Celtic Modelling Project 2

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    Celtic Design from Image to

    ToolpathsIntroductionCeltic designs are very popular in many types of 3D carving applications, from Jewellery to

    Wood carving. Within ArtCAM the Celtic weave tool makes standard knots simple, ut many

    Celtic designs comine the knots with other shapes. !his e"ample shows how to create a

    design which has a comination of these features in it. !he starting point will e an image

    which was taken from a copyright free clipart collection #ought at a standard ook store$.

    %ectors will e fitted to the image as a starting point and then the process of prepping those to

    use for modelling will e worked through. !he various component parts will e modelled androught together. &inally toolpaths will e created for the design. !his part was actually uilt

    for the ArtCAM trade show ooth as part of the display, an image of the finished piece is

    shown elow'

    All the files for this pro(ect are under the Thursdaypresentations in the, 3 Celtic Design

    folder calledDemo Files

    .

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    Importing and Fixing the Artwork

    !his section will show how to import a !if file, fit vectors to it and then fi" and prolems

    which there may e with the vectors. !he !if file has een slightly altered from the original

    data and has een reduced in resolution using Microsoft )ffice *icture Manger, this process

    also introduced some additional greys into the image.

    Open the file Celtic.Tif(remember to set Files of Tpe to Tif)

    Set the size to be !"inch #idth, datum in the lower left hand corner

    From the $odeltab use the %educe Colours, enter a &ew max no.of '

    Select (lackas the primary colour

    Pick (itmap to )ectors

    *eep lines longer than !+, Tolerance , -ixel, hit *

    From the 'D )iewmenu un-draw the (itmap laer

    Actiate the )ector Doctor, enter Tolerancesof +.++,, hit Identif !nder the Fix -ro/lemsarea, check %emo0e 0ector loops, enter a 1 of

    0ector area to keep loopof +.,(they are ery small loops, so too hi"h aalue will not work), uncheck keep originals, hit Fix -ro/lems

    After it has finished, hit Identifa"ain to see if the problems hae been

    fi#ed

    !he prolems should have all een fi"ed now and the vectors will e loop free at least to a

    tolerance of +.++. !he actual part needed to e vertically oriented rather than hori-ontal so

    the model needs to e rotated'

    From the model tab select %otate $odel 2+ degrees counter3clockwise

    At this point for a simple part the vectors could e used to create %carving toolpaths or you

    could flood fill them to create a simple raised round model. /ither of these would look )0

    for a simple pro(ect, perhaps where the customer wanted the cheap option1 !o correctly re

    create the weaves and other detail though, more time would need to e put into the pro(ect.

    !he ne"t stage will detail how to prep the artwork to create a more detailed model.

    %educing4 rganising and -reparing the Data for $odelling

    &or the trade show ooth display there was a particular area and position that the Celtic

    design needed to fit into ased on the panel si-e. 2o the vectors were taken and pasted into a

    new session of ArtCAM *ro and slightly stretched and manipulated to fit the correct area.

    !his file is saved and is called 1 Clean Vectors.artthis should e loaded and worked from

    to ensure the rest of the docs line up with the artwork.

    !he design is roughly symmetrical and is certainly worth only working on half then using

    that to make the duplicate side. !here is also a doule line which was fitted to each side of

    itmap, the outline of each section can e removed as the inner part will e used to do the

    modelling. With regard to the shapes, the data will need to e cleaned up and divided onto

    different layers to simplify the modelling process. 2ome of the modelling will e done with

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    the weave wi-ard, which will only need a single e"trusion line and some will e done with

    raised rounded shapes, the vectors need to e uilt in such a way that this can e done.

    Deletethe outline ector (ima"e below left)

    $ow bo# select all the ectors in the ri"ht half of the model and delete

    them (ima"e below middle)

    %arefully "o around the model and deletethe outline ectors leain" only

    the inner ectors which are part of the desi"n (ima"e below ri"ht)

    !he part is saved at this stage and is called 2 Half Vectors.art. !he ne"t stage is to

    simplify working with the design is to move vectors onto different layers. !he est way to do

    this is to think aout how est to organise the design ased on its component pieces and

    create layers for those components. !hen move the relevant data onto each layer. 2ometimes

    you may need a vector on two layers as it is shared y components #or is a dividing line$, toachieve this (ust make a copy to put on the other layer. n this case the following areas were

    identified, the areas which would use the ea!e "i#ardto create them, each head, each foot

    area and each "ing.

