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USER`S MANUAL

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1. Packing After arranging each piece you can push it further up left or down to pack it in tighter PatternMaker will prompt you to pack each piece after you have placed it Use the Up Arrow Left Arrow or Down Arrow icons to push the selected piece in the indicated direction PatternMaker will move the piece in that direction until it touches another piece or the edge of the marker area The PACK commands can also be selected separately Arranging For Stripes and Plaids If you are using a striped or plaid or print pattern you will need to arrange certain pieces so that the stripes line up with each other For instance a pocket on a striped shirt should be cut so its stripes match those on the shirt front This means that when you arrange the marker you can t just pack the pocket in next to the other pieces Instead it needs to be spaced apart by an amount based on the distance between stripes With a plaid fabric you need to have the proper spacing in both the horizontal and the vertical The PLAID ARRANGE command lets you place pieces with stripe or plaid spacing Using PLAID ARRANGE is much like using the MOVE command with Snap to Grid turned on with some special features added This may help you visualize the following procedure STRIPE PLAID SPACING Use the SET MARKER AREA command to set the spacing for Stripe Plaid repeats When you run this command you will see a dialog box with several numbers relating to the stripe plaid s
2. PatternMaker has many editing commands that allow you to move Undo change and adjust objects These commands are all found in the Edit Move Copy menu SE Rotate One thing these commands all have in common is that when you select an object the command applies to the entire object There is a second set of commands which have to do with points of objects These are listed in the Point menu see Chapter 11 The POINT Menu Expand Resize Erase Close Obj Cut Join UNDO The UNDO command reverses the last drawing or editing command Procedure 1 Click the Undo icon or select Undo from the Edit menu 2 The last change you made will be undone If you drew an object it will be erased If you moved and object it will be returned to its original position and so on Some commands cannot be undone including SAVE SAVE AS and CREATE SYMBOL Zoom and Pan commands don t count UNDO will reverse whatever you did before the Zoom In general drawing editing grading and marker commands can be undone You cannot use UNDO more than one time in a row If you have just done an UNDO the command is inactive until you complete another undoable action If you make a really disastrous mistake reopen the file you have saved your drawing in Even if you never make mistakes you should save your work periodically in case of computer crashes and other accidents See the instructions for the SAVE and OPEN commands
3. MOVE The MOVE command moves one or more objects Procedure 1 Activate the MOVE Command by clicking on the Move icon or click Move on the Edit menu 2 Select the object s to move by clicking the left mouse button on them You can select and unselect as many objects as you want by repetitive clicking The command line will keep you informed as objects are selected and unselected If you want to move a whole pattern piece be sure to select all of its pieces i e darts in a bodice piece grainline marks etc 59 Chapter 10 The Edit Menu 3 4 6 To stop selecting objects press the lt ESC gt key or click the right mouse button The prompt Base point will appear on the command line The base point the start of the move is like grabbing a handle on the pieces to move Simply click somewhere within the selected object s The command line will now ask for Destination Move the mouse around to move the piece s The distance from the original position to the new position is the distance from the Base Point to the Destination All of the selected objects move the same distance so the MOVE command keeps them together You will see a light blue line showing the origin and destination of the piece s Note Do not click and drag Click once where you want to start moving the pieces release the mouse button and then click again where you want them to end up You can also enter a destination by typing a posi
4. PACK commands pagelabels eter eere R od pages taping together ettet eee 44 PAN coinm nds seeded dei ders 9 78 paper size parallel ports parts of the Screen isse dresden 7 password e eee eee ohare cadet 95 96 PAST TiS RERO EE ERE EU 20 PATTERN commande 90 PatternMaker ee odes RS 7 installing registering starting r nning eese ciere 5 pen plotter ceo bee Este 41 plaid points Adding as eR eee 122 deleting tese E Bee SS 123 set active 123 Sheet geet 78 turning Off ie EE ERR Ets 123 plaids arranging Markers eee 117 118 setting origin Markers sess 118 125 setting plaid points see 118 POINT meni 70 pointing d Vic Siises irain itii 10 127 points adding ne wise diete eedem 70 Steng ES Ee 73 74 d le Sos cose sie petet bebe OD tes 70 editing gees CNEL gosse Re ER eee MO VAN Gs eaeque rete TREE naming overview LE S oed Ts ete ORE Tue de ee HS selecting sbhowing biding eee 9 77 ty POS Of i eir VER NE ERES 27 unsel cting iss ERE RR UR UE 29 polar coordinates aee pee E NTELE 17 polar mode Edit Arrow essen 109 POLY command Polygon Ob Je6ts es etre er ee etis portrait mode ed one nen EBORE HOS pre designed garments sess See Macros PRINT command cerei 43 48 PRINT MARKER command eee 49 PRINT MARKER REPOR
5. This command toggles the digitizer mode between absolute mode and mouse mode In mouse mode the digitizer works like a mouse In absolute mode the cursor is a plus sign instead of an arrow and its position is the actual location of your digitizer device on the digitizer When using the digitizer to trace drawings always use absolute mode When selecting commands or icons use mouse mode When you are tracing an object you will need to switch back and forth between modes quite often to select point options for the Poly command Procedure Switch from mouse mode to absolute mode in one of the following ways 1 Press the F8 key 2 Select Digitizer from the Settings menu then select Toggle Mode from the submenu 3 If you are in mouse mode click on the Toggle Mode icon at the far right end of the Status Bar 93 Chapter 14 The Settings Menu 94 In addition if you are in absolute mode plus cursor and if you have not changed the digitizer button assignments you can click Button 1 on the digitizer mouse to switch modes DIGITIZER SET ORIGIN Expert Marker Versions only SET ORIGIN changes the origin of the digitizer tablet Use this command when you are digitizing something that is too big to digitize all at once The origin is the coordinates on the digitizer surface of the point 0 0 in the drawing For instance if you enter X 5 and Y 5 then the point 5 inches right and 5 inches up from the lower left
6. command line The blue area at the bottom of the PatternMaker window which displays command information coordinates A system used to indicate position on a grid The grid can measure units either in inches or in centimeters The X coordinate counts units in a horizontal direction and the Y coordinate counts units in a vertical direction digitizer digitizer tablet A computer accessory used to draw or trace lines and shapes and communicate that information to the computer Digitizers can range from the size of a notepad to the size of a kitchen table dimension Dim One of four types of objects in PatternMaker Dimension objects are used to measure straight line distances between points double click Press and release the left mouse button two times quickly drop down menu A sub menu that appears drops down when you click on an item in the menu bar grading After you ve drafted a pattern in one size grading is the process of defining rules that tell the program how to move certain points of the pattern to create larger and smaller sizes group n two or more objects which actions are performed upon as if they were one unit y to select two or more objects and tell the program to consider them as one unit icons Small pictures that represent commands Click on an icon to activate the corresponding command insertion point The location on an object one of its vertices where you click to
7. e Grading arrows are saved when you save a drawing Hint Use the INTERP ARROW command to add arrows to objects that need to follow other objects grading arrows Chapter 15 Grading Overview Hint When you read a grading table make sure the objects are oriented the same way as the objects in the original file If you try to read a table for a vertical object into a horizontal object or a mirror image it won t work Instead rotate the objects into the same positions add the arrows and then rotate them back the way you want them Hint If you already have different sized objects in your drawing but you don t know what the specific dX and dY values for your grading rule should be you can create the arrows graphicallyFor example you might place a size Medium piece on top of a size Small piece Add arrows to the points of the Small piece with ADD ARROW For the head of each arrow use Snap to End Point to connect to the corresponding point of the Medium piece This creates a grading rule you can save Hint It s up to you when you create the grading arrows to define what a jump of one size means For instance if your pattern only comes in even sizes you can set your arrows to grade from size 8 to size 10 from 10 to 12 etc and name your layers Size8 SizelO Sizel2 To PatternMaker the jump from size 10 to size 12 would be one size not two 101 102 CHAPTER 16 THE GRADE MENU GRADE The GRADE
8. t want When you are ready to cut activate the CUT command by clicking on the Cut icon or select Cut from the Edit menu The prompt on the command line will say Select object to cut Click on the object you want to cut In the CUT function you can only select one object at a time so if you click on a second object it will replace the first as the object that is highlighted When you have the correct object selected click the right mouse button or press the lt ESC gt key The command line will say Select object to cut with Select the object that will form the cutting line This is like a cookie cutter or like the line the scissors follow when cutting the first object After you select the second object click the right mouse button or press the lt ESC gt key The first object will be cut by the second Nothing will appear to have changed in the drawing because the objects do not move However if you apply a command such as MOVE or ERASE on one of the pieces you will notice the cut objects If you re sure nothing happened it may be because you selected objects that don t overlap Use MOVE MOVE VERTEX or ADD VERTEX to give your objects some overlap Note on CUT and JOIN Unlike many CAD programs PatternMaker thinks of objects as shapes with an inside and an outside Therefore if you try to use CUT or JOIN on objects that overlap themselves or cross over themselves PatternMaker may be confused because it doesn t
9. use the SAVE AS command to save it in a different file Folders are lists of files When you install PatternMaker all the files related to PatternMaker are kept in the same folder As you create more and more drawing files you will eventually want to put them in different folders to keep them organized The system you use is up to you Files and folders are used by all Windows computers If you aren t already familiar with files and folders any basic Windows manual will explain them for you Chapter 8 gives detailed instructions for all File menu commands Refer also to Tutorial 2 OPENING A FILE Selecting a file with PatternMaker is just like selecting a file in any other Windows program If you are familiar with this procedure you can probably skip this section To open a file click the Open icon or select Open from the File menu 18 Chapter 3 Getting Started The Open Hile dialog box will come up Open Look in Gy Pat32 File name Files of type PatternMaker Plet pat Open as read only Figure 1 The Open File dialog box How the Open File dialog box controls work The file list shows files in the current folder By default all files with the filename extension pat are shown You can select a file by double clicking on it with the left mouse button or by clicking on it once and selecting OK with the mouse You can also type the name of a file in the typing area To search
10. 12 When you have selected a command the command s name appears in green in the Status Bar When you finish the command its name turns purple Icons The icons are provided to make it easy and quick for you to use PatternMaker with a mouse If you learn how to use the icons they will make your work faster and easier However you never have to use the icons everything that you can do with icons can also be done with either a menu choice or a typed input Use whichever is more convenient for you You can activate a command by clicking an icon with the left mouse button Clicking the right mouse button on an icon will give you the Help information for that icon Remember that the color pattern line style layer and digitizer mode areas in the Status Bar are also icons Example Start the program Click on the icon with the diagonal line in it This is the LINE command see icon list below Then click on two points in the drawing area These will be the ends of your line If you have problems Remember that you can only do one command at a time If you click LINE the computer will ask you where you want to start your line If you respond by clicking on the color icon the computer will be confused Note that you will only get help if you click the right button Also don t drag to draw the line See Using the mouse above ICON SUBMENUS When you start a command a different set of icons will appear in the ico
11. If you have a printer or other device already plugged into the port just plug the key in and then plug the printer into the back of the key The printer will work exactly as if the key wasn t there TIME OUT FOR BASICS If you are brand new to computers take some time to go over this section Make sure you are familiar with the following terms since they will be used frequently as you read through the manual and the tutorials e click Move the mouse around until the point of the mouse cursor is pointing where the directions instruct you Press the left button once and then release it If the directions say click it always means one click If they mean two clicks they will say double click Also when this manual simply says click it means with the left button In PatternMaker right clicking has special functions e double click Move the mouse around until the point of the mouse cursor is pointing where the directions instruct you Press and release the left button twice quickly Be careful not to move the mouse as you do this If nothing seems to happen try clicking faster and be sure the mouse does not move e icons These are small pictures that represent actions They are shortcuts to commonly used program commands Click once on an icon to execute its command e menu bar The row of words across the top of the PatternMaker window This is where you find all the commands of the program When you click on one of the menu items
12. bluish square is drawn to indicate the original area of the selected objects As you move the mouse a green box indicates the new shape and size The objects will be resized by X and Y factors that make them fit the green box 5 When the green box is the size and shape you want you can click the left mouse button to resize the objects However rather than using the mouse to resize by eye you will usually want to use one or more of the following options Select an option either by typing a letter or with an icon C set center By default the lower left corner of the cyan square is the center of expansion i e it doesn t move If you want to have a different center for example if you want the right side of an object to stay put while the left side moves type C You will be prompted for a new center point Input this point and then continue with the command P resize around corner This option sets the lower left corner as the center of expansion It is the opposite of the C option This is the default for the command F enter scaling factor You will be asked for the scaling factors For example 5 is half the size 3 is three times the size Enter them in the dialog box and click OK If one of the numbers is negative the selected object s will be reversed Example Suppose your material requires a shrinkage allowance of 396 in one direction and 696 in the other Your pattern pieces need to be expanded by factors of
13. or click the right mouse button The command line will now display the original dimensions of the object s A cyan bluish square is drawn to indicate the original area of the selected object s As you move the mouse a green box indicates the new area 5 Click the left mouse button when the green box is the size you want the objects or use one of the following options Select an option either by typing a letter or with an icon C set center P scale around corner F enter scaling factor X Y size to measure By default the lower left corner of the cyan square is the center of expansion i e it doesn t move If you want to have a different center type C You will be prompted for a new center point Input this point and then continue with the command This option sets the lower left corner as the center of expansion It is the opposite of the C option This is the default for the command You will be asked for the scaling factor For example 5 is half the size 3 is three times the size Enter this in the dialog box and click OK This option will also be selected if you type in a single number These options calculate a scaling factor to give you a measurement you want This will save you doing some math You will be asked to select two points in the drawing To measure horizontally select X to measure vertically select Y PatternMaker will tell you the current distance between these points and ask you
14. piece objects for ARRANGE you should group non piece objects with a marker piece if you want to keep them together Here is the order of events for the ARRANGE command 1 First use the left mouse button to select the piece to move Press lt ESC gt 2 Then select the base point and destination point for the move just as with the ordinary MOVE command Before selecting these points you can rotate the piece to make it fit better see below 3 After you move the piece PatternMaker will check to see if the piece overlaps another piece or the edge of the marker area If it does it will bounce back in the direction it came from until the two pieces just touch 4 Then use the Left Arrow Up Arrow or Down Arrow icons or the L U and D keys on your keyboard to pack the piece tighter You can do this as many times as you like 5 When you are done arranging and packing a piece press lt ESC gt or click the right mouse button to finish the ARRANGE command for that piece Hint The ARRANGE command uses a more complicated sequence of mouse inputs than other PatternMaker functions It is also the most important of the marking functions Practice using it until you can arrange pieces quickly one after the other Remember when you are done with one piece you can repeat the ARRANGE command by simply clicking on another piece Hint Use the bounce back feature to your advantage To push one piece up against another just move it unti
15. then type the letter of the specific item you want For instance you can select the Open command from the File menu by typing lt ALT gt F O Commands which are not currently available are grayed out in the menu display STATUS BAR The Status Bar has areas showing the display mode Marker version only current color fill pattern line style layer the x y mouse coordinates the latest command and if installed the digitizer mode Any new objects you draw will have the current color and be on the current layer The areas showing the display mode digitizer mode color pattern line style and layer also act as icons for their respective commands see below The area at the right of the Status Bar gives the current command If the command name is in green you are currently running that command If it is purple you are done with the command You can repeat a Chapter 2 The PatternMaker Environment command that appears in purple by simply clicking the mouse in the drawing area see Selecting a Command in Chapter 2 The PatternMaker Environment If you have a digitizing tablet installed an icon will appear to the right of the command This icon shows whether the digitizer is in mouse or absolute mode see Chapter 19 If you don t have a digitizer the icon doesn t appear ICON MENU These icon buttons give you quick access to the most commonly used commands in PatternMaker An icon is a little picture that represents a
16. v Points Many elements of the PattemMaker environment can be Pan turned off and on as needed These elements are Refresh goan described below Zoom All To Front Zoom Previous To Back The particular menu items you see will depend on which version of PatternMaker you are using Not all commands are available in all versions Id Object Id Point GRID TOGGLE GRID The TOGGLE GRID command turns the grid on and off To turn the grid on or off select Grid from the View menu A check mark appears in front of the menu item if the grid is turned on You can also use the shortcut key F4 for this command To change the grid spacing use the GRID command on the Settings menu POINTS SHOW VERTEX The SHOW VERTEX command shows or hides all the vertices points in the drawing Points are represented by an X Corner points are shown in green and arc points are shown in blue If there are two points at the same location the Xs cancel each other out and no X appears at that location To turn the points on or off select Points from the View menu A check mark appears in front of the menu item if the grid is turned on You can also use the shortcut key F5 for this command ARROWS ON NAME OFF TOGGLE ARROWS Expert Marker Versions only TOGGLE ARROWS shows or hides the grading arrows and their names You can also use the shortcut key F7 for this command There are three
17. you get a drop down menu These menus are associated with the menu item that they drop down from For example the menu that appears when you click the word File is called the File menu If you need more help with any of these you can find full details in your Windows manual MANUAL CONVENTIONS As you read through this manual you will notice that some words or phrases appear in different typefaces Here s what it all means Chapter 1 First Things First e Keys on the keyboard are represented by capital letters and are enclosed in brackets Example lt ESC gt e When you see two keyboard keys joined by a sign it means you should press the first key and while holding it down press the second key Then release both Example lt CTRL gt lt F2 gt e Computer prompts appear in Courier Example Rotate about what point e tems on the menus appear in quotes and the name of the menu appears in bold type Example Click Save on the File menu e Hints warnings and examples are outlined and appear in italics Hint Use the extensive Help system for assistance with PatternMaker STARTING PATTERNMAKER When you install PatternMaker the Setup program will create a PatternMaker group on your Programs menu To run PatternMaker navigate from the Start Menu to the Programs menu and then to the PatternMaker group and click on the PatternMaker icon it looks like a needle and thread Note If your version
18. 1 03 and 1 06 respectively After selecting all objects in the drawing type r Type 1 03 and 1 06 into the dialog box and select OK X Y size to measure These options calculate a scaling factor to give you a measurement you want This will save you doing some math If you select X the objects will be resized in the X direction but the Y scale will stay the same If you select Y the Y scale will change and the X scale stays the same You will be asked to select two points in the drawing PatternMaker will tell you the current distance between these points and ask you what you want the distance to be Even if you select two points that are on a diagonal PatternMaker will calculate a scaling factor to give you the distance you want Chapter 10 The Edit Menu Example Suppose you have a blouse with a center front measurement of 14 inches and you want to change it to 15 inches Select the blouse object and any associated objects such as darts etc Then type y The prompt will ask you for the first control point and then the second control point Use Snap to End Point to select the points at the top and bottom of the center front line A dialog box will then say Original measurement is 14 000000 Type in 15 and click OK Your blouse will be made taller but its width will stay the same This action can be reversed by using the UNDO command CHANGE OBJECT The CHANGE OBJECT command changes one of the basic attributes colo
