compound angle to the XYZ axes. After the points are selected, the Z heights can be edited in the form before the Relief is created.

With the Left mouse button, Drag and Drop the icon under First Point on Plane to the bottom of the left foot as shown below. With the Left mouse button, Drag and Drop the icon Point on Plane to the top of the left foot as shown below.

With the Left mouse button, Drag and Drop the icon under Third Point on Plane to the centre region of the stomach as shown below. In the 2D view, Select the eyes and nose vectors. Select Close on the Shape Editor form to dismiss it. The Teddy will be completed by smoothing intersecting edges and creating text relief on the body. Constant Height Letters The Constant Height Letters function provides a constant height set by the user, whereas text created using the Shape Editor can sometimes result in thin parts of the letters being lower than the rest of the Relief.

If not already visible, activate the Tool Settings fly out Panel by Right mouse selecting in the grey border or press F6. This reveals the Text Tool form. Set a Top Height of 0. Browse to: Pictures Introduction Coloured Pictures can be generated or edited within ArtCAM using the Bitmap toolbar or they can also be imported using any of the following formats bmp,.

The coloured areas of a Picture can be used directly with the Shape Editor to create a Relief instead of using vectors. As with vectors the enclosed coloured area is formed of tiny squares, which are given a height. In this case the smoothness of the Relief is directly, dependant on the resolution of the picture. Where coloured areas are used the smoothness of the Relief is not improved by changing the model resolution, as the number of bitmap squares is inherent in the picture.

ArtCAM can also generate vectors around a selected colour. The vectors can in turn be smoothed using such techniques as splining and Node Editing after which the actual model resolution is used to control the smoothness of the Relief.

ArtCAM has the power to temporarily link colours together, which enables the user to combine different coloured areas, without changing the original picture.

This is called Colour Linking. The picture is made up of several colours, displayed at the bottom of the 2D View. Similar to vectors, you can assign each colour a shape. Colours can be temporarily combined using Colour Linking. This is a temporary way of creating larger areas of similar colour that does not permanently change the original picture. The Bitmap is loaded with the associated colours displayed on a palette at the bottom of the screen. This will temporarily change all colours to yellow except the Secondary colour - white.

This has reflected on the bitmap itself and indicated on the palette with smaller coloured icons and connected lines. The main area of the coin yellow can now be raised as one unit.

Double click with the left mouse button the yellow colour in the 2D View. In the Shape Editor, select a Flat shape with a Height of 1. Select Close. The coin shape has been generated. To produce the Rim, the colours need to be unlinked and then re-linked to include only the purple text.

Double right mouse click on the dark purple square bottom of the 2D View. Double clicking with the right mouse button makes the colour become the secondary, and links it to the primary. So in this case the dark purple text becomes yellow. Primary Secondary. Switch to the 3D view and from the 3D view toolbar, toggle on Colour shade. The bitmap image is applied to the Relief. In addition to the colour palette, Reliefs can also be created from the colours selected directly from the Relief.

Double left mouse click on the yellow colour in the 3D View. From the top menu, select Reset All Links. Double left mouse click on the dark purple colour in the 2D View and the Shape Editor will display it. Double left mouse click on the dark green colour in the palette.

The Relief now includes curved indentations between the web detail and the spider outline. You will now add the actual spider and web detail to the Relief. The following steps will apply a relief to the areas indicated by a number as shown.

The antenna is currently made up of two colours light blue and purple. These colours will be combined linked so the area 3 can be treated as one. Double left mouse click on colour 1. Double left mouse click on the colour 2 in the 2D View.

The black will be linked with the light blue to provide a single coloured area for the whole of the head. Single left mouse click on the black area in the 2D View to assign as the primary. Double right mouse click on the light blue square at the bottom of the 2D View to link it to the primary black colour. From the top menu bar, select Reset All Links. Link the dark blue with the light blue, to make all of the antennae area have the same colour.

Single left mouse click on the dark blue area in the 2D View. Double right mouse click on the light blue square at the bottom of the 2D View. The antennas are added to the current relief. Double left mouse click on the area labelled 4 in the 2D View. Repeat the process for areas labelled 5, 6, 7 and the pink area webbing. This allows you to calculate the vector boundary of the selected primary colour in the bitmap image. The following exercise will show the application of this feature.