    !he key techni4ue with this design is to separate the parts to e modelled with the weave

    wi-ard from the areas which will e modelled with the other tools. !hey need to e modelled

    separately ut then the ends must closely match up.

    !his was achieved y taking the areas where the weave would (oin the rest of the design and

    cutting the vectors, then using the close vectors with a curve option to create an overlapping

    area for each part.

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    Work out the areas where the weave wi-ard will e used. !hese are areas with parts which

    intertwine. !he image elow left shows the appro"imate positions where the divides should

    e made with red lines.

    5oomin to the area of the heads, below ri"ht (a"ain places to diide the

    model are shown in red)

    As an e"ample of how to produce these overlapping areas, the lower head will e split on its

    neck area.

    6electthe ector which represents the lower of the two heads

    &it &to "o into &ode 7ditingmode

    Put the cursor where you want to diide the ector on the top part of the

    neck (this does not hae to be on a node) and hit C to cut the ector atthat point

    'o to the other side of that strand of the neck and do this a"ain, youshould see somethin" like the ima"e below left

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    !se the Close )ector with a cur0eicon to close the "ap, the part should

    look like the ima"e aboe middle

    Select the other side of the diided ector and use the Close )ector with acur0e, this should produce an oerlappin" area as in the ima"e aboe ri"ht

    !his type of overlap is what is needed at every intersection where the weave wi-ard will e

    used and where other modelling techni4ues will e used. !his will make a close match when

    the parts are modelled and merged. )nce divided the different parts should e put onto

    different layers.

    !sin" the 6hift key select the ectors which will be used to model the

    two win"s

    %ight $ouse Clickand select $o0e to 8aer, &ew 8aerfrom the menu On the 8aerstab double click 8aer 'and chan"e the name to #ings

    to accept this hit the 9reen check markto the ri"ht of the name (this isimportant otherwise the name will not be updated)

    *epeat the aboe process for one of the feet (8aername Foot ,), the

    other foot (Foot ') and then each of the heads (:ead, and :ead'), leaethe beaks they are part of the weae, the ectors for the weae can be lefton the Default 8aer

    !he model is saved at this stage and is called 3 Fully $re%%ed Vectors.art. /ach part will

    now e worked through and saved as a separate file to create each component.

    $odelling the #ea0e

    +oad the file ! Full -repped )ectors.art

    Switch off all the layers e#cept the Default 8aer

    !he vectors which are currently here are not usale for the ea!e i#ardas it re4uires (ust

    a single line to e"trude along and a cross section. !hese vectors will now e created.

    %reate a &ew 8aercalled 6pines

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    %han"e the layers colour by clickin" on the circle ne#t to the layer name

    and select rangefrom the menu, hit *

    !se the ector -ollinetool to sketch the appro#imate centrelines of the

    weae path "nore the "aps and make sure the lines are continuous for

    each part that needs to "o under or oer another portion, a close up of thesketched (oran"e) spines are shown in the ima"e below

    Sketch a Circleappro#imately the width of one of the weae portions (use

    the double line width ectors to help you) !se the &ode 7ditingmode to remoe the bottom portion of the circle to

    make the cross section for the weae

    +oad the file ; #ea0e3no model.art

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    the correct shape. !he end of the eak for instance needs to e cut and the other two ends

    needs to have some data added to them to finish the weave shape.

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    Switch back to the 'D )iewand actiate the new 9rescale 0iewso the

    "reyscale of the model is isible

    Switch on the 5ero )ectors8aer

    0hese ectors were sketched to trim the ends of the weae to make the

    correct beak shape (from the ori"inal ima"e) Select the two ectors and hit F,'4then hit 5erofrom the 6hape 7ditor

    menu, this will trim the ends of the beak weae (ima"e below)

    Switch off the 5ero )ectors laer and switch on the 7nds laer

    !hese vectors will e used to uild up a shape to lend into the weave, to see how high they

    need to e the cursor can e hovered over the relief in the 7D view and the 8 coordinate#depth$ of the relief at that point will e displayed in the ottom of the ArtCAM interface.

    !he shape editor can e used to uild the shape up to roughly match.