19. 90 degrees goes straight up Once a text object is placed in the drawing you can use CHANGE TEXT to change the size rotation or the text itself Use CHANGEFONT to set the style or COLOR to set the color of your text A list of available fonts appears on page 92 This action can be reversed by using the UNDO command POLY The POLY command draws polygons A polygon object can be any arbitrary shape and can have both straight and curved segments Polygons can be either open or closed Procedure 1 Activate the POLY command by clicking on the Poly icon or select Poly from the Draw menu The prompt on the command line says Enter first point 2 Continue to enter the points of the polygon by clicking the left mouse button or by typing a position in coordinate format 3 Click the right mouse button or press the lt ESC gt key to open the Options menu see list below Use these options to make curves undo points or end the polygon 4 To finish drawing the polygon select either Done Closed or Open Done from the Options menu Options e Line the default This draws straight lines e Tangent line This draws a line but it forces this line to continue in the direction established by the previous segment After you draw this segment the option reverts to Line e Perpendicular line This draws a line but it forces this line to be at a right angle to the previous segment After you draw this segment the option re
20. File name Length and width of marker Number of pieces both total and number placed within marker Efficiency material yield in percent Material required yards per bundle Cut ratios and layer names for each size Fabric name set from MARKER SETTINGS Notes set from MARKER SETTINGS Warning if pieces don t match cut ratio This message appears if the bundles don t all have the same number of pieces or if the number of bundles on a layer doesn t match that layer s cut ratio When the report appears you are given the option of sending it to the printer You can also send the report directly to the printer with the PRINT REPORT command on the File menu 124 Chapter 18 The Marker Menu Use MARKER SETTINGS to enter the style name fabric name and up to three notes MARKER SETTINGS Marker Version only MARKER SETTINGS lets you enter extra information about the marker such as the fabric and style name This information is displayed and printed in the marker report Procedure 1 Select Marker Settings from the Marker menu The Marker Settings dialog box opens 2 Enter the material style name and up to three notes of your own choice 3 When finished click the OK button to return to the drawing screen SET MARKER AREA Marker Version only The SET MARKER AREA command sets the width of the marker area and sets the stripe and plaid repeat distances Procedure Select Set Marker Area from the Marker menu A
21. First control point 4 Select the first point whose grading rules you want this new arrow to follow This point must have an arrow attached to it You can only select one point at a time so if you select a second point the first will be unselected 5 When you have selected the first control point click the right mouse or press the lt ESC gt key The prompt now says Second control point 6 Select the second point whose grading rules will guide this new arrow This point must have an arrow attached to it Again you can only select one point at a time 7 When you have selected the second control point click the right mouse button or press the lt ESC gt key The interpolated arrow will be created based on the two control points The new arrow s dX and dY values are calculated by the same process that is used to grade a point that doesn t have an arrow it s guided by the two nearest arrows 105 Chapter 16 The Grade Menu 106 Example X C fidd arrous here Use these control arrous When you grade the bodice piece the movements of shoulder line AX are controlled by the arrows at X and Y The dart piece needs to be graded so that the new dart touches the new shoulder line Therefore points C and D should also be controlled by the arrows at X and Y Use the INTERP ARROW command to add arrows to C and D using X and Y as the control points in each case Note If you use the CUT or JOIN command on objects that contai
22. Select points to align Select one or more additional points by clicking on them with the left mouse button You can select as many points as you want by repetitive clicking To stop selecting points press lt ESC gt or click the right mouse button The selected points will be aligned on a vertical line with the first point This action can be reversed with the UNDO command ALIGN Y The ALIGN Y command sets the Y coordinates of two or more points to the same value This puts the points on a single horizontal line Use this to line up points or to tidy up horizontal lines ALIGN Y works with all types of points including text insertion and dimension objects Procedure 1 Activate the ALIGN Y command by clicking on the Align Y icon or select Align Y from the Point menu The prompt on the command line says Align on horizontal line with what point Select one point that the others will be aligned with You can only select one point at a time so if you click on a second it replaces the first When you have the correct point selected press lt ESC gt or click the right mouse button The prompt on the command line says Select points to align Select one or more additional points by clicking on them with the left mouse button You can select as many points as you want by repetitive clicking To stop selecting points press lt ESC gt or click the right mouse button The selected points will be aligned on a horizontal line wit
23. are in the Marker Mode when you perform this command the piece s you convert will disappear from the screen since only objects defined as Marker pieces are visible in this mode The piece s you converted will still be visible in Draw Mode CUT RATIO Marker Version only The CUT RATIO command makes copies of the selected marker pieces The number of copies for each piece is determined by the cut ratio of the layer on which that piece is drawn For example if the cut ratio for a certain layer is 3 then two more copies of each selected piece are created for a total of three 121 Chapter 18 The Marker Menu 122 Procedure 1 If you have not already done so set the cut ratio for each layer in the Layers window see LAYER 2 Select Cut Ratio from the Marker menu 3 Select one or more marker pieces Normally you should use the All icon to select every piece in your pattern This ensures that the total count of pieces is correct 4 To stop selecting pieces click the right mouse button or press the lt ESC gt key You will then be asked if you want to pre place the pieces If you answer Yes PatternMaker will place the pieces above the marker area If you answer No PatternMaker will leave the original objects where they are and place the copies to the right of the originals Cut Ratio also assigns a bundle number to each piece it creates A bundle is a set of pieces that go together to make a single garment By p
24. asked questions and you may find what you need in that reference SECTION TWO LEARNING THE BASICS CHAPTER 2 THE PATTERNMAKER ENVIRONMENT PARTS OF THE SCREEN After you start PatternMaker and expand the window to full size the screen looks like the illustration see following page The standard Windows components the mouse the drop down menus and the dialog boxes that appear from time to time work the same way they do with any other Windows program For those of you who aren t already familiar with these things here s what it all means The screen is composed of five areas 1 The menu bar area the white and black bars at the top 2 The Status Bar the black bar just below the menu bar 3 The icon menu area the area of icons pictures on the left 4 The drawing area the large black area 5 The command line prompt area the blue bar at the bottom Note You may see some minor differences in the screen depending on your PatternMaker version and whether you have a digitizer installed MENU BAR This is where you find the drop down menus Click the left mouse button on any item and a list of commands will pop down Click on your choice to execute a command Click anywhere else on the screen to cancel the command selection You can also select these menu items by typing Each menu header and each menu item has a key letter underlined Hold down the ALT key while typing the key letter for a menu
25. change from one size to the next Change to the left or right is called the aX value and change up or down is called the dY value 4 As you move the mouse around you can see the head of the arrow move with it You have two options for positioning the head of the arrow e When the arrow is close to where you want it click the left mouse button to anchor the arrow If you re going to use EDIT ARROW to type in the dX and dY values afterward it doesn t matter where you put the head of the arrow when you first create it e Type in a position for the head of the arrow using the relative coordinate format This saves you the step of going to EDIT ARROW for each arrow 103 Chapter 16 The Grade Menu 104 5 The grading arrow is created when you finish either of the two options above A grading arrow can be attached to any vertex in any type of object ADD TACK Expert Marker Versions only The ADD TACK command attaches a tack to a vertex of an object A tack is a grading arrow of zero length and holds a point in place when you grade an object Procedure 1 Select Add Tack from the Grade menu The prompt on the command line says Point to attach tack to 2 Select a vertex of an object by clicking on it with the left mouse button You can only select one vertex at a time so if you click on a second vertex the first is unselected 3 When you have selected the correct point click the right mouse button or press the lt ES
26. check what layer an object is on Example Suppose your drawing contains several sizes Put the pieces for each size on a different layer Give the layers names such as Size amp Sizel0 etc When you want to print Size 10 use Layer to turn off all the other layers and then select the Print All command Example Suppose your drawing contains many text items and the time it takes to display these on screen is slowing your computer down Put all the text objects on one layer and turn it off until you need to see them You can assign your objects to layers any way you want but normally you will want to put each size on a different layer because this is what the Grade command does Layer Names and Numbers Each layer has a number and a name to help you keep track of them By default the layers are called Layer 0 Layer1 etc You can change a layer s name but not its number Some examples of names you might give are Sizel0 Instructions or Allsizes New Objects and Layers When you draw an object it is automatically assigned to the current layer If you create objects with edit commands such as COPY they will be on the same layer s as the originals You can change the current layer with the LAYER command it is the layer marked with an asterisk The current layer area in the middle of the gray part of the menu bar tells you the current layer When you start up PatternMaker with a new drawing the current
27. command by selecting Add Vertex from the Point menu The prompt on the command line says Select object to add vertex to 2 Select a segment of an object by clicking on it with the left mouse button The selected segment will turn red If you click on the wrong segment just click again on the correct one 3 When you have selected the segment you want click the right mouse button or press the lt ESC gt key The prompt on the command line says Location for new vertex 4 Click on the segment to indicate the position for the new point Tip Try using various Snap modes to help in placing the new point Use Snap to Nearest or Snap to Measured Distance if you want the new point to like on an existing line or arc of the object use Snap to Midpoint to place a point exactly halfway between two others 1 After you click to locate the point a dialog box will ask you for a notch type If you don t want the new point drawn as a notch the default is None This action can be reversed by using the UNDO command DELETE VERTEX The Delete Vertex command removes vertices points from an object s If the object has only one vertex the object will be deleted Chapter 11 The Point Menu Procedure 1 Activate the DELETE VERTEX command by selecting it from the Point menu 2 Select the points you want to delete by clicking on them with the left mouse button You can select and unselect as many points as you want by repetitive clicking T
28. command lets you select one or more objects to print rather than the entire drawing Procedure 1 Select the PRINT SELECT command from the File menu The prompt on the command line says Select Objects to Print 2 Select one or more objects by clicking on them with the left mouse button Each piece that you select is highlighted If you make a mistake click on an object again to UN select it 3 To stop selecting objects click the right mouse button or press the lt ESC gt key The Print Preview window will now open Continue according to the PRINT instructions The program will print as many pages as necessary to cover the object s you selected PRINT REGION The PRINT REGION command lets you select a rectangular shaped area to print rather than the entire drawing Procedure 1 Select the PRINT REGION command from the File menu The prompt on the command line says Enter a point ESC to cancel Click on one corner of the area you wish to print for example the upper left corner 3 The prompt on the command line says Second point ESC to cancel As you move the mouse around you will see the box changing shape This box represents the area that will be printed 4 When you have defined the area you want to print click the left mouse button again The Print Preview window will now open Continue according to the PRINT instructions The program will print as many pages as necessary to cover the area yo
29. command line says Select offset starting point 2 Select a vertex of a polygon object where you want the seam allowance to begin If you make a mistake just click another point to replace the first The command line will keep you informed as points are selected and unselected 57 Chapter 9 The Draw Menu 58 When you have selected the point you want right click or press lt ESC gt The prompt Select end of segment will appear on the command line Select a second point of the same object and right click or press lt ESC gt again These two points define the segment to which the seam allowance will be added PatternMaker highlights the section connecting these two points and asks you if it is the right section The program needs to know whether to go clockwise or counterclockwise around the object If you click Yes the command will continue if you click No the program will highlight the section of the object in the opposite direction and repeat the question Next a dialog box appears asking you for the offset distance Enter the width of the seam allowance for this section A positive number will draw the offset outside the original object a negative number will draw the offset inside the original object Remember to use decimal numbers not fractions To exit the dialog box choose one of the three option buttons Continue the seam allowance is added to the selected segment Click the OK button to return to the drawi
30. corner of the digitizer surface is the origin The default location for the lower left corner of the digitizer is at 0 0 If you change it the digitizer area will correspond to a different area of the drawing Procedure Input a point on the screen and then a point on the digitizer It sets the digitizer origin so that the screen point matches the digitzer point Example Suppose you are tracing from a paper pattern twice as big as your digitizer surface Put the pattern on the digitizer and trace as much of it as you can Then move the paper Use SET ORIGIN to make the digitizer s location correspond with the new position of the paper on the digitizer DIGITIZER CONFIGURE DIGITIZER Expert Marker Versions only CONFIGURE DIGITIZER lets you specify certain settings related to how your digitizer operates Assigning Commands to Buttons This feature lets you assign any PatternMaker command or keyboard shortcut to a button on your digitizer Procedure 1 Select Digitizer from the Settings menu then select Configure from the submenu The Digitizer Configuration dialog box opens see Figure 23 below 2 Begin with the field called Digitizer Button From the drop down list select the button you want to configure After you select a button the field called Command shows what command is assigned if any 3 To assign a new function select the type of function in the Active group Depending on whi
31. discussed here and must be selected before beginning EDIT ARROW Mode 4 Select one of four modes for displaying the values for an arrow X Y dX and dY values are shown for each layer Polar values are shown as distance and angle Relative the total dX and dY values are shown relative to a highlighted layer 107 Chapter 16 The Grade Menu 108 Scaled incremental dX and dY values are shown beginning with a highlighted layer Keep in mind that whichever mode you select the length and direction of an arrow remain the same The only thing that changes is the way the information is shown to you The Arrow Information 5 For each layer there are three input fields dX The length of the arrow in the X horizontal direction A positive X value means the arrow goes to the right and a negative X value means the arrow goes to the left If the dX is empty it means there is no grading break for this size and the arrow uses the same dX values as for the previous layer dY The length of the arrow in the Y vertical direction A positive Y value means the arrow goes up and a negative Y value means the arrow goes down If the dY is empty it means there is no grading break for this size and the arrow uses the same dY values as for the previous layer Break If this box is checked there is a grading break at this layer size A grading break means that this point grades differently for sizes larger than this and that a different dX and d
32. end of the marker area extends off the right side of the screen A green bar shows the current length of the marker area as determined by the marker pieces in the marker This is updated whenever you place a marker piece or run a marker report 125 Chapter 18 The Marker Menu 126 MARKER MODE Marker Version only Marker Mode toggles the screen display between draw mode and marker mode Draw mode is the normal mode Marker Mode is used when arranging and printing markers The mode area at the left end of the black Status bar on your screen tells you which mode you are in In Marker Mode all objects except marker pieces are hidden Also the usual command icons are replaced with icons for the marker commands However all commands are still available through the pull down menus Procedure Enter Marker mode either by selecting Marker Mode from the Marker menu or by clicking the mouse on the mode area in the Status bar SECTION SEVEN DIGITIZING TABLETS CHAPTER 19 WORKING WITH A DIGITIZER A digitizing tablet or digitizer is an electronic tablet with its own mouse or other pointing device It is used in place of an ordinary mouse A digitizer is very helpful in drawing with PatternMaker because you can use it to trace patterns from paper which you can t do with an ordinary mouse A digitizer is not required to use PatternMaker but you can t trace patterns from paper without one The digitizer commands and
33. first is unselected 3 When you have selected the correct arrow click the right mouse button or press the lt ESC gt key The prompt on the command line says Destination for arrow 4 Select the point you want to move the arrow to You can only select one arrow at a time so if you click on a second arrow the first is unselected 5 When you have selected the correct arrow click the right mouse button or press the lt ESC gt key The arrow will be moved to the new location If the destination point already has an arrow the existing arrow will be replaced by the one you are moving INTERP ARROW INTERPOLATE ARROW Expert Marker Versions only The INTERPOLATE ARROW command adds a grading arrow to a vertex point using the grading arrows from two other points as guides Use this command to make the grading of one object follow the rules established by the grading arrows on a different object and when copying an arrow would give the wrong result Interpolation means finding an in between value Procedure 1 Select Interp Arrow from the Grade menu The prompt on the command line says Point to add interpolated arrow to 2 Select the point to add an arrow to by clicking on it with the right mouse button You can only select one point at a time so if you select a second point the first will be unselected 3 When you have selected the correct point click the right mouse button or press the lt ESC gt key The prompt says
34. for more details This action can be reversed by using the UNDO command ROTATE VERTEX The ROTATE VERTEX command rotates one or more points around a center point You can use ROTATE VERTEX to rotate some of the points in an object while leaving the rest where they are This is especially useful for rotating darts Procedure 1 Activate the ROTATE VERTEX command by selecting it from the Point menu 71 Chapter 11 The Point Menu 72 Select the point s you want to rotate by clicking on them with the left mouse button Points will turn red as they are selected If you accidentally click on the wrong point just click on it again to unselect it To stop selecting points click the right mouse button or press the lt ESC gt key The prompt on the command line says Rotate about what point Click on a point the others will be rotated around The prompt on the command line says Rotation angle or base of rotation You can enter the rotation angle in one of three ways e Angle Type in the number of degrees you want to rotate the object s The selected points will rotate counterclockwise left that many degrees To rotate the points 90 degrees type 90 and press ENTER To go 90 degrees clockwise right type 270 and press ENTER There s no cursor on the command line and you don t have to click there just type the numbers After you press ENTER the points rotate and you are done with the command e Base po
35. from the Symbol menu 2 Select the point you want to name by clicking on it with the left mouse button You can only select one point at a time 3 When you have the correct point selected press the lt ESC gt key or click the right mouse button A dialog box appears asking for the name of the point 4 Type a name for the point and then click the OK button The name of the point is displayed when you use the ID POINT command 87 88 CHAPTER 14 THE SETTINGS MENU SNAP The SNAP command sets the snap mode When Snap is on a X will follow the mouse and show the nearest snap point Snap is used in combination with LINE POLY and other drawing commands as well as editing commands Whenever you click the mouse and there is a snap point near it that point is entered instead of the actual mouse location This lets you make more precise inputs You can select a specific snap mode at any time by using the hot keys lt F1 gt to F9 or by clicking an icon You can activate or change Snap Modes even during another command If you select Snap from the Settings menu or by using the F6 shortcut key you are presented with the following choices Option What it does Hot Key hold lt CTRL gt key down none Turn off Snap lt CTRL gt lt F1 gt grid Snap to grid points lt CTRL gt lt F2 gt end point Snap to endpoints or vertices lt CTRL gt lt F3 gt nearest Snap to nearest point on object lt CTRL gt lt F4 gt o
36. gives the location of the lower left corner of the text You can print text in any size at any orientation or angle and in several fonts styles Text labels can be very useful in printed patterns to identify pieces pattern material requirements and the author designer PatternMaker does not use the standard Windows TrueType fonts Instead it uses stroked fonts that are designed to be used with pen plotters though they will work with other printers too A stroked font is scaleable which means you can set the size of the font the height to anything you want Hint You can use many different fonts with PatternMaker but you will want to do most of your labeling in SIMP CHR which is the default font Using many fonts takes up more memory and causes PatternMaker to run and print slower When you draw a text item the computer will ask for a location size rotation angle and for the text to be printed The size is the height in inches The angle is measured in degrees going counterclockwise For instance 0 degrees is horizontal and 90 degrees is vertical reading upwards See the TEXT command in Chapter 8 The FILE Menu M Base Line Base Line Angle is 30 degrees Angle is 30 degrees Figure 2 Inserting text at an angle 2 Chapter 3 Getting Started 22 Hint If you want to have multiple lines of text make several text objects One of the easiest ways to line them up is to turn on Snap to Grid and th