Select Open Model. Select the folder: Select the file toucan. Left mouse click on the first green colour in the colour palette make primary.

Double right mouse click on the next 5 green colours to link to primary Double right mouse click on the red and yellow colours. The toucan is now surrounded by a single green colour. For the body part of the toucan, the feet and the red beak are not required, so they were also linked to the green.

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A single vector from the boundary of the Primary colour will now be created. From the Vector creation toolbar at the top of the screen or assistant tab select Bitmap to Vector. Select Create Vectors and close the form. A single closed vector has been generated on the primary colour s boundary. Adjusting the pixel tolerance will define how close the vector will follow the primary colour boundary.

Delete the square outside vector. Double left mouse click on the bird vector to open the Shape Editor. Select a Dome shape with an Angle of 45 degrees, followed by Add. Select Reset All Links. Select the Red colour using the left mouse button. Select Bitmap to Vector, beak.

Shift Select the new toes and beak vectors. View the results in the 3D view. Select Colour shade. The example will be completed by subtracting the white coloured area to generate the eye. The wing will also be added. Double left mouse click the white colour directly from the relief. Select a Flat shape with a Start Height of 0. Single mouse select the blue colour defined at the bottom of the main wing to make primary.

Double right mouse click the dark blue colour in palette defined as the top part of the wing.

The two blue colours are linked to create a single colour the wing. Double left mouse click the blue wing colour and set a Dome shape with an Angle of 25 degrees. Select Add, followed by Close. Select the file Knockout. Change the origin to the centre and leave the dimensions as default. The option Scanned d. From the Bitmaps layers tab, select Create Relief Layer. View the new Relief in the 3D View window. This Scale Relief Height has limited the height of the Relief to 3mm.

The Relief generated varies in height according to the bitmap pixel colour below it. The relief height will be at the highest level in the lighter coloured areas and lowest in the dark areas. The relief therefore varies in height between Z 0 and Z 3mm. Areas of no relief are evident as the bitmap in these areas are black in colour. Draw Zero Plane is off.

This rectangle vector defines the border edge of the image. A 1mm base has been added to the Relief eliminating the zero relief areas. To complete the Relief a smoothing pass will be applied to reduce the surface irregularities. The height and shape across the void is controlled by a series of standard, cross sectional forms or a user defined Z modulation curve. 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 page. 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 Add, Subtract, Highest and Lowest, provides you very powerful commands. Select the Star vector and shift and select the Circle as well.

Select the Linear Profile option. Enter a Border Height of 0 and an Inner Height of 5mm. Select Add, followed by Create Blend. Press F3 to view in 3D. 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. If Fill Inner Vector was unchecked, the circle would be open no relief. Select the outer star vector only with the Smooth Profile option selected. A smooth blend 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. Each vector will produce a different shape when scaled across the relief to the defined heights. The Selected Vector is always picked last.

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 View window. In Blend from Border to: A new Relief is created from cross section, vector 1 scaled between the inner and outer vectors. Select the star vector, shift select the circle vector and then the cross section, vector 2. Select Highest, followed by Create Blend.

The new Relief has been produced as the scaled vector 2 between the inner and outer vectors. Select the star vector and shift select the cross section, vector 3. Select Middle of Border Vector. 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. Shoe Sole Exercise Open the model shoe-tread. 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.

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 will limit the fade area between two selected vectors. Using the left mouse button, Drag and drop the cross hair Fade from: The toe region has faded.

The X and Y values are kept even after undo, to allow different options. The Fade is parallel to the line, so if angled points were selected, the fade would also be angled.

These functions can allow the creation of complex and free form shapes quickly. A Relevant example will be used to demonstrate each of these functions. Extrude Relief An Extruded Relief is produced using two or more vectors.

If you use a different End Profile vector, the Relief will change shape from one end of the drive curve to the other. A fourth curve known as a Z modulation curve determines the shape of the swept relief in the Z direction.

The model contains two vectors. The rectangle represents a drive curve. This curve can be open or closed as in this case. The small vector shape is the Start Profile section. The profile vector is the exact size that is required and can be located anywhere in the 2D View. Also it must be a single open vector not Grouped. The Extrude page provides the options for the user to create the required Extruded Relief shape. Select the Rectangle vector with the left mouse button, followed by Select in the Drive Curve section of the form.