    &oer the cursor oer the end of the ector to the ri"ht of the beak area

    that was 1ust trimmed a 2 alue of appro# 3456 should be seen

    Select the ector and hit F,'

    Pick a %ound profile, Angle @+, 6cale to :eight +.,>, hit $erge :igh

    9ou should see a shape uilt which closely lends into the end of the weave #image elow$

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    &oer the cursor oer the end of the ector to the left of the beak area that

    was trimmed a 2 alue of appro# 3476 should be seen

    Select the ector and hit F,'

    Pick a %oundprofile, Angle @+, 6cale to :eight +.,;, hit $erge :igh

    8ou should see a shape built which closely blends into the end of the

    weae (ima"e aboe)

    Sae the file with a new name (6a0e As) or you can use the one proided

    t is not crucial that these match perfectly as they can e cleaned up during the sculpting stage

    later in the modelling process. !his part is saved at this stage and is called & ea!e.art

    $odelling the #ings

    !his section will deal with modelling the Wings of the irds, there will need to e some

    alteration to the vectors to get the effect re4uired and then a comination of shapes used to

    finish the design.

    +oad the file ! Full -repped )ectors.art

    Switch off all the layers e#cept the 8aer #ings

    !he shape that was re4uired for the wings was to model the outer edge up to the same level as

    the weave portions. !he inner rounded areas #feathers$ will e sloped upwards to give the

    effect of some overlap and will lend into the lines running across. !o do this the vectors

    needed to e altered to make sure they overlapped, this was actually eneficial ecause some

    of the vectors were not very smooth so the Artwork was ale to e edited. :elow is an image

    of how the vectors for each wing were edited for the modelling.

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    All the feather vectors were cleaned up and overlapped with the edges of the wings and the

    lines across. !his was (ust to ensure the feathers and wing lines (oined and created a closed

    shape. !he file at this stage is saved as ' ings(no model.art.

    !he feathers for the wings will e modelled y creating a ramp, pasting it into the correct

    places to make the strips of feathers and then -eroing outside of the feather shapes.

    %reate a ector %ectangleappro#imately lar"e enou"h to oerlap a line of

    feathers ( x ,.'>)

    !nder %elief 7ditingselect Create Angled -laneicon

    &it 6tart

    Pick the upper left point on the bo#

    Pick the lower left point on the bo#

    For the first point on plane enter a alue of+

    For the second point on planeenter a alue of +.,>

    Select Com/ine $ode of Addand hit Create

    A plane will e created that slopes from -ero at the top of the o" to a height of +.; at the

    ottom of the o"

    9ake sure the ector is still selected

    From %elief 7ditingon the Assistanttab pick %elief 7n0elope Distortion

    :eep the default settin"s and check Displa grescale in 'D 0iew

    %elief 5 :eightshould be set to *eep current 5, Com/ineto :ighest

    !se the mouse to moe the bo# and distort the nodes as re;uired to makethe slope fit oer the end feather on the bottom win", once positioned hit-aste(8ou should see somethin" similar to the ima"e below left)

    *epeat this process for all the lines of feathers on the lower win"

    .efore startin" on the upper win", switch to the 0ransform

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    !he part is saved at this stage and is called ' ings(slo%es.art. !he ne"t stage is to -ero

    the areas outside the feather outlines.

    !sin" the 6hiftkey select all the indiidual feather shapes

    &it F,'and select 5ero %estfrom the shape editor menu, the slopes

    should be trimmed so they are only in the areas of the feathers

    Deletethe outline bo#es left from the plane pastin" operation

    Select the ori"inal an"led plane bo#, hit F,'and select 5ero, then

    deletethe ector to "et rid of that as well as it is no lon"er needed

    !sin" the 6hiftkey select all the ector lines which coer the bottom ofthe feathers

    &it F,'

    Pick a %oundshape an Angleof !+and 6tart :eightof +.+>inches

    &it $erge :igh

    Select the ector which surrounds the lower win" and the two ectors

    (inner and outer) that surround the upper win"

    &it F,'

    Pick a %oundshape an Angleof "+and 6tart :eightof +.+>inches and

    8imit to :eight+.,(combined depth 346) &it $erge :igh

    9ou should now have a relief which looks like the image elow this stage of the file is saved

    as ' "ings.art.