37. icons to zoom and pan to where the object is See Zoom and Pan functions e Layer Off If an object isn t showing because it s in a layer that s turned off there is no way to select it Use the Layers command to turn on all the layers you need before selecting a command For more information about how to turn layers on and off see the section on Layers Chapter 4 Layers Symbols and Libraries Note on mistakes If something goes wrong such as the wrong objects being selected you can abort your command by pressing ESC one or more times If you complete a command and realize it wasn t what you wanted you can undo the change with the UNDO command For more examples of how to use the Edit functions see Tutorial 4 Base Point and Destination Many commands will ask you to specify a base point and a destination The base point is like a handle that you use to carry the object s The destination is of course where you want the object s to end up The base point and the destination are the reference points used for performing the command For example for the MOVE command the distance the selected objects will be moved is equal to the distance between the base point and the destination point Note It usually doesn t matter what spot you pick for the base point Just click wherever it s convenient Using typed coordinates is especially useful for specifying the destination point Sometimes it doesn t matter how far you
38. in a different folder double click on the folder name in the Folders list When you find the file you want select it as above To change disk drives click the down arrow in the Drives area of the box and then select a drive To import a file from a different file format click on the arrow under List Files of Type and select a format from the list that appears This will search for files with the specified extension For instance if you select P Maker DOS File filenames ending in drs will be listed When you have made your choice select OK with the mouse or press the ENTER key If you have selected a folder or drive a new list of available files will come up If you selected a file then it will be loaded and the drawing will be displayed on screen TYPES OF FILES Besides the description above of the general PAT format files there are other types of files used by PatternMaker that you might encounter Normally when you open a type of file the list that appears is filtered to show you only the files that are of the type you are opening For example when you are opening an ordinary drawing you do not see the files that contain grading tables or the font files However if you look at the PatternMaker folder with Windows Explorer you will see a variety of file formats Here s a list of the file types used by PatternMaker 19 Chapter 3 Getting Started 20 PAT This is the standard
39. in the Status Bar GRID The GRID command sets the grid spacing Procedure 1 Select Grid from the Settings menu A dialog box appears showing the current spacing between grid points 2 If you want to keep this setting click the Cancel button If you want a different setting type a new number in inches and then click the OK button 3 You will be returned to the drawing screen If the grid was off it will be turned on LAYER The LAYER command is used to view or modify the layer list Every object is on a layer and only objects on layers that are turned ON can be seen A drawing can have up to 24 layers Procedure 1 Activate the Layer command by selecting Set Defaults from the Settings menu then select Layer from the submenu 2 A window appears listing information for all layers You can also reach this window by clicking the Layer field in the Status bar 3 The window contains the following information Current layer Indicated with an asterisk All new objects are drawn on the current layer Click the mouse by a different layer to set a new current layer Layer name Click on the name then type in a new name for the layer By default layers are named Layer0 Layerl etc Layer color Click on the color swatch then enter a new default color for the layer These settings apply only to the current drawing Layer on off Click on the word on or off to turn layers on and off 89 Chapter
40. increment changes are called break points Note Each arrow in your drawing has its own break points and values It is possible for different arrows in the same pattern to have breaks at different sizes If you want them to all break the same way you have to set the breaks in each arrow Arrow Display Modes There are four modes for displaying the values for an arrow X Y Polar Relative and Scale Keep in mind that whichever mode you select the length and direction of the arrow are the same The only thing that changes is the way the information is shown to you Chapter 16 The Grade Menu You may use any of the modes to adjust the arrow If you change the values in one mode the arrow will automatically be recalculated when you switch to another mode X Y MODE In X Y mode the dX and dY values of the arrow are shown for each layer Most commercial grading methods use dX and dY values to set grades although they may use different names they mean the same thing The dX value indicates how much the arrow moves in a horizontal direction from one layer to the next and the dY value indicates how much it moves in a vertical direction POLAR In Polar mode the values are shown as dist the length of the arrow and angle the direction of the arrow Angles are calculated in the usual way 0 degrees goes to the right 90 degrees goes straight up and so on This mode is useful if you know the length you want for an arrow b
41. individual objects This action can be reversed with the UNDO command NAME GROUP NAME GROUP assigns a name to the selected group You have to give a name to a group before you can load it from a library file Procedure 1 Activate the NAME GROUP command by selecting it from the Symbol menu 2 Select the group you want to name by clicking on it with the left mouse button You can only select one group at a time 3 When you have the correct group selected press the lt ESC gt key or click the right mouse button A dialog box appears asking for the name of the group 4 Type a name for the group and then click the OK button NAME OBJECT NAME OBJECT assigns a name to the selected object You have to give a name to an object before you can load it from a library file Procedure 1 Activate the NAME OBJECT command by selecting it from the Symbol menu 4 Chapter 13 The Symbol Menu Select the object you want to name by clicking on it with the left mouse button You can only select one object at a time When you have the correct object selected press the lt ESC gt key or click the right mouse button A dialog box appears asking for the name of the object Type a name for the object and then click the OK button The name of the object is displayed when you use the ID OBJECT command NAME POINT NAME POINT assigns a name to the selected point Procedure 1 Activate the NAME POINT command by selecting it
42. know which is inside and which is outside If you get a strange result use the UNDO command Then use the ID POINT command to see where the vertices of your objects really are You can fix them with the MOVE VERTEX command If you cut apart an object containing grading arrows PatternMaker may add arrows to the pieces so they will still grade the same This action can be reversed by using the UNDO command Chapter 10 The Edit Menu JOIN The JOIN command merges two overlapping polygon objects together into one object With closed objects this is like taping two pieces of paper together With open objects it joins them end to end The layer color etc of the resulting object will be those of the first object This command will not work correctly if the objects cross themselves or do not intersect Procedure 1 Activate the JOIN command by clicking the Join icon or select Join from the Edit menu The prompt on the command line says Select first object to join 2 Select one polygon object by clicking on it with the left mouse button Only one object can be selected at a time so if you click on a second object the first object will be unselected 3 To stop selecting objects press the lt ESC gt key or click the right mouse button The prompt Select second object to join will now appear on the command line Select the second object that you wish to join to the first It must overlap the first object 5 When you have s
43. mode Edit Arrow 109 ZOOM ALL commande 79 ZOOM commands 9 78 ZOOM PREVIOUS commande 79
44. mouse to give PatternMaker commands You can activate a command by typing the command name but this is usually less convenient There are a few things you can t do without typing such as adding words to your pattern but most things can be done either by typing or using the mouse If you use a digitizing tablet instead of a mouse the pointing device you use may be a mouse puck or pen depending on the digitizer You can use either a two button or three button mouse or a digitizer pointing device with PatternMaker If you have a three button mouse ignore the middle button If you have a digitizer your mouse can be in either mouse mode or absolute mode Absolute mode is described under digitizing pads below The basic rules of mouse operation are e f you re drawing something use the left button to enter a point e f you aren t drawing something use the left button to choose a command or answer a question e Use the right button to stop whatever you re doing e The right mouse button and the Escape or lt ESC gt key are interchangeable e Don t click and drag like you do with many other computer applications Just click the button and let it up e The normal mouse cursor looks like an arrow An hourglass shaped cursor means you should wait for the computer A plus sign means you are using a digitizer in absolute mode see below Chapter 2 The PatternMaker Environment e If the mouse cursor is outside the Patte
45. of the mouse on it Then select the lower right corner by clicking on it too The program will highlight both points Your drawing will look something like this Figure 10 Highlighting points The x marks on the two corners mean these points have been selected The computer will ask you if there is another point you want to move Click the right button to stop selecting points 3 The computer will now ask 3l Chapter 3 Getting Started Base point This means it wants to know where to start the move Click anywhere on the right side of the rectangle as shown below Figure 11 Select the base point for the Move The computer responds by saying Destination 4 Now move the mouse You will see the outline move with the mouse distorting the shape of the square A cyan bluish line appears showing the distance of the move When you get the points where you want them click the mouse The screen should look something like this Figure 12 The new shape after you click the mouse NOTCHES AND TABS You can define certain points of your objects to be notches or tabs Use them to show how to align two pieces when they are sewn together A point that is a notch or tab is drawn differently but it is treated the same as any other vertex for all other operations Use the Notch command to change an ordinary point into a notch or ADD VERTEX to add a notch in a new location 32 Chapter 3 Getting Started You can only ma
46. on the color swatch for any of the layers A color box will come up Click on the color you want or type a number When you are done click Done in the layer box The drawing will be updated to show the new color s you have assigned Remember that the default layer color is ignored if you have assigned a different color to the objects Turning a Layer On and Off You can turn a layer on and off with the Layer command Just bring up the Layer box and click on the word on or off When you are done click Done in the layer box Cut ratio Marker version only Use the Layer command to set the cut ratio for a given layer Click on the number with the left button to increase it or the right button to decrease it This number is used by the CUT RATIO command see Chapter 18 The MARKER Menu The Reset and Cancel Buttons If you click on the Reset button in the Layer box all layer names colors and on off status will be set to the original values If you Cancel the Layer command will be canceled and your latest changes will be ignored SYMBOLS A symbol is a piece of a drawing that is repeated in many places For instance a grain line can be drawn as a symbol When you use a grain line symbol you can add as many identical grain lines as you like If you have PatternMaker Home Version you can use symbols but you cannot create new symbols or libraries If you have PatternMaker Expert or Marker versions you can create
47. one object This time since you are done selecting objects respond by clicking the right button of the mouse X Click here to 4 Now the computer will respond with a new question select this object Base point It is often convenient to carry a line by the midpoint so click in the middle of the line you are moving Figure 5 Selecting an object to move 5 After you click the prompt line will say Destination Move the mouse around and you will see the line move 6 Move the line around a bit Notice the cyan bluish line that shows you how far the line has moved See Figure 6 Move line to here To Point or Destination Move from here Base Point 7 Click the left button again to place the line Figure 6 Moving a line Chapter 3 Getting Started in a new position The final result will look like Figure 7 Figure 7 Final position of the line OVERVIEW OF POINTS TYPES OF POINTS Whether a segment of a polygon is a straight line or a curve depends on the type of the point at the start of the segment There are four types of points Xarcs Line L Ordinary points are connected by straight lines In other words a Line point is a corner of a polygon Arc start X The beginning of an Xarc see below Arc corner C This is the corner point or control point of an Xarc see below This point controls the shape and amount of curvature of the Xarc If you use the MOVE VERTEX
48. pants grading rule and apply it to any women s pants pattern With the Home version you can use this command only if the pattern in question has been created with a higher version of PatternMaker and includes grading arrows You must have PatternMaker Expert or Marker version to create and load grading information ESTABLISHING GRADING RULES A grading rule tells PatternMaker how to make an item one size larger or smaller For instance a pants grading rule may say that the waist measurement is one inch larger for each successive size In PatternMaker a grading rule is defined by grading arrows Each arrow tells PatternMaker where to move a certain point to create the next size When it makes saves and reads grading tables PatternMaker is really reading and copying grading arrows The various commands used in grading are found in the Grade menu Here is the basic sequence of events in the grading process To Create a Grading Rule e Draw your pattern e Add grading arrows Use the ADD ARROW command to put arrows on some of the points of your pattern pieces e Adjust and name the arrows If your grade is different for different sizes set the different grades now Use the EDIT ARROW command e Add arrows to other objects such as darts Use the various arrow commands to apply the basic grading information to these secondary objects e The pattern is now ready to grade To Save a Grading Rule e Select the SAVE TABLE command
49. select the object or where you click in the drawing to position the object interpolate To make an estimation based on surrounding information A grading arrow can be interpolated by using the values of the arrows on either side of it library A collection of symbols from which you can select and insert into your drawing macro A small independent program that is run by PatternMaker to automatically draw pre designed garments according to a user s measurements menu bar The line of words along the top of the PatternMaker window which contains all the program commands mouse mode One of two modes available when using a digitizer tablet In this mode the digitizer works like an ordinary mouse object Something that you draw in PatternMaker There are four types of Objects Poly Dim Text and Symbol origin digitizers The position that the coordinates 0 0 are measured from point 1 A vertex of an object 2 a location in the drawing The meaning should be clear from the context polar coordinates A method of describing the location of a point using the length of a line and the direction in degrees in which it points polygon Poly One of four types of objects in PatternMaker Any object that is not a Symbol Text or a Dimension object is a Polygon object Polygons can be open or closed and can have any number of vertices points scale digitizers The ratio between the size of the object to
50. that you can lay on top of your keyboard to help you remember the hot key commands The commands listed in color are selected by using more than one key For example to select Snap to Offset hold down the lt CRTL gt key while pressing the F8 key You will find that using the hot keys is essential to using PatternMaker Tutorial 2 gives you an introduction to how they work Most of the hot key commands can also be selected with icons These icons appear after you select a command 13 Chapter 2 The PatternMaker Environment 14 Here are the functions of the hot keys Function Key lt CTRL gt Function Key Zoom out makes everything appear Snap off smaller Zoom in on the center of the drawing area Snap to grid Also shows the grid if makes everything appear bigger it s turned off Zoom in on the mouse To examine a Snap to end point detail of your drawing put the mouse on it and press F3 a few times Snap to nearest Points on off Shows or hides the vertices Snap to ortho Pro qui RN BH Select snap A menu will appear listing all Snap to mid point Ford CNN F7 Arrows Shows or hides the grading Snap to intersection arrows This function toggles between three options no arrows arrows only and arrows and their names See Chapter 12 The VIEW Menu Absolute mode mouse mode Switches Snap to offset digitizer mouse modes This only applies if you are using a digitizer Pan to mo
51. these two arrows to calculate a position for the point by interpolation What this means to you the user is that you only need to define arrows for a few points per object and PatternMaker will take care of the rest If an object has two tacks with some points between them that don t have arrows the points without arrows will not move when you grade the object 99 Chapter 15 Grading Overview 100 Points moved by nearest tuo arrows Point moved by array Points pinned down by tacks Effects of grading arrows on various points When you draw a pattern piece you will typically draw it as several objects the main piece the grain line darts alignment marks etc When you grade you have two choices grade just the pieces you will cut out of the material or grade everything If you grade objects such as darts you need to attach arrows to make them move to their new positions Things To Keep In Mind About Grading Arrows e If you grade an object with no arrows the copy will be exactly the same as the original and is drawn right on top of it Do this if you need identical objects on different layers e If you grade an object with one arrow the copy is moved but its size and shape don t change e f you grade an object with two arrows the copy may be moved rotated or enlarged but it will be the same shape as the original e If you grade an object with more than two arrows it will change both size and shape
52. to the drawing screen Also be aware that you cannot move backwards through the options You may wish to write down which options you choose Figure 20 a macro dialog box 4 After you have made your choices a dialog box will ask you for the measurements Some of the macros will have two dialog boxes for measurements Fill these in from your measurement chart included with the macro collection Remember to use decimal numbers so 8 3 4 inches is 8 75 inches and so forth See the Fraction Conversion Chart below Be careful to enter the right numbers in the right spaces When you are ready click OK or press the ENTER key 5 While the macro is running the mouse pointer turns into an hourglass You may have to wait for the macro to run especially if you do not have a fast computer or if the macro you used is especially complicated You will know the macro is done when the hourglass cursor changes back to an arrow and the word Command appears on the command line IF YOU CANNOT SEE THE PATTERN PIECES OR IF YOU ONLY SEE PART OF THEM PRESS THE END KEY TO VIEW ALL THE PIECES IN THE DRAWING The macro will draw your new pattern in the drawing area If there is a drawing on the screen when you run a macro the macro will be added to what is on the screen It may overlap existing pieces If this happens you can use the MOVE command to move things around Use the ZOOM and PAN commands to view different parts of the drawing A mac
53. type in a number The number represents either inches or centimeters depending on the Units you are working in PatternMaker calculates a rotation angle such that the selected point moves the specified distance This is for certain pattern layout procedures that require you to rotate an object for a measured distance You don t have to select the above choices from a list Just start entering the information and PatternMaker will figure out which method you are using This action can be reversed by using the UNDO command In this example a rectangle is being rotated to align it with the grid Center of rotation 62 Base point snap to end point Cyan lines Destination snap to grid Result SCALE Chapter 10 The Edit Menu The SCALE command makes objects larger or smaller using one scaling factor for both X horizontal and Y vertical directions Use this command to change the sizes of objects without changing their shapes Procedure 1 Activate the SCALE command by selecting Scale from the Edit menu 2 Select the object s to scale by clicking the left mouse button on them You can select and unselect as many objects as you want by repetitive clicking The command line will keep you informed as objects are selected and unselected If you want to scale a whole pattern piece be sure to select all of its pieces i e darts in a bodice piece grainline marks etc 3 To stop selecting objects press lt ESC gt
54. values for the highlighted layer will always be 0 because a layer does not change as compared to itself 109 Chapter 16 The Grade Menu 110 SCALE The Scale mode is similar to the Relative mode except that each layer shows the incremental change rather than the total amount of change from one layer to the next Example e Set the Edit Arrow Units to 1 8 e Size 10 is your base size You define an increase of 1 8 from size 10 to 12 and an increase of 3 8 from size 12 to 14 e Highlight the layer for Size 10 The layer for Size 12 says 1 8 and the layer for Size 14 says 3 8 Note Although there are no minus signs used in the Edit Arrow box please note that numbers entered for sizes smaller than your base size indicate a decrease in size Each set of numbers on a smaller layer indicates how much the pattern is to be graded down Note The dX and dY values for the highlighted layer will always be 0 because a layer does not change as compared to itself Layer names and colors On the left of the main part of the display are the names of each layer To select a layer in Relative or Scale mode click on that layer In the other modes these names are only for your information and there is nothing for you to change here Similarly the layer colors are only displayed for your information To change the name or color of a layer use the LAYER command on the Settings menu Reviewing your arro
55. vertical green bar will show how long the actual marker is Use the TOGGLE MARKER AREA or SET MARKER AREA commands to show the marker area on screen 115 Chapter 17 Marker Overview 116 The vertical height of the marker area is equal to the width of your fabric Set this width with the SET MARKER AREA command Arranging The Marker Now you are ready to arrange the pieces on the marker After you have graded your pattern and multiplied by the cut ratio you will have quite a number of pieces in your drawing Your task now is to arrange all these pieces in the most efficient way Use the ARRANGE MARKER command to place the pieces one at a time in the marker area You can rotate them in 45 degree increments as you place them Pack them together to use material efficiently PatternMaker will make sure they touch without overlapping or going out of the marker area Use the PACK LEFT PACK UP and PACK DOWN commands to move pieces into tight spaces If you are arranging your marker for a striped or plaid fabric you will have some pieces that need to be arranged so that the stripe or plaid lines match rather than packing them together as close as possible Set plaid points for these pieces before using the ARRANGE command This is described in detail later ARRANGE is like the MOVE command with some special features ARRANGE only allows you to move marker pieces and it makes sure the pieces you move don t overlap Since you can t select non