The Drive Curve vector is highlighted. The small green square indicates the Start of the Curve, where the Start Profile will be located. The small lines running off the sides indicate which side of the vector the sectional profiles will be extruded along.

These options can be changed by ticking the relevant boxes as shown below. Select the small open vector with the left mouse button, followed by Select in the Start profile section of the form. The Start Profile vector is highlighted. As before, the Green square indicates the Start of the section. The small lines running off the curve indicate whether the Relief would be positive ticks inside or negative ticks outside.

For this exercise, a positive Relief is required. The anchor point is critical in this case as it will dictate which part of the profile is on the outside of the picture frame. A comparison is shown below. Leave the anchor point in its current position, but select Invert Curve in Z to create a positive relief.

This option can be selecting if an End Profile of a different shape to the Start Profile is required. By default the End Profile is the same as the Start Profile. If an End Profile is required, the Use separate end profile field must be selected to provide access to the required selection options. This area of the page enables you to include a Z modulation Vector. This controls the Relief Height along the Drive Curve. As above, this must be selected to reveal the selection options.

Similar to Shape Editor, this page controls the method to combine the shape with the existing Relief. Ensure Add is selected. Select Calculate to create the relief. Close the form and view the results in 3D. Square corners have been created because the option was selected in the Extrude form.

If the option Move anchor point to other end was selected, then the profile vector would be reversed during the extrusion. The result would then be as shown to the right. Spin Relief A Spin Relief is produced, by spinning a single Cross Sectional vector around its own start point green square. Spin Relief also allows the inclusion of a separate end profile and Z modulation vector.

This Polyline will be spun around its own start point shown as a green square to generate a Relief. The Polyline or Start Profile determines the actual size of the model and has to be a single joined vector.

The profile by default will be swept a full circle degrees. Unticking this option will allow the start and end angles to be specified. Select the profile vector with the left mouse button.

On the Spin page, click Select. A positive Relief is required therefore the indicator marks should point inwards as shown. The start point green square is on the left hand side indicating the anchor point at which this profile will spin around. From the 2D view tab, select Preview Relief Layer. The Relief Layer is displayed in the 2D view. The result shows how the profile was swept full circle around the anchor start point.

Switch to the 3D view to see the results. This process will be repeated to include the Z modulation vector. Return to the 2D view and Switch off Preview Relief layer. Select Spin. Reselect the profile vector as the Start profile Tick the option Use Z modulation profile, to reveal the further options. Select the curved vector, followed by Select in the Z modulation section of the form. The six curve profile has scaled the Relief in the Z-axis along its length.

The final leaf shape will now be completed. From the colour palette, ensure Red is selected as the Primary colour. From the top menu. View the result in 3D. The leaf pattern has been created from the original swept relief. Enter Shape editor using the green colour double left mouse click directly in the view or palette Subtract a triangular feature using a 45 degrees angle. Turn Relief The Turn command takes a vector cross section and rotates it over itself to generate a Relief.

The axis of rotation is defined along the line between the start and end points of the vector. Select the left tower vector as shown with the left mouse button. On the Turn page, click Select. The Relief is turned out degrees on the page.

The Z height of the Relief was dictated by the size of the vector profile itself. This will be repeated but a scale factor will be applied. The 2D vectors are displayed in the 3D view. The remainder of the castle will be created within the 3D view. Change the Z Scale factor to 0. Select Add, followed by Calculate. This can be repeated to create the second identical tower. However for this example, the Mirror Merge Relief. Select only the outer rectangular vector. Within Shape Editor, Merge High a flat plane of height 0.

Select Toggle Vector Visibility, the vectors. The basic principle is that one or more scale sectional vector forms profiles are extruded between two Drive Curve vectors rails.

The form enables the required vectors to be selected. The two drive rails must have the same direction as indicated by the arrows once selected The Z modulation vector as with extrude and spin is selected here. This section allows multiple cross sections to added and individual positions specified. Cross sections must be open, ungrouped vectors. Select the left hand leaf vector identified as the First drive rail. Click select in the form next to Top Drive Rail. Arrows have appeared on the vector indicating its direction.