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    /nsure the file is saved #or you can use the one which is already saved$ so that it can e

    comined later with the rest of the component reliefs.

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    $odelling the Feet

    !his section will deal with modelling the &eet of the irds, there will need to e some

    alteration to the vectors to get the effect re4uired and then a comination of shapes used to

    finish the design.

    +oad the file ! Full -repped )ectors.art

    Switch off all the layers e#cept the 8aer Foot,

    =otice that there is another area on the feet that is actually going to use the Weave wi-ard

    #where the part on the left loops around the foot$. 2o again the vectors need to e edited as

    they were around the heads to e ale to make this correctly. :elow left are the vectors as

    they are from the itmap, right are the vectors after they have een prepared for modelling.

    =ote that not only has a vector een created for the weave path and also the weave cross

    section, ut in order to get a etter looking lend etween the parts of the foot the vectors

    have een edited to overlap slightly. !he prepared vectors are saved as ) Foot 1(no

    model.art. 9ou can edit the vectors yourself or open the file to work from here.

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    +oad the file " Foot ,3no model.art

    Select with 6hiftheld the spines for the foot weae and the cross section

    last as in the ima"e below left

    n the #ea0e #i=ardenter alues as follows/ 8ength of Crosso0er !,

    Depth >+, :eight '+, Corner 6hape 6?uare, Addand hit *

    Switch to the !D )iewto see the result of this

    %heck the ori"inal ima"e to check the correct areas are raised and lowered

    as in the ima"e aboe ri"ht, if not undo and reerse the order of selectin"the spines

    Pick the two shapes to the left, the small shape at the end of the weaeand the main foot shape as in the ima"e below left and hit F,'

    Pick a %oundshape an Angleof "+and 8imit to :eight +.,>

    &it $erge :igh, you should see a relief like the ima"e below ri"ht

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    Select the ectors which represent the talons (claws) as in the ima"e below

    left and hit F,'

    Pick a %oundshape an Angleof ;> and 6tart :eight +.+>

    &it $erge :igh, you should see a relief like the ima"e below ri"ht

    Sae the file at this sta"e or you can use the one which has been saed for

    you

    !he file is saved at this stage and is called ) Foot 1.art.!o model the other foot the

    method will e e"actly the same'

    +oad the file Foot '3no model.art

    Switch off all the layers e#cept the 8aer Foot'

    9ou will notice the vectors have een edited in the same way they were for the first foot to

    allow for the production of the weave and lending that with the other elements. &ollow the

    directions for &oot using the same values. /nsure that the spine vectors for the weave are

    selected in the correct order to make sure the correct parts go under and over. f you follow

    the same process and values of foot you should end up with a relief that looks like the

    image elow>

    !he finished file is saved and is called * Foot 2. art.

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    $odelling the :eads

    !his section will deal with modelling the heads of the irds, there will need to e some

    alteration to the vectors to get the effect re4uired and then a comination of shapes used to

    finish the design.

    +oad the file ! Full -repped )ectors.art

    Switch off all the layers e#cept the 8aers :ead,and :ead'

    t is crucial that these line up well with the vectors from the weave to minimise the amount of

    sculpting that will e necessary, to see how the vectors look it is worth loading in the relief of

    the weave and using the greyscale view to see how they match up.

    From the %elieftab select 8oad %elief, select ; #ea0e.artand check

    %eplaceand hit *

    Switch on the new 9rescale 0iew

    9ou will see that the neck vectors do not match up very well with the ends of the weave

    coming into the lower head and in on the edge of the upper head. !o ensure a etter match up

    it will e worth editing the vectors to match etter as is shown in the image elow left. )nce

    the vectors have een edited the ?elief can e reset in preparation to model the heads.

    !his file is saved at this stage and is called + Heads(no model.art

    Select the head outlines and the other > ectors (one at the top and one to

    the ri"ht) as in the ima"e aboe ri"ht

    &it F,'

    Pick a%oundshape an Angleof "+ and 8imit to :eight +.'