56. what you want the distance to be PatternMaker will then calculate a scaling factor to give you the distance you want Example Suppose you have used your digitizing pad to copy a pattern from a book in 1 6 scale Choose the SCALE command select all objects then type and enter a scaling factor of 6 Now when you print it your pattern will be life size Note Text and symbol insertions change size if you use SCALE These two object types do not change size using RESIZE This action can be reversed by using the UNDO command 63 Chapter 10 The Edit Menu RESIZE The RESIZE command is used to change an object s shape and size Different scaling factors are used for the X horizontal and Y vertical directions so you can change the size and proportion of objects simultaneously Procedure 1 Activate the RESIZE command by clicking the Resize icon or select Resize from the Edit menu 2 Select the object s to resize by clicking the left mouse button on them You can select and unselect as many objects as you want by repetitive clicking The command line will keep you informed as objects are selected and unselected If you want to resize a whole pattern piece be sure to select all of its pieces i e darts in a bodice piece grainline marks etc 3 To stop selecting objects click the right mouse button or press the lt ESC gt key 4 The command line will now display the original dimensions of the object s A cyan
57. will be converted to this type of notch 75 Chapter 11 The Point Menu 76 The Buttonhole type lets you draw a whole row of buttonholes as a single object This makes them much easier to grade and work with If you want to place a notch where your object does not already have a vertex you must use ADD VERTEX to place one there This action can be reversed by using the UNDO command NOTCH DIR The NOTCH DIRECTION command reverses the direction of the selected notch points Normally PatternMaker draws notches pointing to the inside of an object and tabs on the outside If the computer becomes confused and draws them backwards of if you just prefer to have them drawn the other way use this command to reverse them Procedure 1 Activate the NOTCH DIR command by selecting Notch Direction from the Point menu The prompt on the command line says Select point s 2 Select the notch es you want to reverse by clicking on them with the left mouse button You can select and unselect as many notches as you want by repetitive clicking 3 To stop selecting notches press lt ESC gt or click the right mouse button The selected notches will be reversed This action can be reversed with the UNDO command CHAPTER 12 THE VIEW MENU The View menu contains all the commands that have to do with what you see in your drawing and how you see hi gs Arrows On Name Off gt v Marker Area v Plaid points v Grid
58. you have a special fitting problem such as an asymmetrical body you may need to make adjustments on your own The macros will give you a good starting point to work from Most of these garments require an intermediate or advanced level of sewing skill If you do not already know how to assemble a garment install a zipper etc you will need to refer to a general sewing text as well as the macro instructions and this manual Please do not rush We can give you the patterns but it s up to you to sew the best clothes you can For beginners the Skirt macro is the easiest to make For advanced sewists and pattern designers the Bodice macro serves as a sloper or fitting shell to design your own patterns WHAT ELSE IS THERE This PatternMaker package includes the Standard Women s Garment Collection Many other collections are offered separately To find out what s currently available check our web site at www patternmaker com WHERE DO I START To start making your own patterns first measure yourself Your macro package includes a measuring chart which details all the measurements necessary for that particular collection Make sure you re using the measuring chart specifically for the macro you want to make Different designers may use different drafting systems and require different measurements or that the measurements be taken in a slightly different way Note Do not try to measure yourself It will distort the measurements and gi
59. 06 DELETE SEGMENT command ees 72 DELETE VERTEX command eee 70 deleting objects oed eee 67 destination diese Eege sees eg 25 26 30 32 dialog boxes Open File eet ERE tepore 19 digitizers absolute mode 11 93 128 assigning commands to buttons sess 94 changing Origin snusa ee eidel 94 GOU edere eR ROUES 94 digitizer functions 129 lf E KEE 127 MOUSE MOE nee eerte ue 11 93 128 numbering buttons 128 OTN SU ss Rer REFER ERR ahaa DRE TAMEN 128 Scales oreet oen ete eee 128 setting rotation 6 ue pesa tent 95 setting Scale eee assent eames 95 setting scale and origin 93 128 129 CT LE E using with PatternMaker WinTab interface nmn ERE RSEN DIM commande 53 DIM SETTINGS command eee 92 Dimension objects sen ecoin iriri 22 changing settings 92 DOT command nter rtt 56 DRAW ALIGN command 93 129 DR AM menu eser ett ORTUS 53 drawing an object eo RO ee RE REA 23 dr wing r d s pere Reti 8 9 drawing CUrves u eee eee eiie eunte teens 27 drop down meng 7 DXF fles ees eh Soe aren Re RR ERR RC TER ERR 20 E EDIT ARROW commande 107 Edit Arrow modes EDIT menu enm rites 59 editing objects ice eere bebe m 23 editing points EE 29 effiCIe Cy oie ie aed N 119 entering points aie ee Rie eR 15 typing coordinates eee 16 using a digitizer USING SNAP odii e RERO
60. 10 12 and 14 With PatternMaker Expert or Marker version you can make a grading rule simply easily and quickly and apply your grading rule to any other pattern e Basic blocks Use PatternMaker s women s library of predesigned garments to create basic patterns from custom measurements For slacks for example you can tell PatternMaker the length waist and hip measurements and PatternMaker will make the pattern to fit these measurements Modify the basic pattern or add styling to make your own pattern Lingerie men s children s and other collections can be purchased separately e Printing PatternMaker lets you print your patterns on any printer that is supported by a Windows driver including dot matrix ink jet or laser printers and large format pen plotters e Special symbol libraries These contain commonly used symbols such as buttonholes arrows etc which you can put in your pattern A basic symbol library is provided with PatternMaker If you have PatternMaker Expert or Marker version creating your own library is as easy as saving a file Advanced Features PatternMaker Home version has the basic features you need to make and adjust patterns PatternMaker Expert and Marker are for the professional patternmaker or designer and has many powerful features for the serious pattern designer These include e Digitizers Use a digitizing pad to trace patterns from paper originals or books If the original was not full scale
61. 14 The Settings Menu Cut Ratio Marker Version only Type a number in the appropriate box or use the left mouse button to increase the number and the right mouse button to decrease it See CUT RATIO on the Marker menu Reset Set all layers back to their original colors and names 4 Click on any item with the mouse to change or set it When finished click the OK button 5 After the dialog box closes the drawing will be updated to reflect the new settings COLOR This command selects a new default color in which objects will be drawn All subsequent objects will be drawn with this color This is not the same as changing the default color for the current layer Procedure 1 Activate the COLOR command by selecting Set Defaults from the Settings menu and then selecting Color You can also open the Color window by clicking the Color icon or by clicking the Color field in the Status bar 2 The dialog box that appears has a narrow color swatch at the top This shows you the current drawing color 3 Below the current color swatch are 16 smaller color swatches These show the available colors The color in the first smaller box is called UseLayerColor This is the default color of the current layer What you see in this box changes depending on what layer you are currently on If you select this color new objects will be drawn in the default color of the current layer see LAYER to set the default color 4 If you choo
62. 17 x 22 D 22 x 34 E 34 x 44 Other plotters use paper from rolls in various widths Large format printers IOLINE SUMMIT may use 72 wide paper Chapter 6 Selecting and Setting Up a Printer 42 Note that when you configure a plotter or printer for PatternMaker it usually offers a smaller area This is the actual area you can print and it s smaller because most printers do not print out to the edge of the paper When you select a printer driver you are really telling Windows what format to output the data as For example most pen plotters support Hewlett Packard Graphics Language HPGL even ones not made by Hewlett Packard If you select HPGL output one of these plotters will work just fine provided you choose the right paper size PRINTER PORTS When you use the Print Manager to set up your printer you need to know which port it is connected to A port is a plug in the back of your computer The choices are e PTI e PT2 e COMI e COM e FILE LPT1 and LPT2 are printer ports or parallel ports They have 25 pins The computer side of the plug is female Most common dot matrix and laser printers connect to the printer port Your computer may have one or two printer ports COMI and COM2 are serial ports They are commonly used for many plotters as well as some mice and modems A serial port has either 9 or 25 male pins Most computers have at least one serial port FILE tells Pa
63. Activate the ROUND VERTEX command by selecting it from the Point menu The prompt on the commandline says Select corner to convert to curve 2 Select the point you want by clicking on it with the left mouse button With this command you can only select one point at a time so if you click on a second point it replaces the first 3 When you have selected the point you want click the right mouse button or press the lt ESC gt key The corner point you selected will be converted to an arc control round point The ROUND VERTEX command may be reversed with the CORNER VERTEX command which converts individual arc control points back to Line points ALIGN X The ALIGN X command sets the X coordinates of two or more points to the same value This puts the points on a single vertical line Use this to line up points or to tidy up vertical lines ALIGN X works with all types of points including text insertion and dimension objects 73 Chapter 11 The Point Menu 74 Procedure 1 Activate the ALIGN X command by clicking on the Align X icon or select Align X from the Point menu The prompt on the command line says Align on vertical line with what point Select one point that the others will be aligned with You can only select one point at a time so if you click on a second it replaces the first When you have the correct point selected press lt ESC gt or click the right mouse button The prompt on the command line says
64. C gt key A tack is added to the selected point COPY ARROW Expert Marker Versions only The COPY ARROW command copies an arrow from one vertex point to another Procedure 1 Select Copy Arrow from the Grade menu The prompt on the command line says Select arrow to copy 2 Select the arrow you want to copy by clicking on its vertex end point You can only select one arrow at a time so if you click on a second arrow the first is unselected 3 When you have selected the correct arrow click the right mouse button or press the lt ESC gt key The prompt on the command line says Select point to add arrow to 4 Select the point you want to copy the arrow to You can only select one arrow at a time so if you click on a second arrow the first is unselected 5 When you have selected the correct arrow click the right mouse button or press the lt ESC gt key The arrow will be copied to the new location If the destination point already has an arrow the existing arrow will be replaced by the one you are copying MOVE ARROW Expert Marker Versions only The MOVE ARROW command moves a grading arrow from one point to another Procedure 1 Select Move Arrow from the Grade menu The prompt on the command line says Select arrow to move Chapter 16 The Grade Menu 2 Select the arrow you want to move by clicking on its vertex end point You can only select one arrow at a time so if you click on a second arrow the
65. D ARROW commande 103 ADD PLAID POINT command eee 122 ADD TACK commande 104 ADD VERTEX command eee 70 adjusting arc lengths advanced features eee eere eren ALIGNING pages ene nep E Re Ree EE alignment marks essere ALIGN X commande ALIGN Y commande All Objects selecting 24 angles used in polar coordinates eee 17 arc adjusting length eese 31 automaties T ENEE 54 ATA WAN Sesh r dec e i iren 21 54 E e 3l througli Point sich icc scene ead acne 54 ALCS nerve e eene oe ERU IE Bou e ree ERE Arc corner point Arc Start pOint i ise eee tete EEEO ARRANGE MARKER commande 120 arr nging E oo eee 115 arranging stripes plaids 114 117 118 arrows sbhowing biding eere TI assembling printed pages eee 44 assigning commands to digitizer buttons 94 AUTO ARRANGE command 1 115 B base polt erret em basic terminology breakpoints ziehe et bundle oues nem EUREN 115 119 b ttonholes oss aD n ete edt 55 C Canceling a commande 15 Centimeter S ereenn e iee tAE 88 CHANGE FONT commande 65 CHANGE OBJECT commande 65 CHANGE TEXT commande 66 changing drawing color 90 changing fill pattern ER C II CIRCLE commande CLOSE OBJECT commande 67 color Chan sing EE 65 COLOR Gemaier MS dee 90 columns vs rows 44 COM Itn ORE NOH 42 c
66. E loads a grading table from a file into the current drawing This is part of the grading process Use the SAVE TABLE command to save a grading table file When you load the table this grading information is added to the object s in your drawing The grading information is displayed as arrows The objects receiving the arrows should be oriented the same way that the table was intended for i e arrows for a right side piece can t be read into a left side piece etc Procedure 1 Select Read Table from the Grade menu An Open File dialog box is displayed listing available grading tables Grading tables have filenames ending with GRD Select a grading table and then click the OK button 3 Now PatternMaker prompts you with a description of each grading arrow in the table the name of the arrow as assigned in the Edit Point window Chapter 16 The Grade Menu 4 For each arrow select the point that the arrow is to be added to by clicking on the point with the left mouse button If you don t want to add a particular arrow to your pattern press lt ESC gt or click the right mouse button Continue until PatternMaker stops prompting you for points SAVE TABLE Expert Marker Versions only The SAVE TABLE command creates a grading table file from the arrows in the current drawing and saves the information in a file Procedure 1 Create a pattern with grading arrows if you haven t already done so Use the various arrow co
67. Feo ert Ikea Fo sO ga eR UNE ER UR Reap n ER ACER IRE 112 Steps Bor Creating a Marker c r to Hte eL Ee Yer Hed cet aee gen 112 CHAPTER 18 THE MARKER MENU ssvcisssssccsenssucscouesassesuennsssoneuatudecoutvssssouansescaseassateausane 120 SECTION SEVEN DIGITIZING TABLETS cscsssseeesseeseesseeeneeseeeeneeseeneeeeseeneeensneneennees 127 CHAPTER 19 WORKING WITH A DIGITIZER cssssccssssssccssssssccssssreseessssesseosseeses 127 E UE e EE 127 Using the Digitizer RR e te e eee 128 Digitizer F rctions verias EEN ANEREN 129 GLOSSARY ee 130 SECTION ONE INTRODUCTION CHAPTER 1 FIRST THINGS FIRST WELCOME TO PATTERNMAKER PatternMaker is a computer aided design CAD program designed especially for clothing pattern design PatternMaker makes it easy and fast to make clothing patterns and lets you automatically resize your patterns In short PatternMaker lets you do everything you used to do with scissors pencil and paper but much faster This program has many features that are different than any other program but you can learn to use it quickly with this manual Features of PatternMaker include e Drawing Draw up new patterns using the same procedures you use now to draw patterns on paper Change edit or save existing patterns e Grading Grade your pattern according to your own grading rule Make your own pattern in Size 8 for example and PatternMaker can convert the pattern to sizes
68. G MENUS FROM THE KEYBOARD Select a pull down menu by holding down the ALT key and typing the underlined letter in the menu s name When the menu appears use the up and down arrow keys to highlight the menu item and press the ENTER key Or type the key letter of the item you want The key letter for each menu item is underlined Most Windows applications work the same way Example Press lt ALT gt F to select the File menu Typed Commands You can select any command by simply typing the name of the command The letters you have typed will appear on the prompt line area at the bottom of the drawing area Press the ENTER Return key and the command will start The chapters on Menu Commands give full lists of the commands available for PatternMaker Sometimes the proper name of a command is slightly different than the name listed in the menu To find the proper name of a command look for the command s name in the menu bar after you select it Hot Keys The function keys F1 through lt F10 gt and various other special keys on your keyboard can be used to run certain commands These are called the hot keys The hot key commands can be selected at any time even if you are in the middle of another command For instance while doing the MOVE command you may zoom in to see a very small object you want to select then zoom out until the destination comes into view Your PatternMaker program comes with a plastic coated strip
69. IRONMENT e eee ee eren nn enne ettet nnnantue 7 Parts of the Screens TE 7 Looking Around PAN and ZONE 9 Viewing the Grid and Pont 9 Example PAN ZOOM Viewing Grid and Points eese 9 Using a Mouse or Dem zer iett innie a a E a E Ra EE E aaaea E Ea 10 Selecting a ROLE RT 11 Repeating a Command nd rore eee re cte EAE E PERI et eto metet dd 14 Cancelling a Conimand tee EA aaa Eed EN 15 Entering Points eee tee Tr e neta re REPE Ie ESCE EEEE EE ETa TAE ARE TSE 15 CHAPTER 3 GETTING STARTED eee ee etes eese nenne teen na nasa sess totns nass senes eese n ns asae 18 Overview ot lege 5 Rene t eie bee ee e ere Peto eed 18 Opening EE 18 Types oL Biles yx cn ede ee Eed oe eee 19 OVERVIEW of Objects eerte re eli e phe NEEN ENEE NEEN a dee eene doen PE dee Neen 20 Types ot Objects ess 2 Drawing an Object eet eere eee eter eee eret etl eee tbe eee Roe eee Dope e eae Pa e E Ea Pare eia 23 Selecting and Editing Obtects nennen ene nne nenene nein enne tenente eren 23 How Editing Works Objects cidere inen ee i nennen nennen ne eren nnne 23 e ET M ER 23 Special Selection Optioris entere e tr Eee emo Re ere e Perte qe Been 24 Commands For One or Two Obtects enne enne eene nennen eene 25 Groups of Objects ge err tee e tU Erde RE SE ee ne usb apt GROVE e de REPE ed Hae dp eo den 26 Example The MOVE Commande 26 OVERVIEW of Ponts TETTE T 27 Types of P i
70. OL Menu for details on creating libraries and loading an item from a library file SECTION THREE USING MACROS CHAPTER 5 YOUR CUSTOM FIT WHAT ARE MACROS Each PatternMaker macro is a small computer program which is run by PatternMaker You will be asked to type in your measurements The program then does some calculations and draws a garment pattern The calculations are the same sort of calculations and measurements a pattern makers uses to draft a pattern with pencil and paper and ruler The resulting pattern is made up of polygon objects which can be modified like any other object in your drawing In other words once you ve made a pattern from a macro you can do anything you like with the results One collection of women s garments comes with your PatternMaker program Many other collections are available separately WHY USE A MACRO Ever been frustrated with patterns that do not fit Do you buy patterns that fit your hips but not your body Don t you wish you could redraft your patterns to fit YOUR measurements instead of having to use the sizes supplied by a pattern publisher Do you feel overwhelmed by the thought of drafting a pattern from scratch or just want a place to start Macros could be the answer PatternMaker s system of macros create custom fit sewing patterns from your personal measurements These are more than just slopers most of the macros draft complete patterns ready to cut out and sew You can create a
71. Or with the Oger dcs que Ee ERASE command 5 tet teens ERASE PLAID POINT command eee 123 exiting PatternMaker essere 52 EXPLODE commande 37 85 F features of PatternMaker eese 1 file extenstons oett ere Ree tiers 19 FILE menu file types o eee eet deeg files opening fill pattern cliangin gie ERR e 65 90 FONT eem ees Ed ONERE SES 9 FONG i ertet ep ete e te ee ae E ee 21 Changing s ee pee er ee dated 65 Setting default aei ko eee 91 function KEYS iis ea EE eee pss 13 14 G Getting Started sse 18 GRADE comandes tip totes 102 GRAJDETIEBU o retener aet 102 grading adding arrows adding t cks eroaten tret etrp re i den COPYING AFF OWS oett EURO RM ERE defining SIZES etse e gne er egere eden deleting grading arrows eene editing afrOWS eere tete ee KS establishing grading rules sees estimating grading arrow INTERP grading a pattern erence nanei n grading ALLOWS eee esset testate beaten loading grading rules eee moving grading aArrOWS sssssesssssessrssseserseresessesesseses EE saving grading rules eene setting breakpoints essere showing hiding arrows grading arrows moving naming notes AD OU bis siente aee te re 100 I6VIE WAN g eye Hav On VOI REUNIR 110 sbhowimng bidtng eee 77 98 111 grid SEESPACING ded eoe e ee ds 89 showin
72. PatternM aker S oftware PatternMaker Version 4 USER S MANUAL PatternMaker for Windows for PC compatible computers running Windows 95 98 NT Version 4 PatternMaker Software PO Box 70306 Bellevue WA 98007 425 644 8161 Authors Brian Pickrell Jim Pickrell Tamara Vlasuk Revised 10 99 Copyright 1999 by PatternMaker Software All rights reserved No part of this manual shall be reproduced stored in a retrieval system or transmitted by any means electronic mechanical or otherwise without permission from PatternMaker Software with the exception of quoting brief passages for the purpose of reviews CONTENTS SECTION ONE INTRODUCTION 5 o manica threat nn dacn aru o usus dnd sk panaia Cain aaa nhu Uc d 1 CHAPTER 1 FIRST THINGS FIRST eeeeeeeeeee eese ee eese eee na nasa sesso te sensns asse sesso tee nosasun 1 Welcome to PatternMaker sirener eenas eae oeer AAE EEEo E AE EEO EE ERa TE EET 1 Setting Up Your Computer 3 ET Ee 3 Security EE 3 Time Out For Basics eher eie et Vett ente Tash ate och cue egos in Mo ee conve EPOR Dre Hee ENSE ceed re eh 4 Manual Conventions 2 teet e ee OPE CIS R e SOL EESTI U ENS PL US S PU eee Poe etes to dte 4 Starting Pattern laktose FR EH RBE 5 Getting Help see RE tre a rp pr PE ER ERBEN Pre dU EE MEE EE 5 SECTION TWO LEARNING THE BASICS ccsssscssssssecesseeseeeseenseeseeeeseneeseeeeneeseensnensnenaeans 7 CHAPTER 2 THE PATTERNMAKER ENV
73. PatternMaker format This file type is discussed above DXF This is sometimes called the AutoCAD format It is used by many popular CAD and graphics programs MAC This file extension is used for the PatternMaker macros Macros are discussed in Chapter 5 CHR These are font files PatternMaker does not use your regular Windows TrueType fonts since that font format cannot be used with many pen plotters Instead the program comes with its own set of fonts which will work with any printing device A list of the PatternMaker fonts is on page 92 Library Files PatternMaker also lets you use a drawing file PAT as a library of items that you can put into your patterns You can load single objects groups of objects or symbols from a library file Use a library whenever you want to insert many copies of the same item in many different drawings Any drawing file can also be used as a library file The library commands are found in the Symbols menu and are described in Chapter 4 Layers Symbols and Libraries If you have the Expert or Marker versions you can create your own libraries OVERVIEW OF OBJECTS How do you create a pattern with PatternMaker You can open an existing file containing a drawing or you can run a macro to make a pattern for you But the way to create your own patterns or to add to an existing one is to use PatternMaker s many drawing commands to make new objects These commands are designed to allow you to
74. T DOE e ee loading from library eee 83 purging unused iege are mo 85 selecting library of axe eee 83 TEXT command eee aisa 54 Text objects eie reto trt PERPE RR ERE PIS 21 TO BACK commande 80 TO FRONT commande 80 TOGGLE ARROWS commande 77 111 TOGGLE GRID commande TI TOGGLE MARKER AREA command 78 126 TOGGLE MODE command TOGGLE PLAID POINTS command 78 typed commands typefaces onec eet eee Chan Cine ic eet ege e d tree setting default EE 91 types ot TES ck sss verte eei ees 19 ty Pes OF ODJECtS s aE bale wad OI 21 types of ports oaa eset ek Mae ERG 27 types of prihters cu oeste eie RES 41 U UNDO command eere eene ttn rete enn 59 UNDO PIECE command eee 121 UNGROUP command esee 86 UNITS Command ENEE tinia dE Unlock Code nete tne etn fep us unselecting objects unselecting points eet ettet neenon ete ch eene using a digiuzer enirere nia USING Te EE V vertex vertices VEW r tortor e tx E tet uns eee edet viewing a drawing BAN ec Seas ersten ee eS EC Se ee Oe 78 ZOONE 4 eid ceeds EE 78 79 Vie Wing PONS i ceteri e ties Re beatae 9 Viewing tle erid c eerte eee 9 W What SOW RS 2 window selection Dole c POLES soc ades tete deret ees WinTab digitizer interface X Y Z ALCS i esti eh Eta ee Caisse bode totes ie nee 27 28 X Y
