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All the files for this project are under the Thursday presentations in the, 3 Celtic Design
folder called Demo Files.
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the weave wizard, which will only need a single extrusion line and some will be done with
raised rounded shapes, the vectors need to be built in such a way that this can be done.
The part is saved at this stage and is called 2 Half Vectors.art. The next stage is to
simplify working with the design is to move vectors onto different layers. The best way to do
this is to think about how best to organise the design based on its component pieces and
create layers for those components. Then move the relevant data onto each layer. Sometimes
you may need a vector on two layers as it is shared by components (or is a dividing line), to
achieve this just make a copy to put on the other layer. In this case the following areas were
identified, the areas which would use the Weave wizard to create them, each head, each foot
area and each wing.
The key technique with this design is to separate the parts to be modelled with the weave
wizard from the areas which will be modelled with the other tools. They need to be modelled
separately but then the ends must closely match up.
This was achieved by taking the areas where the weave would join 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 wizard will be used. These are areas with parts which
intertwine. The image below left shows the approximate positions where the divides should
be made with red lines.
Zoom in to the area of the heads, below right (again places to divide the
model are shown in red)
As an example of how to produce these overlapping areas, the lower head will be split on its
neck area.
Select the vector which represents the lower of the two heads
Hit N to go into Node Editing mode
Put the cursor where you want to divide the vector on the top part of the
neck (this does not have to be on a node) and hit C to cut the vector at
that point
Go to the other side of that strand of the neck and do this again, you
should see something like the image below left
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Use the Close Vector with a curve icon to close the gap, the part should
look like the image above middle
Select the other side of the divided vector and use the Close Vector with a
curve, this should produce an overlapping area as in the image above right
This type of overlap is what is needed at every intersection where the weave wizard will be
used and where other modelling techniques will be used. This will make a close match when
the parts are modelled and merged. Once divided the different parts should be put onto
different layers.
Using the Shift key select the vectors which will be used to model the
two wings
Right Mouse Click and select Move to Layer, New Layer from the menu
On the Layers tab double click Layer 2 and change the name to Wings
to accept this hit the Green check mark to the right of the name (this is
important otherwise the name will not be updated)
Repeat the above process for one of the feet (Layer name Foot 1), the
other foot (Foot 2) and then each of the heads (Head1 and Head2), leave
the beaks they are part of the weave, the vectors for the weave can be left
on the Default Layer
The model is saved at this stage and is called 3 Fully Prepped Vectors.art. Each part will
now be worked through and saved as a separate file to create each component.
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Change the layers colour by clicking on the circle next to the layer name
and select Orange from the menu, hit OK
Use the vector Polyline tool to sketch the approximate centrelines of the
weave path. Ignore the gaps and make sure the lines are continuous for
each part that needs to go under or over another portion, a close up of the
sketched (orange) spines are shown in the image below
Sketch a Circle approximately the width of one of the weave portions (use
the double line width vectors to help you)
Use the Node Editing mode to remove the bottom portion of the circle to
make the cross section for the weave
Load the file 4 Weave-no model.art
Un-draw the Default Layer so you can only see the paths and the cross
section vector
Box select the path vectors
Holding Shift select the cross section vector last (the weave wizard
always uses the last vector selected as the cross section)
In the Weave Wizard enter values as follows: Length of Crossover 3,
Depth 50, Height 20, Corner Shape Square, Add and hit OK
Switch to the 3D view to see the result of this
Look at the original drawing to check the weaves are in the correct order,
so the correct pieces are over and under
If they are not correct then undo the weave operation and experiment by picking one of the
weave vectors first then Shift select the rest of them, then the cross section, depending on
which vector you select you will get the opposite result for the weave (up where it was
previously down and vice versa). Once the model looks correct there is another problem;
areas where the weave ends in the artwork and does not blend with another part of the model
needs to be dealt with. These ends can either have data added to them, or be cut (zeroed) to
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the correct shape. The end of the beak for instance needs to be 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 2D View and activate the new Greyscale view so the
greyscale of the model is visible
Switch on the Zero Vectors Layer
These vectors were sketched to trim the ends of the weave to make the
correct beak shape (from the original image)
Select the two vectors and hit F12, then hit Zero from the Shape Editor
menu, this will trim the ends of the beak weave (image below)
Switch off the Zero Vectors layer and switch on the Ends layer
These vectors will be used to build up a shape to blend into the weave, to see how high they
need to be the cursor can be hovered over the relief in the 2D view and the Z co-ordinate
(depth) of the relief at that point will be displayed in the bottom of the ArtCAM interface.
The shape editor can be used to build the shape up to roughly match.
Hover the cursor over the end of the vector to the right of the beak area
that was just trimmed a Z value of approx 0.145 should be seen
Select the vector and hit F12
Pick a Round profile, Angle 80, Scale to Height 0.15, hit Merge High
You should see a shape built which closely blends into the end of the weave (image below)
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Hover the cursor over the end of the vector to the left of the beak area that
was trimmed a Z value of approx 0.135 should be seen
Select the vector and hit F12
Pick a Round profile, Angle 80, Scale to Height 0.14, hit Merge High
You should see a shape built which closely blends into the end of the
weave (image above)
Save the file with a new name (Save As) or you can use the one provided
It is not crucial that these match perfectly as they can be cleaned up during the sculpting stage
later in the modelling process. This part is saved at this stage and is called 4 Weave.art
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All the feather vectors were cleaned up and overlapped with the edges of the wings and the
lines across. This was just to ensure the feathers and wing lines joined and created a closed
shape. The file at this stage is saved as 5 Wings-no model.art.