    &it $erge :igh, you should see a relief like the ima"e below left

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    Select the outline ector for both eyes, hit F,'4select a %oundprofile,

    enter an an"le of ;>de"rees and 8imit to :eight of +.,, hit 6u/tract

    For both eyes select the ne#t inner ectors, hit F,'4select a %ound

    profile, enter an an"le of !>de"rees hit Add For both eyes select the inner ectors, hit F,'4select a %oundprofile,

    enter an Angleof ;> de"rees hit 6u/tract

    'o into the !D 0iewand you should see a relief like the ima"e aboe ri"ht

    Sae the file at this sta"e or you can use the one which has been saed for

    you

    !he file is saved at this stage and is called + Heads.art.

    Com/ining the %eliefs4 6culpting and $irroring the part!his section will deal with comining all the 3D models we have created so far. !he half

    model will then e edited to sculpt some of the (oins and finally the part oriented correctly

    and mirrored to create the right hand side.

    Switch on the grescale 0iewso you can see the parts as you load them

    +oad the file ; #ea0e.art

    From the %elieftab select 8oad %elief

    Select> #ings.art and hit pen

    %heck $erge :ighestand hit * From the %elief tab select 8oad %elief

    Select " Foot ,.artand hit pen

    %heck $erge :ighestand hit *

    From the %elieftab select 8oad %elief

    Select Foot '.artand hit pen

    %heck $erge :ighestand hit *

    From the %elieftab select 8oad %elief

    Select@ :eads.art and hit pen

    %heck $erge :ighestand hit *

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    !he part is saved at this stage and is called , Full(Half(-nscul%ted.art

    !he sculpting is very much an iterative process and will mainly use the smoothing tool and

    the smudge tool. Work around the design concentrating on areas where models should have a

    smooth (oin, particularly etween parts of the weave and the other models. t is est to sculpt

    with a view down the 8 a"is. 2tart y smoothingusing a cursor si#eof aout 1'andstrengthof 1', gently ru across (oins to lend them. f there is large step then use the

    smudgetool set to diameter 3/ strength 2'and drag along the part in over the (oin in oth

    directions to lend the (oin. !hese values are (ust a guide and you should e"periment with

    them to see how you can produce smooth looking lends. Work around the model until you

    are happy with the finished half. ?ememer to 0%%lythe cul%ting at each stage you are

    happy with what you have done as that acts like an internal save command.

    Once you hae finished sculptin" you can sae the model (or you can use

    the one proided)

    !he file is saved at this stage as , Full(Half(cul%ted.art.

    'o into the 'D )iewand actiate the grescale 0iew

    ?ra" a 9uidelinefrom the rule to the left of the 'D 0iewto the ri"ht side of

    the 7? relief

    9ou will see y doing this that the relief is slightly tilted to the right #this is from the original

    artwork or scan$, if it was mirrored as it is then it would have an uneven gap down the middle

    of the design. !his can e corrected y pasting the model into a new file to rotate it slightly to

    straighten it' also it can e positioned to make it easy to create a mirror copy.

    9ake a note of the model size @ #idth '>4 :eight ;'

    Closethe current model

    Create a &ew $odel, :eight ;',#idth '>(resolution suitable for your

    P%, the e#ample uses ,;"' x ';>")

    ?ra" a 9uidelinefrom the rule to the left of the 'D )iewto the middle of

    the part

    0o ensure it is e#actly in the middle %ight clickon the guideline, type in a

    &ew -ositionalue of ,'.>, %heck8ockedand hit Appland *

    From the %elieftab, hit 8oad %elief Select 2 Full3:alf36culpted.artand hit pen

    %heck -astingand hit *

    !se the !D Clipart menuto rotate and moe it to line up with the line

    (e#act alues are %otate 3+.@ degreeand $o0e B 3+.,) Appland hit-asteand Close

    6a0ethe file (it is saed at this sta"e called 2 Full3:alf3

    6traightened.art)

    From the $odeltab select $irror $odel :ori=ontall

    From the %elief tab, &it 8oad %elief Select 2 Full3:alf36traightened.artand hit pen

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    %heck $erge :ighestand hit *

    From the $odeltab select $irror $odel )erticall(it was at this point

    decided wanted the birds faces to be the ri"ht way up)

    From the %elief 7ditingtab select 6mooth reliefand Appl 'passes

    !his should result in a model that looks like the one elow. !his is saved at this stage and is

    called 1 Finished odel.art.

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    At this stage the model is finished and is ready for machining.