75. T command 50 print order vetere be print orientation Print Preview window eeeseseeeeeeneee 43 48 PRINT REGION command see 43 49 PRINT SELECT command eee 43 49 PRINT SETUP commande 50 printable ar ee oet IE CPI ed 42 printed pages ASSEMDIING reed sensi oett debe e te o re es printer ports printet types xd ete See pri ting optiOngszsescsneeneneEse PRIORE 43 printis to afle heege Re bb epe eios 42 prompt Ime ehog ie ETE 8 PURGE command esset 85 Q Quick Zoom Zoom Al 78 quitting PatternMaker 52 R READ TABLE commande 102 REGTcominand 5 ette Ginn eR a 55 REFRESH command wild REGISTER commande 95 register BatternMaker sese 95 IDS tin EE 96 Ee WEG 95 Unlock Code cache aa nein 96 relative coordinates cv eh HR Ht 17 Relative mode Edit Arrow esses 109 relative polar coordinates essen 17 repeating a command zm RESIZE cotmmand 2 5 5 ede et ttes ROTATE commande ROTATE VERTEX commande 71 ROUND VERTEX command esee 73 TOWS VS COl rmn5s 5e te eee e tec 44 S SAVE AS commande 47 SAVE comimand eee er 47 SAVE TABLE commande 103 scale digitizers s s ete tere ERR 128 changing esce eee wa eines HI 93 95 129 SCALE command EN 63 Scale mode Edit Arrow sess 110 screen parts EE 7 seam allowance fixed width inu c EE OR 57 vari b
76. T function can also be very useful in cases where you are having trouble figuring out why a point is not getting selected Sometimes an object will have several points in the same position or you may find that two different objects have points in the same place The ID POINT command will help you sort this out e If points from two objects are placed at the same location the X marks cancel each other out and will not be visible Put one or more of the objects on a different layer and turn the layer off See Chapter 4 Layers Symbols and Libraries This will get them out of the view and make your work easier Base Point and Destination Like the commands that affect objects many of the Point commands will ask you to specify a base point The base point is like a handle that you use to carry the point s The destination is of course where you want the point s to end up The base point and the destination are the reference points used for performing the command For example for the MOVE VERTEX command the distance the selected points will be moved is equal to the distance between the base point and the destination point Note It usually doesn t matter what spot you pick for the base point Just click wherever it s convenient Using typed coordinates is especially useful for specifying the destination point Sometimes it doesn t matter how far you move something you just want it out of your way But often you need to move a point a
77. TI rts iis ABR les Senet ea iene feu eat ea 42 M MAC TIES tees erede esit diit 20 MACRO commande 50 macros defined i uiid ree etd 39 USING esi aod eei od eni 40 viewing all pieces sse 51 makings a pattern o oo RES 20 manual Conventiong eren 4 marker area eoe tenete ee e RE e ind 115 ke 125 showing hiding emer 78 MARKER menu marker mode ne edere terere MARKER REPORT command 118 124 MARKER SETTINGS commande 125 markers adding plaid points sees 122 ALLAN GINS Sasi iet eee EN 115 116 arranging stripes plaids sss 117 CU TALL ON a nef os reet obe p tO ge op 114 deactivating plaid points 123 defining pieces serene 112 121 deleting plaid points eee 123 grouping pIeCeS n cene bebes tenete resa 113 material efficiency 119 OVeEVIEW OL uia d eee eb 112 packing pieces essere 117 124 setting active plaid point 123 setting cut ratio setting marker area setting plaid points sse 118 Steps for creatimg oe eere pete 112 stripe plaid arrangement sse 114 undo marker piece measuring line segments MENU Batis cocus need pe Oe po 7 Ine nis ns ode or TC PETERE EAE EUIS 12 MERGE command eee eene 4T MIRROR Commande 60 modes for editing grading arrows eee 108 mouse using with PatternMaker see 10 mouse coordinat
78. WINTAB digitizer interface are not available in PatternMaker Home version Your digitizer will still work as a mouse but the scaling may not be correct The pointing device you use with your digitizer may be a mouse puck or pen depending on the digitizer Most popular digitizers are supported through the WINTAB Windows digitizer interface Your digitizer supplier should have instructions on how to set your digitizer to work with Windows If you expect to be digitizing many patterns from full size originals we strongly recommend you buy the biggest digitizer you can it will be well worth the investment The largest are about the size of a kitchen table big enough to spread a pattern out INSTALLATION Your digitizer should come with two cables one to connect the tablet to your computer and one power cord Depending on your digitizer model the power cord may plug directly into the digitizer or it may plug into the plug on the end of the serial cable which then plugs into a serial port on the back of your computer If in doubt follow the directions in the digitizer s instruction manual Your digitizer should also come supplied with a diskette with driver programs for the digitizer PatternMaker works with any digitizing tablet that comes with a WinTab driver which must be installed on your computer before the digitizer will work Follow the installation directions that come with the digitizer Verifying that your digitizer is w
79. Y are used than for previous sizes If the box is not checked then there is no grading break no numbers are shown for this size and the arrow uses the same values as for the previous size Change the values for the dX and dY by either typing a number in the box or by clicking the small up and down arrows at the right of each box to increase or decrease them by the amount selected under Units Set or clear a breakpoint for a layer by clicking in the corresponding Break box Or if you enter values in the blank dX and dY areas the layer will automatically become a break point A B appears in the box if that layer is a break point To remove a break point click on the break point box with a B in it and the B will disappear Then the dX and dY values will follow the last previous break point When you have set all the break points you need and given them the correct values don t forget to use the scroll bar to check all layers you are done editing this arrow Click the OK button to exit the dialog box Note on break points When you first create an arrow the only break point is at Layer 0 This means that when you grade the object the increase from each size to the next size will be the same Many patternmakers do not use a constant grade For instance all sizes up to size 8 might grade one way then there will be a larger increment for sizes 8 14 then a larger increment for sizes above 14 The sizes at which the grade
80. a point on the perimeter or type in a radius The radius of a circle is the distance from the center to the edge not the distance across the circle 4 You can tell when you are finished with the command when the word CIRCLE on the Status Bar returns to purple To cancel the command without drawing the circle click the right mouse button or press lt ESC gt until the command name is purple This action can be reversed by using the UNDO command DOT The DOT command draws a dot Select the command then enter a point A dot is a polygon object with only one point It can be used to match two pattern pieces together The dot is drawn as a small circle Caution Not all printers print dots the same way they appear on the screen Make sure your printer can print dots before you use very many of them in your drawings This action can be reversed by using the UNDO command Chapter 9 The Draw Menu OFFSET The OFFSET command creates a polygon object that is offset a certain distance from an existing polygon This is useful for creating fixed width seam allowances You can offset both open and closed polygons and you can put the offset object on either the inside or the outside of the original Procedure 1 Activate the OFFSET Command by clicking on the Offset icon or click Offset on the Edit menu 2 Select the object you want to add seam allowance to by clicking the left mouse button on it You can only select one object at
81. a time The command line will keep you informed as objects are selected and unselected 3 To stop selecting objects press the lt ESC gt key or click the right mouse button A Distance dialog box will appear 4 Enter the amount of seam allowance you want Remember to use decimal numbers not fractions Click the OK button A seam allowance will be drawn around the selected piece The offset object once drawn is an object separate from the original object You can do any of the things with it that you can do with any other PatternMaker drawing object Note The OFFSET command may not work well for objects that contain sharp angles or inward bends or that overlap or cross over themselves Most normal pattern pieces will not have this problem unless they contain darts One way to avoid this problem is to draw the dart as a separate object from the main pattern piece Hint Use ID Point if you think your object may have hidden kinks or stray vertices This action can be reversed by using the UNDO command SEAM ALLOWANCE The SEAM ALLOWANCE command adds a seam allowance to an object You can vary the width of the seam allowance as it goes around the object You can add seam allowance to both open and closed polygons and you can put the seam allowance object on either the inside or outside of the original Procedure 1 Activate the SEAM ALLOWANCE command by clicking Seam Allowance on the Draw menu The prompt on the
82. ailed instructions on drawing polygons SELECTING AND EDITING OBJECTS HOW EDITING WORKS OBJECTS The Edit commands all follow a similar routine first select a command then give the computer the information it needs to execute the command For instance for the MOVE command here s what you do 1 Select the MOVE command 2 Tell it what to move 3 Tell it where to move During steps 2 and 3 you are in the MOVE command You can t give any other commands except the hot key or icon commands until you are out of the MOVE command When you start another command you will need to select a new set of objects Note on Commands and Objects In PatternMaker you select commands first and then the objects they apply to Some programs work like this some are the other way around AutoCAD the drafting program has you select commands and then objects Adobe Illustrator has you select objects and then commands SELECTING OBJECTS This is the second step in any edit function Some editing commands only work on one object at a time Others such as the CUT and JOIN commands require you to select two objects one at a time The rest of the commands can work on any number of objects Click the left mouse button on each object you want to select If you have selected an 23 Chapter 3 Getting Started object it will be highlighted and the program will echo a response to the prompt line indicating the objects sele
83. ally be a point on one end of the line or object you want to measure The prompt Second point lt ESC gt to cancel will appear on the command line 3 Click on the screen or type a position in coordinate format to indicate the end point of the dimension line a point on the other end of the line or object The prompt on the command line says Location for label 4 As you move the mouse around you can see where the label will be placed Click on the screen when the label is positioned where you want it The text will be automatically inserted indicating the distance between the two points Note You can change the appearance of the DIM units including the size of the text and the length of the arrows See the DIM SETTINGS and UNITS commands for more details Hint It is often convenient to use Snap To End Point to place Dimension lines next to objects you want to dimension See Snap Modes in Chapter 2 The PatternMaker Environment This action can be reversed by using the UNDO command Chapter 9 The Draw Menu 54 TEXT The TEXT command inserts a label words or numbers into your drawing Text is one of the four types of objects in PatternMaker When you draw text the program will ask you for a size rotation angle and the text you want to draw The size is the height of the letters in inches The angle is the angle at which you want the text drawn This is measured from a horizontal line so text with an angle of
84. ast once Use the manual the tutorials and the manual together to help you learn PatternMaker Use the on line Help system to get help with a command while you are using it Sections 1 through 4 of the main manual text explain the basic concepts Section 5 gives the details of how each command works and the tutorials guide you through the important features so you can see them in actual use Chapter 1 First Things First Once you learn how to do a few commands you can start using PatternMaker to make your own patterns As you get comfortable with the program and develop your own techniques keep referring back to the manual and you will keep learning new things If you take a disciplined organized approach to learning this program you will be making patterns in a short time SETTING UP YOUR COMPUTER If you have purchased the entire PatternMaker system the program will already be installed on your computer for you Otherwise you can install PatternMaker yourself by running the Setup program on the PatternMaker disk Before you can install PatternMaker you need to make sure that your computer is set up and running Windows 1 Make sure your computer is set up correctly according to the manufacturer s directions 2 Install PatternMaker on your computer see below The installation program will automatically install PatternMaker on your computer 3 If you are going to use a printer or plotter set it up according to the manufactur
85. be a vertex curve or corner point of a polygon object or an insertion point of a Text Symbol or Dimension object When you select a point a small red X will be drawn to highlight the point If you have the points visible F5 the color will change from blue or green to red if the point is selected There are several ways to select a vertex Remember you have to start a command like MOVE VERTEX or DELETE VERTEX before these will work e Click the left mouse button on each point you want to select It will be highlighted and the program will echo a response to the prompt line indicating the points selected You can select as many points as you want e For polygon objects click on any corner or Xarc corner point Note that the Xarc corner points are not actually on the polygon they are near it If you want to locate a corner point you may have to turn on show vertices see Chapter 2 The PatternMaker Environment e For text objects click on the lower left corner to select the insertion point If you can t find it try show vertices F5 e For block insertions click on the insertion point e For dimension objects click on either endpoint or the dimension label insertion point To Stop Selecting Points Click the right button or press the lt ESC gt key when you are done selecting points SPECIAL SELECTION OPTIONS Special options that you can use while selecting points are Un selecting points If you ha
86. be digitized and the size you want the object to be in your drawing A scale of 4 means that 1 inch on the digitized object equals 4 inches in your drawing In other words this object is 1 4 size Glossary segment A section of an object between any two points status bar The area of the PatternMaker window under the menu bar This area shows the current drawing color fill pattern line type and other settings and also the current mouse position and the current command symbol One of four types of objects in PatternMaker Symbols consist of one or more objects grouped together with a single insertion point The single insertion point allows you to add several objects to your drawing in a single step Symbols can include such things as grainlines buttonholes or copyright information text One of four types of objects in PatternMaker Text is used to insert labels on pattern pieces or add descriptive information vertex vertices pl The beginning end of a line segment or the place where two line segments come together For example a triangle has three vertices one at each corner 131 132 INDEX Symbols CHR FIGS occa inrer REOR EH 20 DXF fil edente ie aia ates 20 MAC UE 20 PAT Tiles idit eb tb tap e 20 A absolute coordinates rsisi isie 17 absolute mode digitizers 11 93 128 129 activating Commande 11 ACTIVE PLAID POINT command 123 AD
87. certain distance Use Relative Coordinates see page 17 to do this accurately Chapter 3 Getting Started ADJUSTING ARC LENGTHS Use the Set Measure Dist function to adjust the length of a curve or a section of an object You can select any two non adjacent vertices of an object and PatternMaker will give you the length of the section connecting them You can adjust the length by typing in a new value for this distance PatternMaker will move the vertices along the selected section to adjust the distance The endpoints of the selected section will not move Example Use SET MEASURE DIST to make sure that your armscyes match your sleeve caps Remember to allow for seams and ease Note Adjust armscyes neck holes and other curves with standard patternmaking methods The MOVE VERTEX command is very handy for this Then use the SET MEASURE DIST function to make fine adjustments to a curve SET MEASURE DIST works best for adjustments of 1 2 inch or less Note This command only works when you select a segment with at least three vertices Therefore you cannot use this command to adjust the length of a line with only two vertices EXAMPLE THE MOVE VERTEX COMMAND 1 Start out by drawing a square Select Move from the Points menu The program will ask you for a point to be moved The question looks like this Select point w for selection window Select the upper right corner of the square by clicking the left button
88. ch type you select one of the drop down lists to the left will be enabled The other three lists remain disabled From the drop down list choose the command that you want to assign to the selected digitizer button 5 To save the change click the Add button Chapter 14 The Settings Menu 6 Repeat steps 1 through 4 as desired When finished click the Okay button to return to the drawing screen Del Digitizer Configuration Ioj ES Command Active e C Poly arid On Off C Function Function C Mouse Digitizer Button Poly Z ShortCut 3 z Mouse Button Scale Left Button d i i n Short Cut Rotation ToggleDigitzer fo J OK X Cancel Figure 23 the Configure Digitizer window Setting Scale Rotation This feature lets you specify the numerical value of the scale and rotation of the digitizer relative to the drawing Compare with DRAW ALIGN above Procedure 1 Select Digitizer from the Settings menu then select Configure from the submenu The Digitizer Configuration dialog box opens see Figure 23 above 2 Inthe Scale field enter the number of drawing inches per digitizer inch For example if you enter 2 then one inch on the digitizer tablet equals 2 inches in the drawing If you enter 0 5 then one inch on the digitizer equals 1 2 inch in the drawing If the object you are digitizing is life size leave the Scale set at 1 3 In t
89. command If you click the left mouse button on an icon that command is activated You will see the command name in the menu bar and in the prompt area If you click the right mouse button on an icon the Help for that command will be displayed Icon menus are sometimes known as toolbars Example Click on the icon showing the color selection palette The color selection window comes up This shows that you are running the COLOR command You can choose a new drawing color by clicking on the desired color This color when chosen will appear in the Status Bar area as the current color The list of icons varies depending on which commands are currently available When you start a command a different set of icons will appear These represent features such as Zoom or Select All that can be used while you are in the middle of a command These icons will vary depending on which options are available with the command you are currently running DRAWING AREA The drawing area is where your drawing is displayed You can think of the drawing area as the viewfinder on a camera it shows a limited section of an area that stretches out in all directions You can zoom back zoom in or pan to different areas of the drawing using the arrow and page up page down keys Everything you draw will be contained in the drawing area You can also choose to display a grid to help in positioning objects COMMAND AREA PROMPT LINE The prompt line is wh
90. command converts a garment pattern from a single size to a nest of sizes based on the grading arrows already in the drawing Each new size is placed on a different layer Procedure 1 Each object to be graded should have grading arrows already attached Use the ADD ARROW and EDIT ARROW commands 2 Select Grade from the Grade menu The prompt on the command line says Select objects to grade 3 Select one or more objects to be graded by clicking on them with the left mouse button 4 To stop selecting objects click the right mouse button or press the lt ESC gt key A dialog box will come up with two fields e Number of sizes If your first piece is Size Small and you want to generate Medium Large and Extra Large then the number of sizes to generate would be three e Size Interval The length of an arrow represents one size If you want a jump of more than one size between each item you create indicate that information here A negative size interval creates smaller sizes instead of larger ones Note It s up to you when you create the grading arrows to decide what a jump of one size means For instance if your pattern only comes in even sizes a jump from Size 8 to Size 10 would be one size not two 5 After you enter the numbers click the OK button Objects in the new sizes will be generated and the command is complete Each size will be on a different layer READ TABLE Expert Marker Versions only READ TABL
91. command to move a corner point you will see how the arc changes shape Since the corner point doesn t lie on the object it will sometimes be difficult to tell exactly where the corner point is Use the F5 Hot Key to display the vertices if this happens Open O An open point is the last point of an open polygon Only the last point of a polygon can be of the Open type This is how PatternMaker tells the difference between an open and a closed polygon Xarcs are the way PatternMaker draws curves While a line segment is determined by two points an Xarc is determined by three points the start point type X the corner point type C and the end point The end point can be the start of a line the start of another Xarc or the end of the object 2 Chapter 3 Getting Started End point Corner point X Start point Xarc points Figure 8 Types of points The corner point determines the shape of an Xarc If you draw an imaginary line from the corner point to one of the end points of the Xarc the line will be tangent to blend smoothly into the end of the Xarc This means that If the corner point the end point and the next point after that all lie on a straight line the Xarc will merge smoothly into the next segment of the object See curve A 1 2 in Figure 9 below This is true whether the next segment is a straight line or an Xarc A sleeve cap for example will consist of several curves that need to merge smooth
92. copies of don t select e Enter the number of sizes to generate and the interval between the sizes If you have size 10 and you want to create sizes 12 14 and 16 you would enter 3 sizes and an interval of 2 e PatternMaker draws the new objects The objects for each new size are on a different layer see Chapter 4 Layers Symbols and Libraries Read Tutorial 8 for practice with grading GRADING ARROWS Grading arrows are the basis of PatternMaker s grading system When you grade an object you create a nest of larger or smaller objects Each new object has the same number of points as the original but they are in different places A grading arrow tells PatternMaker where to put each point to make the next larger size Any vertex point of any type object can have an arrow A point doesn t have to have an arrow but you can t have an arrow without a point You can hide or show the arrows by pressing F7 There are three settings hide arrows show arrows without names and show arrows with names Hiding the arrows makes the program work faster Chapter 15 Grading Overview This is what a close up view of an arrow looks like Arrow name here Fr rrow with dxsl duez Each arrow tells PatternMaker to move its point a certain amount in the X horizontal direction and a certain amount in the Y vertical direction These are called the dX and dY values A grading arrow has a dX value and a dY value for each size an