The feathers for the wings will be modelled by creating a ramp, pasting it into the correct
places to make the strips of feathers and then zeroing outside of the feather shapes.
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The part is saved at this stage and is called 5 Wings-slopes.art. The next stage is to zero
the areas outside the feather outlines.
Using the Shift key select all the individual feather shapes
Hit F12 and select Zero Rest from the shape editor menu, the slopes
should be trimmed so they are only in the areas of the feathers
Delete the outline boxes left from the plane pasting operation
Select the original angled plane box, hit F12 and select Zero, then
delete the vector to get rid of that as well as it is no longer needed
Using the Shift key select all the vector lines which cover the bottom of
the feathers
Hit F12
Pick a Round shape an Angle of 30 and Start Height of 0.05 inches
Hit Merge High
Select the vector which surrounds the lower wing and the two vectors
(inner and outer) that surround the upper wing
Hit F12
Pick a Round shape an Angle of 60 and Start Height of 0.05 inches and
Limit to Height 0.1 (combined depth 0.15)
Hit Merge High
You should now have a relief which looks like the image below this stage of the file is saved
as 5 wings.art.
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Ensure the file is saved (or you can use the one which is already saved) so that it can be
combined later with the rest of the component reliefs.
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Note that not only has a vector been created for the weave path and also the weave cross
section, but in order to get a better looking blend between the parts of the foot the vectors
have been edited to overlap slightly. The prepared vectors are saved as 6 Foot 1-no
model.art. You can edit the vectors yourself or open the file to work from here.
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Select the vectors which represent the talons (claws) as in the image below
left and hit F12
Pick a Round shape an Angle of 45 and Start Height 0.05
Hit Merge High, you should see a relief like the image below right
Save the file at this stage or you can use the one which has been saved for
you
The file is saved at this stage and is called 6 Foot 1.art. To model the other foot the
method will be exactly the same;
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From the Relief tab select Load Relief, select 4 Weave.art and check
Replace and hit OK
Switch on the new Greyscale view
You 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. To ensure a better match up
it will be worth editing the vectors to match better as is shown in the image below left. Once
the vectors have been edited the Relief can be reset in preparation to model the heads.
Select the head outlines and the other 2 vectors (one at the top and one to
the right) as in the image above right
Hit F12
Pick a Round shape an Angle of 60 and Limit to Height 0.2
Hit Merge High, you should see a relief like the image below left
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Select the outline vector for both eyes, hit F12, select a Round profile,
enter an angle of 45 degrees and Limit to Height of 0.1, hit Subtract
For both eyes select the next inner vectors, hit F12, select a Round
profile, enter an angle of 35 degrees hit Add
For both eyes select the inner vectors, hit F12, select a Round profile,
enter an Angle of 45 degrees hit Subtract
Go into the 3D view and you should see a relief like the image above right
Save the file at this stage or you can use the one which has been saved for
you
The file is saved at this stage and is called 8 Heads.art.
Switch on the greyscale view so you can see the parts as you load them
Load the file 4 Weave.art
From the Relief tab select Load Relief
Select 5 Wings.art and hit Open
Check Merge Highest and hit OK
From the Relief tab select Load Relief
Select 6 Foot 1.art and hit Open
Check Merge Highest and hit OK
From the Relief tab select Load Relief
Select 7 Foot 2.art and hit Open
Check Merge Highest and hit OK
From the Relief tab select Load Relief
Select 8 Heads.art and hit Open
Check Merge Highest and hit OK
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Once you have finished sculpting you can save the model (or you can use
the one provided)
The file is saved at this stage as 9 Full-Half-Sculpted.art.
ArtCAM Pro
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The offset vectors will now be used to create the 3D toolpath, offsetting allows for the side of
the part to be machined correctly. The original vectors will be used to create a toolpath to
clear out inner areas and also to cut-out the part. In this example finishing toolpaths will only
be calculated. In reality, depending on tooling and material it is likely you would need to run
a roughing toolpath on it first. It may also be more advantageous depending on tooling and
machine to not use the individual boundaries for the relief machining, but only to use the very
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outer one and let it run across the flats. This is personal preference though. Remember if you
use a tool-changer to alter the Tool Numbers as you go.
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This part is going eventually to be cut out, at present there are two distinct halves to the
design. Rather than trim and join the border vectors it is easy to create a joined outline by
offsetting the outer vector outwards then back inwards.
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Take the default values except Finish Depth 0.5, Allowance -0.3 (this will
cut the part slightly smaller but will give a nice outside edge and no lip),
Tolerance 0.001
Profile Tool Inch end mill edit the stepdown to be 0.25
Calculate Now
Simulate the toolpath to see the finished part
The toolpaths can now be Post-processed and mahined
This concludes this example; the part is saved at this stage and is called 11 Machining.art.
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