The Green Square and red letter A also signify the start point. In the status area, the First Drive Rail status changes from Not selected to valid. Select the right hand leaf vector identified as the Second drive rail. Click select in the form next to Bottom Drive Rail. As before, arrows indicate its direction. The Green Square and red letter B signify the start point. In the status area, the Second Drive Rail status changes from Not selected to valid.

Select the profile vector identified as Cross section. Click the Add Cross Section button in the form. In the status area, Cross section 1 is now listed with its status as valid. The number 1 indicates its start point. Ensure Scale Height and Width and the combine option Add are both selected. Select Calculate and view the resulting relief.

The cross section has swept between the two rails to create the leaf shaped relief. Selecting the option Scale Height and Width meant that the Z height of the cross section is scaled relative to the width across drive rails. Not selecting the Scale Height and Width option would have given a constant height. Multiple sections Any number of sections can be added and used in the calculation of the relief. The position of the cross sections can also be specified.

Vectors can also be selected prior to opening the two rail sweep form. The word Position changes to 1st Rail. Select the drive curve vector in the area shown to define the first point. The word Position changes to 2nd Rail. Create three vectors for the Drive Curves and a small open square vector for the Cross Section, as shown in the image below. 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 vector section is actual size of the desired relief. The vectors turn pink as they are selected and a box appears around the extents of the vectors to show that they are selected.

Select Weave Wizard. ArtCAM creates the weave pattern at the intersecting regions of the vectors. The direction of the vectors determines underpass and overpass 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. The Corner Shape can be Round or Square, and the relief is combined in the same manner. Leave the defaults options and select OK to calculate the relief.

Select the 3D View tab or F3 to view the result. Weave Exercise 2 Create the following vectors, including the small half Ellipse cross section vector. Shift select the Drive Curve vectors and the Cross Section vector last. Select Relative to cross section and enter a value of 1. With Square corners selected, the Weave has sharp edges, rather than rounded. Fruit Plate Exercise Open the model fruits-on-plate.

Use the overlapping diamond vector group and generate an Added Pyramid Relief with an Angle of 25 degrees, Start Height of 0 and with No Limit selected. The generated Relief goes over the edge of the pineapple. This excess relief can be removed by applying Zero Rest in the Shape Editor. Double click the round pineapple vector. In Shape Editor, select Zero Rest. Generate an Extruded Relief using the line as a Drive Curve, the arch as the first section and the angle as the end section.

Select Merge Highest. Select the grouped chain design of vectors and then the nearby small vector, as shown below. The 3D Clipart form enables the Relief to be scaled, re-positioned, re-orientated, copied, etc. Before being combined into the current model. Lady Exercise Select Open Model. The model size and resolution is the same as the imported Relief before it was originally exported from ArtCAM as a.

This summary can be seen at the top of the Assistant tab. Browse and select the file Lady. The 3D Clipart form and a vector outline of the imported relief appear in the 2D View. A Preview of the Relief is displayed as a vector outline, and is currently too large. It will be transformed, sized and positioned, using the 3D clipart form before being Pasted onto the existing model.

Select the Scale tab. The Relief could also be scaled manually by dragging the corner handles of the relief vector, with shift held down to maintain the proportion. Now the vector and associated relief can be.

Move the cursor on the vector outline so that Move Cursor appears. Select the Left mouse button and move the mouse to drag the Relief. Release the button when the vector is suitably positioned. It is good practise to give the layer a sensible name. Select New on the Vector Layers toolbar. New Vector Layer 1 has been created.

By double-clicking on the name itself, the name can be changed. Double click on New Vector Layer 1, overwrite as stars and select Enter or mouse click away from the name to confirm. The new level is now named and switched on denoted by the light bulb icon.

Switch off the Layer stars by clicking the light bulb. The star vectors are now hidden. The other vectors on the default level are still displayed. Note: When a Layer is current highlighted in colour any vectors that are pasted are automatically placed on that layer. Create a new Layer and change the name to holes. Select the 12 Ellipse vectors. The selected vectors will be transferred to 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.

Right mouse click on the selected button vector group and select Move Vectors to.. 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 or edited until the layer is unlocked.