93. cted Example If you select a text object a rectangle will be drawn around the text and the prompt line will say Text Selected To Stop Selecting Objects When you have selected the object or objects you want click the right mouse button or press lt ESC gt Other selection Tips e For polygon objects click anywhere on the edge not the inside of the object e For text objects click on the lower left corner e For symbol insertions click on the insertion point e For dimension objects click on either endpoint e Clicking on a vertex always selects the object e Click the right button or press the lt ESC gt key when you are done selecting objects If it s hard to tell what you re selecting use the Show Vertices command F5 to show the vertices SPECIAL SELECTION OPTIONS There are special options that you can use while selecting objects These only apply to those functions that apply to more than one object such as MOVE Un selecting objects If you have accidentally selected an object that you don t want click on it again and PatternMaker will un select it and it will be un highlighted All objects Type a or click on the Select All icon Every object in the drawing will be selected unless its layer is turned off see Chapter 4 Layers Symbols and Libraries Window selection To select all objects in a given area type w or click the Window icon PatternMaker will prompt you
94. d a name An arrow can have different dX and dY values for different layers The arrow you see on screen shows the grade for the layer the object is on If you grade the object for several sizes the dX and dY values for each size in turn are used If you change the object s layer with the Change command its arrows will change size accordingly Use the EDIT ARROW command see Chapter 16 The GRADE Menu to see all of an arrow s values Advanced Grading Your grading rule can specify a different grade for different size ranges For instance each size up to size 12 might be an inch larger in the waist than the previous size Then each size larger than 12 might be 1 Lo inches larger in the waist Your grading rule can now have breakpoints at certain sizes where the grade changes Use the EDIT ARROW command to view and set an arrow s breakpoints If you want to keep grade without breaks just set the dX and dY values for Layer 0 and leave the rest blank Tacks vs Arrows If an arrow has dX and dY values of 0 for the layer it is on it is drawn as a tack Tacks are drawn on the screen differently than arrows but they work the same way A tack tells PatternMaker not to move its point when you grade the object If a point doesn t have an arrow PatternMaker works around the object point by point until it finds the nearest arrow in the clockwise direction and the nearest arrow in the counterclockwise direction see picture below Then it uses
95. default setting 2 OFF Arrows off and arrow names off 3 NAME Arrows on and arrow names on Repeatedly selecting the TOGGLE ARROWS command toggles arrow visibility between the three choices 111 CHAPTER 17 MARKER OVERVIEW If you are using PatternMaker in a manufacturing environment a marker is the end result of your work A marker is a paper printout with all of the outlines of the pieces ready to be laid over the fabric and cut PatternMaker s marker functions let you arrange the pieces in the marker area make sure the pieces touch but don t overlap set the number of items of each size the cut ratio tell you the rate of material usage and other information and print out the marker Most of the Marker commands are located on the Marker menu Two commands PRINT MARKER and PRINT MARKER REPORT are found on the File menu STEPS FOR CREATING A MARKER e ay out your pattern e Define the marker pieces e Group pieces with other objects e Change the view to Marker Mode e Grade the pattern e Set the cut ratio e Multiply pieces by the Cut Ratio e Arrange the pieces in the Marker Area e Print the marker and a marker report Note See Tutorial 12 for practice in laying out a marker Laying Out The Pattern First make up your pattern for one garment using the techniques and tools described in this manual Then use the DEFINE PIECE command to tell the computer which objects in the drawing will be marker p
96. determines the size of the names of grading arrows When you change one of these settings PatternMaker redraws all Dimension objects Changing settings doesn t affect the actual dimension just the way the dimension lines are displayed DIGITIZER DRAW ALIGN Expert Marker Versions only DRAW ALIGN sets the origin and scaling factor of your digitizer tablet visually Use this command if you don t know the numeric value of the scaling factor Compare with CONFIGURE DIGITIZER below Procedure 1 Activate the DRAW ALIGN command by selecting Digitizer from the Settings menu then select Draw Align from the submenu 2 Use your digitizer puck or pen to enter the beginning and ending points of a horizontal or vertical line on your digitizer 3 Use the mouse or typed coordinates to enter the beginning and ending points of a line on the screen Your two lines should either be both horizontal or both vertical 4 The digitizer origin and the digitizer scaling factor are adjusted so that the two points on the digitizer correspond to the two points in the drawing Example Suppose you have a scale drawing in which 1 inch equals twelve inches Using DRAW ALIGN click the digitizer mouse on two points one inch apart Then enter the coordinates 0 0 and 12 0 in the drawing The scale is now set so that when you trace from the paper the results in PatternMaker are life size DIGITIZER TOGGLE MODE Expert Marker Versions only
97. dialog box appears with five fields To change a setting highlight the number and type in a new value The settings are e Width The width vertical size of the marker in inches This is equal to the usable width of your fabric The length of the marker is determined by the pieces placed within it e Vert stripe The spacing between vertical stripes on your fabric A vertical stripe is one that is vertical as seen on your computer screen Enter the distance between pattern repeats not the distance between individual stripes If your fabric has horizontal stripes only set this to zero e Horiz stripe The spacing between horizontal stripes on your fabric If your fabric has vertical stripes only set this to zero e Vert base The distance from the lower edge of the marker to the beginning of your fabric s pattern This is the point where the horizontal stripe plaid repeats will be measured from e Horiz base The distance from the left edge of the marker to the beginning of your fabric s pattern This is the point where the vertical stripe plaid repeats will be measured from See Stripe Plaid Arranging in the previous chapter for a discussion of the use of Vertical Horizontal stripe and base If you don t need to arrange pieces on a stripe or plaid repeat you can ignore all of the numbers except the marker width The marker area is shown by a gray and red outline If the marker area was turned off before it will be turned on The
98. do the same things you would do in creating a pattern on paper to trace an existing pattern with a digitizing pad to measure distances and draft shapes to certain measurements and so forth Your PatternMaker drawing is made up of objects For example a bodice piece outline is an object the arrow showing the grain line is an object and the words Front Bodice are yet another object PatternMaker handles objects slightly differently than most CAD programs but you should find them easy to understand Each object is made of one or more points This manual will usually refer to a point as a vertex For example if the object is a triangle it will have three vertices one at each corner Objects have colors and other attributes too depending on the type of object Many of these attributes can be changed with the CHANGE command or the various commands in the Settings menu see Chapter 14 The SETTINGS Menu Each vertex may or may not have a grading arrow assigned to it Grading and grading arrows are explained in Chapter 15 Grading Overview Chapter 3 Getting Started Hint The current layer must be turned ON for you to draw anything If all of the Draw commands are inactive use the Layer command to make sure the current layer is turned on TYPES OF OBJECTS PatternMaker has four types of objects Text A text object is words numbers etc that you can use as a label in your drawing A text object has one vertex which
99. e Select some objects with grading arrows All arrows attached to the objects you select will be saved in the table You don t need to save everything in one table if your pattern has both a blouse and pants you might want to save the grading information in two separate files 97 Chapter 15 Grading Overview 98 e Select a file to save the table in See Chapter 3 Getting Started for an explanation of selecting file names e Give the table a description or title e PatternMaker will create a grading table and save it in the file To Read a Grading Rule Into a Pattern e Open up a drawing with objects that need to be graded e Select the READ TABLE command e Select a grading table file e Place the arrows on the object s For each arrow in the table PatternMaker tells you the name of the arrow and you tell it which point to add the arrow to You can skip arrows that you don t need e The pattern is now ready for grading All the grading information from the original pattern is in the new pattern If you need to modify the grading rule for the new pattern you can use the various Grading commands to edit the grading arrows To Grade a Pattern The Grade command is the only grading operation available in PatternMaker Home version e Open a drawing that contains grading arrows or create grading arrows in your current drawing e Select the GRADE command e Select the objects to be graded Anything you don t want more
100. e always selected together Whenever a command asks you to select some objects you can select the entire group by clicking the mouse on any object in the group If you want to make sure several objects stay together when you move them group them together Procedure 1 Activate the GROUP command by selecting it from the Symbol menu 2 Select the objects you want in the group by clicking on them with the left mouse button You can select and unselect as many objects as you want by repetitive clicking 3 To stop selecting objects press the lt ESC gt key or click the right mouse button 85 Chapter 13 The Symbol Menu 86 4 A dialog box appears asking for a name for the group You must give the group a name if you plan to load it with the LOAD GROUP command 5 Type a name and then click the OK button The group is created You can select an existing Group as a member of a new group This is called a nested group This action can be reversed with the UNDO command UNGROUP This command breaks up a group into either its subgroups or individual objects Procedure 1 Activate the UNGROUP command by selecting it from the Symbol menu 2 Select the objects you want to ungroup by clicking the group with the left mouse button You can only select one group at a time 3 When you have the correct group selected press the lt ESC gt key or click the right mouse button The group will be broken up into either its subgroups or
101. e button If you interrupt an arrangement the pieces are left in their partially arranged state ADJUSTING AN AUTO ARRANGED PATTERN If the program chooses an arrangement that is not efficient you might have to rearrange a few pieces on your own Sometimes you will see that you could pack things together better by rotating some pieces slightly Use the ROTATE command for this AUTO ARRANGE does not automatically rotate or flip pieces it is arranging nor does it work with stripe plaid spacing If you rearrange some pieces in the middle of your marker to make it more efficient use AUTO ARRANGE again to re pack the rest of the marker This time select only the pieces that are to the right of the pieces you rearranged ARRANGING A FEW PIECES AT A TIME For some patterns it s more efficient to auto arrange a few pieces at a time Auto Arrange a set of from six to ten pieces then arrange a few more pieces and so forth For instance this often works well with sleeves because you usually get the best packing if you put sleeves with other sleeves The Marker Area The marker area is the area of your drawing where the marker goes When you select Print Marker this is the area that is printed out The marker area is shown by a gray and red rectangle The right edge of the marker area extends off the edge of the screen This represents the long bolt of fabric coming off of the roll When you put some marker pieces into the marker area a
102. e intersection should resemble the illustration above right If you choose to have the pages labeled the default is Yes they will be labeled with the file name row and column number so you will be able to assemble them easily 45 SECTION FIVE THE MENU COMMANDS 46 CHAPTER 8 THE FILE MENU New The File menu contains all the commands related to working with files Open including Opening Saving and Printing The commands you see will S zum A depend on what version of PatternMaker you are using Not all Merges commands are available in all versions Print Print Select Print Region Print Marker Print Marker Report NEW Print Setup HPGL Print Setting The NEW command starts a new drawing The old drawing will be closed If you have made changes to the drawing on the screen you will be given a Macro Ctrl M chance to save your work Exit OPEN The OPEN command opens an existing drawing which has been saved on disk Opening a new file replaces whatever is on the screen If there is a drawing open the program will ask you if it should be saved Procedure 1 Click the Open icon or select Open from the File menu The Open File dialog box appears 2 If necessary navigate to the location of the file you want to open 3 By default PAT files PatternMaker format are displayed If you want to open a different format for example DXF click the Files of Type drop down box a
103. e left side all at once with MIRROR You will also use MIRROR to create pieces when you are laying out markers Example Suppose your blouse pattern has a single piece front Make a half front piece one that goes from the Center Front line to the right side seam Add darts seam allowances adjust the fit etc When it s all ready select the MIRROR command Select the main piece as well as the darts and other objects When you are prompted for the mirror line use Snap to End Point F3 to select the Center Front Collar point and the Center Front Waist point Now you have two pieces that meet along the Center Front line Use JOIN to join these together and you have your symmetrical front piece This action can be reversed by using the UNDO command ROTATE The ROTATE command rotates one or more objects around a center point Procedure 1 Activate the ROTATE command by clicking Rotate on the Edit menu 2 Select the object s to rotate by clicking the left mouse button on them You can select and unselect as many objects as you want by repetitive clicking The command line will keep you informed as objects are selected and unselected If you want to rotate a whole pattern piece be sure to select all of its pieces i e darts in a bodice piece grainline in a sleeve etc 3 To stop selecting objects press the lt ESC gt key or click the right mouse button The prompt Rotate about what point willappear on the comma
104. e type from the list 5 Click the Save button File name Save as type PattemMaker File pat X Cancel MERGE The MERGE command adds one drawing to another This is exactly the same as the OPEN command except that the old drawing is not closed before loading the new one Procedure 1 Select Merge from the File menu The Open File dialog box appears 2 Select the file you want to merge Everything in this file will be added to the current drawing 3 Click the Open button The Layer settings will be changed to those of the new file Any symbol definitions with duplicate names will be redefined MERGE cannot be reversed with the UNDO command 47 Chapter 8 The File Menu 48 Note Since you cannot control where on the screen the new drawing will appear you may need to move some pieces out of the way before merging to avoid having pieces in the new file overlap the existing pieces PRINT The PRINT command prints the entire drawing If your printer is not big enough for the whole pattern PatternMaker automatically prints as many pages as necessary PatternMaker will print to any Windows compatible printing device When you click the Print icon or select Print from the File menu the Print Preview window opens see illustration below This window lets you see how the drawing will be arranged on the pages The small boxes scattered over the drawing indicate the alignment marks on the co
105. ece follows While moving the piece you can rotate it in 45 degree increments with the Rotate Left and Rotate Right icons or by typing X or C 6 If the piece you are placing has an active plaid point the plaid point will snap to the nearest location that matches the stripe plaid repeat This overrides any Snap mode you may have active 7 When you have the piece where you want it click the left mouse button to place the piece into the Marker Area If the piece overlaps another piece at its destination it will bounce back toward its original position 8 Another prompt will appear asking you to select a PACK function Pack Up Pack Down or Pack Left Type U D or X or use the Pack icons to pack the piece 9 You may pack the selected piece as many times as you like When you are done placing the piece click the right mouse button or press the lt ESC gt key to end the ARRANGE command A message will appear on the prompt line telling you how efficient your use of material is 120 Chapter 18 The Marker Menu DEFINE PIECE MARKER PIECE Marker Version only The DEFINE PIECE command tells PatternMaker to treat a certain object as a marker piece You must do this with an object before you can use the ARRANGE MARKER command on it Only a polygon object not text dimension objects or symbol insertions can be a marker piece If you copy or grade marker pieces the new objects will also be marker piece
106. ectronically This makes it much more accurate than an ordinary mouse It also means that the digitizer mouse won t work unless it s on the digitizer pad Using a digitizer is the best way to copy drawings from paper into the computer PatternMaker is designed to work best with a four button digitizer mouse The digitizer can operate in two modes mouse mode and absolute mode e Jn mouse mode the digitizer works exactly like an ordinary mouse If you see the arrow cursor on the screen you are in mouse mode e In absolute mode the mouse cursor changes from an arrow or hourglass to a small plus sign You cannot choose menu items or command icons when you are in absolute digitizer mode Absolute mode means that a point on the digitizer always corresponds to the same coordinates no matter what s showing on the screen For example you can zoom out so far that your whole pattern is a tiny dot in the center of the screen but if you move the mouse ten inches the coordinates will change by ten inches By default the coordinates are measured from the lower left corner of the digitizing area and one inch on the digitizer equals one inch in the drawing See Chapter 19 for more about digitizers SELECTING A COMMAND There are four ways to select a command with PatternMaker icons menus typed commands and hot keys Some commands are accessible in more than one way Use whichever is convenient 11 Chapter 2 The PatternMaker Environment
107. ects It will look just the same but new objects have been created This is used to modify and redefine existing symbol definitions 37 Chapter 4 Layers Symbols and Libraries 38 If you use EXPLODE on a polygon it will be broken up into individual line segments and arcs It will look just the same but these will be separate objects LIBRARIES Note If you have PatternMaker Home Version you can use the library of symbols that comes with the program but you cannot create your own libraries A library is a file containing symbol definitions objects or groups of objects see Groups Chapter 13 The SYMBOL Menu You can open a library and read one or more definitions into your current drawing First use the SELECT LIBRARY command to select a library file Then use one of the Load commands to select the particular item you want to load Libraries are a powerful way for you to save and reuse your work By using libraries you can reuse your work in many different drawings Libraries also make it easy for you to share work with other people Make up libraries of any important pattern pieces basic blocks logos or graphics standard symbols your name or anything else that you want to use over and over Any drawing PAT file can be read as a symbol library You can use your ordinary drawings as libraries or make special purpose library files See Tutorial 10 for practice in making and using libraries See Chapter 13 The SYMB
108. ects very accurately but you cannot use the menus or icons To run commands you need to use the keyboard or switch to mouse mode When the program is running in absolute mode the screen cursor is a plus sign Mouse Mode means the digitizer works just like an ordinary mouse The digitizer tells the program where the Mouse Cursor is measured in pixels screen dots from the lower left corner of the screen This is much less accurate than digitizer mode and the location of points entered depends on the current view on screen the zoom and pan locations In mouse mode you can use menus and icons When the program is running in mouse mode the screen cursor is an arrow The icon at the far right of the Status Bar shows whether you are in mouse mode arrow or absolute mode plus sign Numbering of Buttons When your digitizer is in mouse mode certain buttons on the pointing device are equivalent to mouse buttons refer to your digitizer documentation if you have trouble When your digitizer is in absolute mode the following numbered buttons have the following functions Button 0 same as left mouse button Button 1 Toggle Digitizer Mode Button 2 Pan to Cursor Location use this if the cursor goes out of sight Button 3 same as right mouse button This is the default configuration You can change these button assignments with the CONFIGURE command Digitizer scale and origin By default one inch on the digitizer tablet
109. ed up you are probably accustomed to using punch marks to indicate how they line up Put the plaid points exactly where the two punch marks go These two points will line up with the pattern of the material when you place the pieces on the plaid of the material To add a plaid point to an object use the ADD PLAID POINT command An object can have more than one plaid point but only one is used at a time If an object has more than one plaid point you can change the active point with the ACTIVE PLAID POINT command A plaid point is shown as a small yellow sign An inactive plaid point is red instead of yellow STRIPE PLAID ARRANGE To arrange a piece on a stripe or plaid line use the PLAID ARRANGE command Select a marker piece Notice that you don t have to select a base point for this move The plaid point is the base point of the move Select a destination for the piece PatternMaker will snap this destination to a point with the stripe and or plaid spacing that you set with the SET MARKER AREA command see Chapter 2 The PatternMaker Environment for a discussion of snaps This overrides any snap mode you may have turned on Unlike ARRANGE the PLAID ARRANGE command does not check whether the piece you arrange overlaps other pieces It simply makes sure the piece obeys the stripe plaid spacing you have set Marker Reports When you have arranged your marker use the MARKER REPORT command to get statistics and other inf
110. el Cancel Command ENTERING POINTS You need to enter points any time you draw or edit anything with PatternMaker and also when you are selecting objects or vertices PatternMaker has great flexibility in how you can enter these points The following procedures are for any time you need to input a point whether you are drawing an object or doing a function such as MOVE or ROTATE There are three ways to enter points mouse digitizer and typed coordinates Mouse You can click in the drawing area to enter a point Use the left button This is the simplest way to enter data but may not be as accurate as you want Snap Modes Snaps are a way to make mouse inputs more precise When you are in a Snap mode and you enter a point with the mouse the snap point closest to the mouse location is entered rather than where the mouse cursor is actually pointing For instance in Snap to Grid mode the snap point is the grid point closest to the mouse This makes it possible to enter a grid point with 100 accuracy When you move the mouse a yellow X will appear at the closest snap point If no X appears there is no snap point close enough to the mouse and the mouse input will work in the usual way 15 Chapter 2 The PatternMaker Environment 16 The Snap Modes are Snap to ortho The nearest point on a horizontal or vertical line from the last point you entered Snap to mid point The nearest midpoint between tw