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    $achining the -art

    n this section the method used to machine the model for the Delcam display will e covered.

    &or different applications this part could easily e scaled and could even e changed to fit

    different models using the relief envelope distortion tools. &or this e"ample the part is eing

    machined at the @ 9 si-e it was actually made at, ut needs to e scaled up in 8 to get more

    definition.

    Start by loadin" ,+ Finished $odel.art

    From the %elief 7ditingtab select 6cale %elief :eight

    %heck #hole %eliefand enter a &ew :eightof +.!>, hit *

    Switch off the new grescale 0iew(if you hae it on)

    Deleteall the ectors in the 'D 0iew

    From the $odeltab select the 9rescale from %elieficon Select yellow as the primary colour

    From the )ectortab select (itmap to 0ector

    *eep lines longer than ,> pixels, Tolerance , -ixel

    Select the ector around the ery outside of the work area (the rectan"le)

    and delete it

    *eselect all the other ectors

    Actiate the )ector Doctor, enter Tolerances of +.++,, hit Identif

    !nder the Fix -ro/lemsarea, check %emo0e 0ector loops, enter a 1 of

    0ector area to keep loop of +., (they are ery small loops, so too hi"h aalue will not work), uncheck keep ori"inals, hit Fix -ro/lems

    After it has finished, hit Identifa"ain to see if the problems are fi#ed

    f there are any outstandin" problems then use the &ode 7ditingmode to

    fi# them

    .o# Select all the ectors in the 'D )iew

    %ight $ouse Clickand select $o0e to 8aer, &ew 8aerfrom the menu

    All the ectors will be put onto 8aer '

    On the 8aerstab hit Createto create 8aer !, make sure 8aer !is

    selected Select all the ectors in the 'D )iew

    From the )ectortab select ffset 0ectors

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    User Group 2004 ArtCAM Pro

    outer one and let it run across the flats. !his is personal preference though. ?ememer if you

    use a toolchanger to alter the !ool =umers as you go.

    22 of 25 Celtic Design from image to toolpaths

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    ArtCAM Pro User Group 2004

    !his part is going eventually to e cut out, at present there are two distinct halves to the

    design. ?ather than trim and (oin the order vectors it is easy to create a (oined outline y

    offsetting the outer vector outwards then ack inwards.

    !n-draw all the 8aerse#cept 8aer '

    9ake sure 8aer 'is selected

    Select all the ectors in the 'D 0iew

    From the )ectortab select ffset )ectors

    On the tool list hit Add, Select a ,E; inch end milland ,E@ end millfrom

    the #oodE-lasticsection of the Tool Data/ase

    For the inchtool set a stepdownof +.;and strate"y of ffset

    For the ,E@ inchtool a step downof +.'and strate"y of ffset

    &it Calculate &ow

    Closethe Area Clearmenu

    6imulatethe toolpath (standard simulation resolution) @ this should look

    like the ima"e below

    Celtic Design from image to toolpaths 23 of 25

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    User Group 2004 ArtCAM Pro

    !n-draw all the8aerse#cept 8aer !

    Select all the ectors in the 'D 0iew

    From the Toolpaths tab select the $achine %elieficon from the !Dtoolpaths section

    %heck 6elected )ector, %aster, Tolerance +.++,, 6afe 5and :ome

    -osition 5 +.'>

    For the Toolpick the ,E@ /all nosefrom the #oodE-lasticsection of the

    Tool Data/ase

    &it Calculate &ow

    Closethe $achine %eliefmenu

    6imulatethe toolpath @ this should look like the ima"e below

    !n-draw all the 8aerse#cept 8aer '

    Select only the outer ector

    From the Toolpathtab select the -rofile toolpath (for the real 1ob this wasactually inlaid)

    24 of 25 Celtic Design from image to toolpaths

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    ArtCAM Pro User Group 2004

    0ake the default alues e#cept Finish Depth +.>, Allowance 3+.!(this will

    cut the part sli"htly smaller but will "ie a nice outside ed"e and no lip),Tolerance +.++,

    Profile 0ool Inch end mill@ edit thestepdownto be +.'>

    Calculate &ow 6imulatethe toolpath to see the finished part

    0he toolpaths can now be Post-processed and mahined

    !his concludes this e"ample' the part is saved at this stage and is called 11 achining.art.