111. elected the second object press the lt ESC gt key or click the right mouse button The two objects will be joined The JOIN command is designed for use with polygon objects It does not work with text or symbols The JOIN command may have difficulty with objects that double back or cross over themselves because PatternMaker doesn t know which is the inside This action can be reversed by using the UNDO command 69 70 CHAPTER 11 THE POINT MENU Add Vertex The Point menu contains editing commands that are used to move or modify Delete Vertex points These are different than the commands in the Edit menu because they Meva vee apply only to vertices you can change some of the vertices of an object and Rotate Vertex TUE esos leave the rest unchanged Corner Vertex i Pound Vertex Commands in the Point menu apply mostly to Polygon objects but some such as MOVE VERTEX can be used on any object type Align X Align Y H Note on Terminology When this manual uses the word vertex we mean one of the points that drawing objects are made up of By Set Measure Dist Notch Notch Direction point we sometimes mean a vertex and sometimes we mean a location in the drawing area The context should make the meaning clear ADD VERTEX The ADD VERTEX command adds another vertex point to any polygon object It does not work with text dimensions or block insertions Procedure 1 Activate the ADD VERTEX
112. en line up the text on grid points For example if you are drawing text that is 14 tall set the grid to 15 or A which will then be the spacing for your text items Dimension A dimension or dim object is an engineering style dimension line showing the distance between two points This consists of lines and y arrows indicating the two points at which the i TLT i measurement is taken and the distance between the points A dimension object has three vertices the two points being dimensioned and one to indicate where to print the numbers If you move one end of a dimension line the distance will automatically update See the DIM command in Figure 3 A Dimension object is used to measure Chapter 9 The DRAW Menu distances Dimension Line Symbol insertion A symbol insertion looks like a collection of other types of objects but it is really a copy of objects that are stored elsewhere in PatternMaker s memory Therefore you can t move or edit the objects in an insertion in the usual way A symbol insertion has one vertex the insertion point Note Usually the insertion point is close to where the insertion is drawn but it doesn t have to be If you can t tell where the insertion point is use lt F5 gt to show it see the hot key list in Chapter 2 The PatternMaker Environment Insertions can be rotated and made larger or smaller but otherwise an insertion can t be changed except by changi
113. enerated your ID String otherwise the password won t work 5 You will see an acknowledgement that the program has been registered When you click OK you will be returned to the drawing screen and the Home Version features will be activated Note Although you are welcome to contact us by phone for this process we encourage contact by e mail in order to reduce the chance of error Simply cut and paste the ID String from the Registration box into your e mail message KEY STATUS The KEY STATUS command opens a dialog box which displays information about your security key if installed Depending on your individual arrangements with PatternMaker Software your security key may require a password to be entered after a period of time This password is available from PatternMaker Software If you don t have the password available immediately don t worry The software will still work normally during the grace period SECTION SIX ADVANCED FEATURES CHAPTER 15 GRADING OVERVIEW Grading is the process of taking a single pattern and using it to make a full set of different sizes By hand this is a slow process and it s hard to be accurate With PatternMaker you can grade an entire pattern with a single command and the computer ensures that the results are accurate PatternMaker also lets you define standard grading rules save them in tables and apply them to different patterns For instance you could create your own Women s
114. er documentation if you are uncertain about any of these settings Com Port Choose the COM port that the plotter is connect to Mode Choose which mode language you are using Frame X Y Set the correct length and width for the paper you are using Print Queue Shows all the jobs that are waiting to be printed You can delete a job from this list by highlighting the file and clicking the Delete button MACRO The MACRO command runs a macro Macros are small programs that run inside PatternMaker to create basic blocks and patterns Chapter 8 The File Menu Procedure L D OF SLEEVE E 1 Activate the MACRO command by clicking on the Macro icon or select Macro from the File menu Sleeveless Sleeve 2 The Open File dialog box appears asking you to select a file Each macro is a file with a name ending in MAC such as LBODICE MAC The name of each macro file is given along the descriptions of the macros in the separate instructions that accompany the macro collection 3 You will now see a series of dialog boxes which ask questions and offer choices The choices are different for each macro For instance for the women s dress you will be asked if you want a sleeveless dress or one with sleeves To continue through the X Cance macro use your mouse to click on one of the options If you click Cancel or if you click OK without making a selection the macro will abort and you will be returned
115. er s directions and make sure you know how it is connected You need to know whether the printer is hooked up to a serial or parallel port and the number 1 or 2 of the serial or parallel port Consult your Windows manual for directions on how to select a printer Note If you are using the Ioline Summit 72 plotter be aware that it does not have a Windows device driver and therefore has to be configured from within PatternMaker See Chapter 6 Selecting and Setting Up a Printer INSTALLATION Installation of PatternMaker is easy Just follow these simple steps Putthe PatternMaker CD in your CD ROM drive 2 Click the Start button on the taskbar then click Run and type d demo32 exe If your CD drive is not drive D substitute the appropriate letter Click the Okay button 3 Select the file pat32 ver4 dbd from the file dialog box that opens and click Open This runs the PatternMaker CD browser 4 Follow the prompts to install the components you want By default PatternMaker expects to find all necessary files in the C Program Files Patternmaker Software PatternMaker folder If you prefer to install PatternMaker in a different folder or on a different drive specify the proper folder when the Setup program asks you for it SECURITY KEYS Some versions of PatternMaker require the use of a security key The security key protects against unauthorized use of the software It is a small squaris
116. ere the computer gives you messages and asks you questions At any given time you will see the latest three messages The one on the bottom line is the most recent It is very important to read these prompts If the computer does something that completely baffles you it s usually because the command you think you re running is different than the command the program thinks you re running Reading the prompt line and the Status Bar will let you know what the program is trying to do Most inputs you type into the computer will also appear on the prompt line However for certain commands your inputs will go into a dialog box instead When the computer is ready for you to choose a new command a drawing tool editing function etc it will display the command prompt which looks like this Command Chapter 2 The PatternMaker Environment If you don t see this it means you are still in the middle of another command When you select a command the first prompt you get will be the name of the command you are running Look for this if you get confused LOOKING AROUND PAN AND ZOOM As mentioned above there are several tools you can use to view different parts of your drawing ZOOM changes the scale of the drawing appearing to move you closer or further away PAN moves you up down right or left Remember that your drawing doesn t change when you zoom or pan only your view of it changes Think of the drawing area of the screen as t
117. es seiren eda iinan rene 11 mouse mode digitizers 11 93 128 129 MOVE ARROW commande 104 MOVE command MOVE VERTEX command moving around in a drawing esee 78 moving grading artrow 104 moving objects to front or back 80 N NAME GROUP command NAME OBJECT command NAME POINT commande NEW command 1 eee inerte terne cte NO PLAID commande NOTCH commande NOTCH DIR commande Drees eet tese e De EIE adding reversing directon arineecenii aati O objects assigning to layers sese changing attributes changing fill pattern changing size or shape 63 64 deleting erasihgs u nose nian aaneda aise 67 DiinehslODs eee en eb tapes eee b s 22 drawings eU Ee 23 editing ac RENE Een 23 editing commands sessirnir hiii 59 exploding errui ena kena dpa diete needs 85 Greet OT 85 BIOUDS Lieber ente RR NE ERE ERI Ern 26 loading from library eene 84 moving to front or back 80 Dia Ip s eee ye e n overview POLY SOM ets eec Speo BERE selecting selecting using a window sse 24 Symbol Insertion types Ofz cene eia edited nian iat dee dde es UNSrOUPIN esoe dee ORTOS UE EE OFFSET command enit eE OPEN command erret deeds Open point onere ean opening a file options for printing Origin digitizers BEE Changing E A E UE overview of points tienen aaee nennen P
118. es very large and may take up so much memory that the program stops Note To protect yourself against losing all your work use SAVE AS to save a marker in a different file than the original pattern it was made from That way you can t lose the original pattern Note on Stripe Plaid Arrangements If you need to set plaid points for some of your pieces do it before you grade them Then all of the graded pieces will also include the plaid points Cut Ratio A cut ratio represents the relative numbers of different sizes of a garment that you want to make With PatternMaker each size has a cut ratio that tells PatternMaker how many items of that size will go into a single marker For instance a marker may contain enough pieces to make 2 size Small 3 size Medium 3 size Large and 2 size X Large PatternMaker s CUT RATIO command makes enough copies of the selected pieces to match the cut ratio for each object s size It also spreads them apart so you can see them all Note A piece s cut ratio is determined by the layer it is on Therefore you should make sure all of the pieces for a given size are on the same layer at this point Normally the GRADE command takes care of this by placing each new size on a different layer Use the LAYER command Chapter 14 The SETTINGS Menu to set the cut ratio for each layer You only need to set cut ratios for those layers that represent sizes you will be using Note While you are looking at t
119. estyle to solid line dotted dashed etc Every new object you draw will be drawn in the new linestyle Procedure 1 Activate the SET LINE command by selecting Set Defaults from the Settings menu and then selecting Line You can also open the Line Type window by clicking the Line Type field in the Status bar 2 The dialog box that appears shows a sample line type at the top This shows you the current line type The default is a solid line Below the current pattern swatch are 5 smaller line samples These show the available line types T Make a selection and then click the OK button to return to the drawing screen The new line type is applied to objects drawn after you make the change If you want to change the linestyle of an object which you have already drawn use the CHANGE command The way each linestyle looks when you print it depends on the printer you use FONT The FONT command is used to select a new font style typeface for use in drawing text objects The default is SIMP CHR Procedure 1 Activate the FONT command by selecting Set Defaults from the Settings menu and then selecting Font 2 An Open File dialog box appears listing the available fonts Font files end in CHR Note that PatternMaker does not use the Windows TrueType fonts The program comes with a set of stroked fonts which are copied into your PatternMaker directory at the time of installation 3 Select a font file see list be
120. f the menu bar When you select the command a large dialog box will come up with a display of the information for each layer Each line represents a different layer Use the scroll bar to see more layers You can change any of the settings by clicking the mouse on the one you want to change See Tutorial 9 for practice in doing this Current Name Color On Figure 14 The LAYERS dialog box Note In PatternMaker Marker version there is also a column labeled Ratio This gives the cut ratio for that layer Setting the Current Layer You can set the current layer with the Layer command The current layer is marked with an asterisk and highlighted Select a different layer by clicking in the Current column of the layer list The previous current layer will be untagged and the new current layer will be tagged Close the Layer Box by clicking on Done The name of the current layer will be displayed in the Menu Bar Any new objects you draw will be placed on the current layer 35 Chapter 4 Layers Symbols and Libraries 36 Naming a Layer You can change a layer s name with the Layer command Click on the name you want to change and retype it If the layer you named is the current layer this new name will be shown in the Menu Bar Assigning a Color to a Layer You can change a layer s default color with the Layer command Bring up the layer box as described above Each layer s color is shown as a color swatch Click
121. fication message 7 A dialog box appears showing the current length of the selected section If you want to change this length type in a new number PatternMaker will move the points that lie along the section to set the length to the value entered The end points of the section will not be moved Do not use this command to make large changes more than about 2 inch Instead use a command such as MOVE VERTEX to make larger changes then use DIST to make fine adjustments This action can be reversed with the UNDO command NOTCH The NOTCH command converts an existing vertex of an object to a notch mark Notch marks are used to align pattern pieces when sewing them together etc A notch point appears differently on screen but is handled like any other vertex of an object otherwise Notice that the term notch covers several different notches tabs and buttonholes Procedure 1 Activate the NOTCH command by selecting it from the Point menu 2 Select the point you want to convert to a notch by clicking on it with the left mouse button You can select as many points as you want by repetitive clicking If you make a mistake click on the point again to unselect it 3 To stop selecting points press lt ESC gt or click the right mouse button A dialog box appears offering you a list of notch types Notch Double Notch Tab Wide Tab Buttonhole 4 Select the notch type you want and click the OK button All the points you selected
122. g hiding GRID commnand eere GROUP command scan eR EEOUDS oiii E t ect bb pt pedes breaking E center ees creatin Gees a Ree eer tere dines loading from library eee 84 GERT EE 86 marker area plaid points eret tiun eee EENG DIUI RI E I DOOM Te liu soeben be ite EOD 8 icon Spe eegen 12 ID OBJECT commande 80 ID POINT commande 81 DIDS GN Beene scien er A eM e eene importing files Anliegen eee deine etel ener T INSERT SYMBOL commande 83 installing PatternMaker eee 3 INTERP ARROW command ss 100 105 interpolation sesessesesssssesssssseesisistsrsrsrsrersrsenrereesereese 99 105 InttOdU tioni eene a detis EE R 1 J JOIN commands cs 5n ce tet eere de 69 K KEY STATUS command esee 96 keyboard template 13 L labeling pages for printng eee 44 45 labels adding to your drawing see 21 landscape mode 43 44 45 LAYER command oense ini eres 35 89 Cut Ratio 5 ese edOR UR R PUE 36 Damingsosuueehseeiqesbe nine tbe aute 36 resetting defaulte essere 36 selecting current inean eios 35 learning the program 2 libraries eerte a pee Het bees 38 library files 20 LINE command ree edt 55 Km 27 line type incon debe p eet ebd 91 changing x cote ents ve A teary 65 LOAD GROUP command eee 84 LOAD OBJECT command eee 84 LOAD SYMBOL command 183 LP
123. h device that looks like a plug adapter If you did not receive a security key with your package your version does not require it The security key system allows you to install PatternMaker on more than one computer and use any one copy at a time You get one key for each copy of PatternMaker that you license When you purchase Chapter 1 First Things First PatternMaker you are licensed to install it on as many computers as you like When you want to use PatternMaker on a different computer for instance to take some work home on your laptop computer just transfer the key to that computer Note PatternMaker Home Version does not require a security key However you are only licensed to use it on one computer at a time If you have more than one person using PatternMaker at a time you must purchase one copy for each user To use your security key simply plug it into a parallel port on your computer Normally you can plug the key into any 25 pin plug on your computer Do not use an adapter to make the key fit if it doesn t fit the security key it s not a parallel port You have to have the security key plugged in when you start PatternMaker and keep it plugged in while you are using the program If you start the program and get a warning that the key is not installed put the key in and then restart the program If your computer has more than one parallel port you can plug the key into any of them and PatternMaker will detect it
124. h the first point This action can be reversed with the UNDO command SET MEASURE DISTANCE DIST Measures and adjusts the length of a section of a polygon object Use this command to check the lengths of armscyes and other curves Chapter 11 The Point Menu Procedure 1 Activate the DIST command by selecting Set Measure Distance from the Point menu The prompt on the command line says Select start of segment 2 Click on a point at one end of the segment you wish to measure The point will turn red as it is selected If you make a mistake just click on a second point and the first one will be unselected 3 When you have selected the point you want press lt ESC gt or click the right mouse button The prompt on the command line says Select end of segment 4 Click on a point at the other end of the segment you are measuring The point will turn red as it is selected If you make a mistake just click on a second point and the first one will be unselected 5 When you have selected the point you want press lt ESC gt or click the right mouse button PatternMaker will highlight the object between the two points and ask you to verify that it is the correct segment The program needs to know whether to go clockwise or counter clockwise 6 Ifit is the correct segment click the Yes button If not click No and PatternMaker will highlight the object between the two points in the opposite direction It will then repeat the veri
125. he Rotation field enter a number representing how many degrees the object you are digitizing is rotated For example if a pattern piece is placed on the digitizer horozontally but you want the drawing in PatternMaker to appear vertical enter 90 or 90 to rotate the object 1 4 turn Note If you have used the DRAW ALIGN command above the results of that alignment will appear in the Scale and or Rotation fields It is not necessary to use both DRAW ALIGN and CONFIGURE ro ser the rotation and or scale REGISTER PatternMaker uses a password system to restrict and unlock the features of the different versions When you load the program it runs for 30 days as the Home Version At the end of the trial period it will revert back to the Basic Version You can register at any time to continue using the Home Version features 95 Chapter 14 The Settings Menu 96 Procedure 1 Select Register from the Settings menu 2 Enter your name in the Name field then click the Set Name button A code will appear in the field called ID String 3 Contact PatternMaker Software see note below and quote the ID String You will be given a password or unlock code Enter this code in the field called Unlock Code then click the Register button Note The password you receive is based on your ID String which is entirely dependent on how you enter your name Be sure to type your name exactly as you did when you g
126. he layer display make sure that each layer has a name that tells you what size is on that layer i e Small or Sizel0 This will save much confusion later on Chapter 17 Marker Overview Next select the CUT RATIO command PatternMaker will make copies of each marker piece that you select according to each size s cut ratio Normally you will select all of the pieces in the drawing for Cut Ratio Example If a piece is on layer Large and the cut ratio for Large is 3 then 2 copies will be made for a total of 3 The CUT RATIO command assigns a bundle number to each piece it creates When you print your marker each piece is labeled with its size and bundle number When you put all the pieces with the same size and bundle number together you will have a bundle containing enough pieces to make one garment Auto Arrange The AUTO ARRANGE command arranges a marker for you Keep in mind that this can take time and also that the computer is not always smart enough to find the best arrangement Look at your marker after the computer s done and check to see if you need to rearrange things Auto Arrange is very simple to use Select the command then select the marker pieces to be arranged usually you will arrange all of them at once The program will then start trying different arrangements It may take some time for all the pieces to be arranged You can wait until it is done or interrupt the process by clicking the right mous
127. he viewfinder on a camera that moves around to get different views of the drawing All the various ZOOM and PAN commands can be selected either with icons or from the Zoom submenu on the View menu Special Zoom and Pan Keys PatternMaker provides some special short cut keys to make it easier to activate the most commonly used ZOOM and PAN modes lt PgUp gt Zoom Out lt PgDown gt Zoom In lt Home gt Zoom to Mouse lt End gt Zoom All Pan All of these commands are described in detail in Chapter 12 The VIEW Menu VIEWING THE GRID AND POINTS The grid can help you position points and objects and gives you an idea of an object s size You can turn the grid off and on with the F4 shortcut key Every object you draw is made up of points A point is placed automatically where a line segment begins ends changes direction or curves In order to move points or perform other actions you often need to see exactly where the points are in your drawing since they do not necessarily fall on a line You can turn the points off and on with the F5 shortcut key EXAMPLE PAN ZOOM VIEWING GRID AND POINTS Load the sample file G0641 PAT This is a pattern for a ladies jacket Try the following once you have the drawing open 1 View the entire drawing by pressing the End key or selecting Zoom All from the View menu This zooms in or out so that the whole drawing is visible and the drawing fills the enti
128. hey don t all have to be on the same object Points will turn red as they are selected If you accidentally click on the wrong point just click on it again to unselect it 3 To stop selecting points press lt ESC gt or click the right mouse button The selected point s will be deleted This action can be reversed using the UNDO command MOVE VERTEX The MOVE VERTEX command moves one or more points of your objects Procedure 1 Activate the MOVE VERTEX command by selecting Move Vertex from the Point menu The prompt on the command line says Select point s for help esc done 2 Select the point s you want to move by clicking on them with the left mouse button Points will turn red as they are selected If you accidentally click on the wrong point just click on it again to unselect it 3 To stop selecting points click the right mouse button or press the lt ESC gt key The prompt on the command line says Base point 4 The base point is like the handle you will use to pick up and move the points Click somewhere near the selected point s to indicate the base point 5 As you move the mouse around you will see the selected points moving also Click the left mouse button to drop the point s at the destination or click the right mouse button to cancel the command Hint You can use coordinates to move the points with more accuracy than you can achieve with the mouse See Using Typed Coordinates page 16
129. ick the right mouse button The selected segment will be removed This action can be reversed with the UNDO command Chapter 11 The Point Menu CORNER VERTEX The CORNER VERTEX command converts an arc control point of a polygon object to an ordinary line point This changes the curved segment to two line segments joined by a common corner Procedure 1 Activate the CORNER VERTEX command by selecting it from the Point menu The prompt on the command line says Select arc corner point to straighten 2 Select an arc control point by clicking on it with the left mouse button The arc control points appear in green Use F5 to turn on the points With this command you can only select one point at a time so if you click on a second point it replaces the first 3 When you have selected the point you want click the right mouse button or press the lt ESC gt key The point you selected will be converted from a curve to a corner The CORNER VERTEX command may be reversed with the ROUND VERTEX command ROUND VERTEX The ROUND VERTEX command converts a Line vertex of a polygon object to an arc corner point This changes the corner to a curve ROUND VERTEX will not convert a vertex if the resulting object would be illegal For instance an object can t have two adjacent arc control points If you want to convert a single straight line segment into a curve add a point first You need three points for a curve Procedure 1
130. ieces Defining Marker Pieces A marker is made up of the outlines of the actual pieces to be cut out of the material When you arrange the pieces on the marker it is these objects that you need to arrange Other items in the pattern grain lines text and so on don t affect the arrangement Therefore you need to tell PatternMaker which objects to treat as marker pieces Use the DEFINE PIECE command to turn an ordinary object in your drawing into a marker piece Use the UNDO PIECE command to turn a piece back into an ordinary object These commands are described in more detail in the next chapter A marker piece is still a PatternMaker object You can still do all the usual things with it cut it move it erase it and so forth But PatternMaker s marker pieces are special in a few ways e The ARRANGE PACK and CUT RATIO commands only work with marker pieces 112 Chapter 17 Marker Overview e When the screen view is in Marker Mode all objects are hidden except those defined as marker pieces e PatternMaker s marker reports tell you things about your pieces such as how many there are and how much material they use Grouping Objects With Marker Pieces As mentioned above many of PatternMaker s marking features don t apply to objects that are not marker pieces But what if your pattern pieces consist of more than one object When you arrange your marker pieces you don t want to move them away from their grain lines piece
131. int and end point Click to enter two points The angle of rotation is the angle between the two points Two cyan bluish lines appear to indicate the angle After you click on the base point you can watch the selected points move as you move the mouse around Click the left mouse button to place the points in the new position and complete the command e Base point and distance Enter a point then type in a number PatternMaker calculates a rotation angle such that the selected point moves the specified distance After you type the number and press ENTER the points rotate and you are done with the command You don t have to select the above choices from a list Just start entering the information and PatternMaker will figure out which method you are using This command can be reversed by using the UNDO command DELETE SEGMENT The DELETE SEGMENT command will remove a line or arc segment from a polygon object If it is a closed polygon this will make it an open polygon If it is already open this will remove a segment from one end or break it into two objects Procedure 1 Activate the DELETE SEGMENT command by selecting it from the Point menu The prompt on the command line says Select segment to delete 2 Click on a segment to remove With this command you can only select one segment at a time so if you click on a second segment it replaces the first 3 When you have selected the correct segment press lt ESC gt or cl
132. is one inch in your drawing Also by default the lower left corner of the digitizer corresponds to the coordinates 0 0 in your drawing You can change these values with the DRAW ALIGN SET ORIGIN and CONFIGURE commands below The origin is the coordinate position of the point on the digitizer surface which equals point 0 0 in your drawing For instance if you enter X 5 and Y 5 then the point 5 inches right and 5 inches up from the lower left corner of the digitizer surface is the origin The scale is the number of drawing inches per digitizer inch If you enter 2 then one inch on the digitizer tablet equals 2 inches in the drawing If you enter 0 5 then one inch on the digitizer equals 1 2 inch in the drawing Chapter 19 Working With a Digitizer DIGITIZER FUNCTIONS The digitizer commands and WINTAB digitizer interface are not available in PatternMaker Home version Your digitizer will still work as a mouse but the scaling may not be correct The following functions are found under the Settings menu in the Digitizer submenu and are discussed in detail in Chapter 14 The Settings Menu DRAW ALIGN Expert Marker Versions only Draw Align lets you change the digitizer scale and origin with graphical inputs The length and orientation of a line on the digitizer is set to match a line on the screen TOGGLE MODE Expert Marker Versions only This function switches the digitizer between absolute mode and mouse mode You will use
133. is the distance from the origin and the second number is the angle in degrees Angles are measured from a base line that starts at the origin and goes right Positive angles go up and negative angles go down Example Type 3 30 ENTER to enter a point 3 inches from the origin at a 30 degree upward angle RELATIVE POLAR COORDINATES This is a combination of method 2 and method 3 above The point will be measured in polar coordinates from the previous point Example Type 3 lt 30 ENTER to enter a point 3 inches from the previous point at a 30 degree downward angle Tutorial 3 gives practice in the various kinds of typed point inputs 17 CHAPTER 3 GETTING STARTED OVERVIEW OF FILES When your computer runs PatternMaker or any other program it keeps its data in random access memory or RAM Anything in RAM goes away when you exit the program or turn off your computer To save your work you need to put the data on a disk either a floppy disk or the hard disk built into your computer When a computer saves data on a disk drive it organizes the data into files Every PatternMaker drawing that you save is kept in a file If you start a new drawing it won t be a file until the first time you save it If you change a drawing and then save it again the file will be overwritten with the new information Be careful not to wipe out a file you need If you want to save both the old and new versions of a drawing
134. ke a notch or tab where your object has a vertex You can t put a tab in the middle of an arc for example unless you use ADD VERTEX to place a vertex where the tab will go The arc will then consist of two or more arcs drawn end to end Sometimes PatternMaker will draw a notch backwards because it isn t sure which is the inside of an object If this happens you can reverse the notch Here is what the notches and tabs look like Notice that you can also use the Notch feature for buttonholes Notch Double Notch Tab Wide Tab Buttonhole Figure 13 Types of Notch markings 33 34 CHAPTER 4 LAYERS SYMBOLS AND LIBRARIES OVERVIEW OF LAYERS Layers are an advanced drawing feature that help you organize objects in your PatternMaker drawings Every object in your drawing is on a layer When you turn a layer off all of the objects on that layer disappear from the screen You don t see them they can t be selected and you can t print them When you turn the layer back on the objects reappear Note If you select an object that is grouped with other objects those objects are selected as well even if they are on layers that are turned off See Groups in Chapter 13 The SYMBOL Menu This is the only way to select objects in layers that are turned off Use the LAYER command to change the settings for the layers The CHANGE command is used to change the layer of an existing object Use the ID OBJECT command to
135. l it overlaps the second piece a little and PatternMaker will make sure it just touches You decide the direction to move it and PatternMaker determines the distance Chapter 17 Marker Overview Note If a piece keeps bouncing back to its original position this means PatternMaker can t find a place for it without overlap Move the piece into a clear space where it doesn t overlap anything then move it from there into its final position Hint Sometimes you will want to fit a piece in a tight space by letting the seam allowances overlap just a little bit In this case use the MOVE command instead of Arrange The MOVE command allows pieces to overlap You can select MOVE from the Edit menu even though the MOVE icon disappears when you re in Marker Mode If you need to rotate a piece to fit it into the marker use the rotate icons or the X left or C right keys on your keyboard while moving the piece This will rotate the object right or left in 45 degree increments There are also icons you can use to rotate the piece in 1 degree increments Which rotations are acceptable depends on the grain of the material After you arrange each piece a message on the prompt line will tell you what percentage of the material your marker uses This percentage is just the area of the marker divided by the areas of all the pieces in the marker area If a piece lies partly in partly out of the marker area PatternMaker won t calculate the percentage
136. labels and notch marks To keep objects together when you arrange them use the GROUP command to group them together For instance for a sleeve the marker piece will be the outline of the sleeve and other objects in the group might be the grain line the text identifying the piece etc Now when you select the piece to arrange the other items grouped with it will also be selected and they will move along with it PatternMaker makes sure that pieces don t overlap other pieces when you arrange them but it doesn t care if the objects grouped with a piece overlap Note You can t group a marker piece with another marker piece See Chapter 13 The SYMBOL Menu for a description of the GROUP and UNGROUP commands Marker Mode PatternMaker has two modes for showing your drawing on the screen Marker Mode is used when arranging markers Draw Mode is used for everything else An area at the far left of the black Status Bar tells you which mode you are in Change modes by clicking the mouse on this area When you switch to Marker Mode two things happen First all objects in your drawing disappear except for the marker pieces This makes it easier to see what you are doing when you arrange the pieces Second a different set of icons appears in the icon area These icons represent various Marker commands All the usual commands are still available from the pull down menus however Now that your marker pieces are defined and grouped with the othe
137. laid point This is the point that will be placed on a plaid or stripe line when you do a Plaid Arrange After you click once the plaid point is inserted and the command is finished When you Arrange the marker PatternMaker will place the piece so that the plaid point is an even multiple of the stripe spacing from the origin of the marker area For instance if the stripe spacing is 6 inches the piece can go 6 12 18 inches from the base of the marker area and so forth Chapter 18 The Marker Menu ACTIVE PLAID POINT Marker Version only ACTIVE PLAID POINT is used to choose which of a marker piece s plaid points is used when the piece is placed in the marker area The active plaid point will snap to the plaid spacings specified with the SET MARKER AREA command Procedure 1 Activate the ACTIVE PLAID POINT command by selecting Plaid from the Marker menu then select Active Plaid Point from the submenu that opens 2 Select the plaid point that you want to be the active one An active plaid point is shown as a yellow plus sign Inactive plaid points are shown in red As a point is selected a red X appears on top of the plus sign 3 After you have selected the point you want click the right mouse button or press the lt ESC gt key The plaid point you selected will be activated This command only applies to pieces that have more than one plaid point If a piece has only one plaid point it is automatically ac
138. layer is set to Layer 0 and the current layer reads Layer O 0 When you create new objects by grading the new objects will be assigned to different layers a different layer for each size For instance if your original is on layer 7 and you make three new sizes they would go on layers 8 9 and 10 Chapter 4 Layers Symbols and Libraries Assigning Objects to a Layer Often you will draw things first then decide what layer to put them on later This is fine If you have a drawing with some objects in it and you haven t assigned them to layers then they are probably on Layer 0 Use the CHANGE OBJECT command to move them to a different layer Color by Layer You can assign a color to an object or you can tell PatternMaker to give it the default color for the layer it is on An object will be drawn in the layer color if the object s color is USELAYERCOLOR Color 0 When you set the color with the Change or Color commands USELAYERCOLOR is shown as the color swatch in the upper left hand corner USELAYERCOLOR is the default drawing color when you start PatternMaker THE LAYER COMMAND The Layer command is used to display and or change the settings for the layers These settings include their names colors and whether they are on or off as well as the current layer for drawing The Layer command can be selected from the Settings Set Defaults menu or by clicking the mouse on the name of the current layer in the gray part o
139. le wadthos i nete s 57 SEAM ALLOWANCE commande 57 SECUPILY KEY 1 deter ten pe bebes 96 installing segments adjusting length eR mnno ee 3l deleting ende RE eed det bae 72 Ineasuring ese URINE OE 74 selecting chon ten ERR OD 30 SELECT LIBRARY commande 83 selecting a command selecting All Objects selecting line segments essere selecting bjJectS zie eden n IRURE selecting POINTS enson dee etre e be es selecting working units eese SSF AT POLES ote ete de eR e res SET LINE commande SET MARKER AREA command SET ORIGIN command SET MEASURE DIST command setting up the computer 3 SETTINGS menu ShortCut Keys cc eec es PAN and ZOOM edo ires e 9 VIC WING EIN eee nee Dite 9 VIEWING polnts ue eed bed eee de 9 SHOW VERTEX command eee TI showing hiding grading arrows aride i marker area plaid points eee teet etes POINES cod eR Une Hmm aaa SNAP commiuahds J need dee etes 88 E RN scs epis 15 16 described vos Eee e ementi 16 starting PatternkMaker 5 Status Bar stripes arranging Markers eee 117 118 setting origin Markers esses 118 125 Symbol Insertion objects eee 22 SYMBOL MENU merie oia E RAEO E RE Symbols eae te e ERO HE Ce E ERN Creating EE defining i cte de eegene description of le EE E
140. letter L Only closed objects can have fill patterns Procedure 1 Activate the CLOSE OBJECT command by selecting it from the Edit menu 2 Select one or more objects by clicking on them with the left mouse button You can select and unselect as many objects as you want by repetitive clicking 3 To stop selecting objects press lt ESC gt or click the right mouse button PatternMaker will add one line segment to each of the selected objects making each object a closed polygon To make a closed object open use DELETE SEGMENT This action can be reversed by using the UNDO command 67 Chapter 10 The Edit Menu 68 CUT The CUT command cuts one object along a line defined by a second object The CUT command works with open or closed polygon objects It does not work with text dimension lines or symbols Remember This CUT command has nothing to do with the cut and paste features found in many Windows programs Procedure 1 In order to use the CUT command you must already have in your drawing the object you want to cut and the object you will cut with such as a line You may need to move an existing object or draw a completely new object Do this first before continuing with this command Hint Sometimes you will cut an object with a pre existing object More often you will draw a new object to serve as the cutting line Do the cut then use ERASE to get rid of the cutting line and the piece s you don
141. low and then click the OK button to return to the drawing screen Text objects that you create after you change fonts will be drawn in the new font 91 Chapter 14 The Settings Menu Note If you use fancy text fonts it will take longer for your computer to redraw the screen If you want to change the font of an existing Text object use the CHANGE FONT command Here is a list of the fonts that are included with PatternMaker Bold chr This ls BOLO CHR Euro chr him iS EH UE Goth chr This is GWU CHR Lcoomchr This is LCOM CHR Sans cht This is SANS CHR Soch Thin Go ACRRCHR Simp chr This is SIMP CHR Tipchr This is TRIP CHR Tse ch This is TSCRCHR Figure 22 PatternMaker font samples DIM SETTINGS The DIM SETTINGS command controls how dimension objects are drawn Procedure 1 Access the DIM SETTINGS dialog box by selecting Set Defaults from the Settings menu and then selecting Dim from the submenu A dialog box appears The settings are Text Size The size of the numbers Line Offset The distance between the dimension lines and the actual points being measured to keep the dimension line from getting in the way Arrow Size The size of the arrowheads Enter the values you want in the dialog box and then click the OK button The changes you make apply to all existing Dim objects as well as ones created after you make the change 92 Chapter 14 The Settings Menu Note The dimension text size also
142. ly If the corner point the end point and the next point of the object form a right angle then you will get a square corner where the arc meets the next segment of the object See curve A B C in Figure 9 below This is the common procedure for curved lines such as arm and neck holes Xarc end points 2X Points form 30 degree angle Figure 9 Placing points to form curves The two facts above are important to keep in mind when you are adjusting the shapes of curves in your drawing Hint If you can t get an Xarc to take the exact shape of the curve you want such as for an arm hole draw the curve as two or three Xarcs together 28 Chapter 3 Getting Started SELECTING AND EDITING POINTS HOW EDITING WORKS POINTS The Point Edit commands are used on individual points of objects rather than whole objects at a time You can move add delete etc The vertices don t all need to belong to the same object and the rules are similar to the rules for selecting objects see Selecting Objects The general order of events is 1 Select a command such as MOVE VERTEX 2 Select the vertex or vertices to apply the command to 3 Give PatternMaker any other information for MOVE VERTEX this would be first the point to move from then the point to move to SELECTING VERTICES Selecting vertices works just like selecting objects except that you click on specific points and not just anywhere on an object point can
143. m a symbol library or from another drawing Procedure 1 Draw what you want the symbol to look like using the various drawing commands 2 Select Create Symbol from the Symbol menu You will see the question Name of new symbol On the command line 3 The symbol name box will appear On the left are the names of existing symbols If you choose one of these that existing symbol will be replaced with the new symbol you have drawn If you type a new name in the space on the right that will be the name of the new symbol When you have chosen a name click the OK button 4 Select all the objects that you want to have in this symbol by clicking on them with the left mouse button 5 To stop selecting objects press lt ESC gt or click the right mouse button The prompt Insertion point will appear on the command line 6 The insertion point is the point that will be used to locate the symbol when you insert it into your drawing This can be anywhere but make it someplace logical such as a corner of one of the objects When you click to indicate this point nothing will appear different in the drawing but the symbol will be created and will be available to add to your drawing with the INSERT SYMBOL command To redefine a symbol simply create the symbol again with the same name All insertions of that symbol will be updated automatically 82 Chapter 13 The Symbol Menu INSERT SYMBOL The INSERT SYMBOL command is used to put co
144. mands to change a line just like any other object 55 Chapter 9 The Draw Menu 56 Procedure 1 Activate the LINE command by clicking the Line icon or select Line from the Draw menu The prompt on the command line says Enter a point ESC to cancel 2 Enter the first point of the line by clicking on the screen or by typing a position in coordinate format The prompt on the command line says Second point ESC to cancel 3 Enter the second point by clicking on the screen or by typing a position in coordinate format You can tell when you are finished with the command when the word LINE on the Status Bar returns to purple To cancel the command without drawing the line click the right mouse button or press lt ESC gt until the command name is purple This action can be reversed by using the UNDO command CIRCLE The CIRCLE command draws a circle A circle is a polygon object with four curved segments and eight points You can use the various editing commands to change a circle just like any other object Procedure 1 Activate the CIRCLE command by clicking on the Circle icon or select Circle from the Draw menu The prompt on the command line says Enter a point ESC to cancel 2 Enter a point for the center of the circle either by clicking on the screen or by typing a position in coordinate format The prompt on the command linesays Radius or point on perimeter of circle 3 Click to select
145. mat This action can be reversed using the UNDO command MIRROR The MIRROR command creates a mirror image copy of the selected object s Chapter 10 The Edit Menu Procedure 1 Activate the MIRROR command by selecting Mirror from the Edit menu The command line prompts you to select an object 2 Select the object s you want to mirror by clicking the left mouse button on them You can select and unselect as many objects as you want by repetitive clicking The command line will keep you informed as pieces are selected and unselected If you want to mirror a whole pattern piece be sure to select all of its pieces i e darts in a bodice piece grainline marks etc 3 To stop selecting objects press the lt ESC gt key or click the right mouse button The prompt Start of line to reflect across willappear on the command line 4 Click on the screen to indicate the beginning of the reflection line The prompt Second point of reflection line willappear on the command line 5 If you want a vertical mirror just press ENTER Otherwise move the mouse around and watch the reflection line move accordingly You can reflect at any angle 6 When you have the line the way you want it click the left mouse button The object s will be reflected across the line The MIRROR command is important for completing the second half of a pattern For instance you can draft the right side of a blouse in great detail then make th
146. mmands to do this Make sure each arrow has a name that describes where it goes 2 Select Save Table from the Grade menu The command line prompts you to select an object Click to select each object that you want to have as part of this particular grading table For example you can select all the pieces of a bodice pattern or just the sleeve 3 To stop selecting objects press the lt ESC gt key or click the right mouse button A Save File dialog box will appear Type a name for the table and click the Save button Next a Description dialog box will open 5 Type a description of the type of garment the grading table is used for and click the OK button ADD ARROW Expert Marker Versions only ADD ARROW attaches a grading arrow to a vertex of an object Grading arrows contain the information used to grade patterns Procedure 1 Activate the ADD ARROW command by clicking the Add Arrow icon or select Add Vertex from the Grade menu The prompt on the command line says Point to attach arrow to 2 Select a vertex of an object by clicking on it with the left mouse button This is where the tail of the arrow is You can only select one vertex at a time so if you click on a second vertex the first is unselected 3 When you have the correct vertex selected click the right mouse button or press the lt ESC gt key The prompt on the command line says Select end point for arrow The end point represents the amount of
147. move something you just want it out of your way But often you need to move an object a certain distance Use Relative Coordinates see page 17 to do this accurately 25 Chapter 3 Getting Started 26 GROUPS OF OBJECTS When objects are grouped together you select every object in the group by clicking on any object in the group This way objects that belong together stay together For instance a single piece of your pattern may consist of the outline of the piece some dotted lines showing the stitching lines another object showing the grain line some text describing the piece and other objects Group objects together if you want them to stay together through commands such as MOVE or ROTATE or ARRANGE MARKER You can save a group of objects in a library file and load them into other drawings See Libraries in Chapter 4 Layers Symbols and Libraries Use the GROUP command to create groups Use the UNGROUP command to break groups up EXAMPLE THE MOVE COMMAND 1 Draw a line using the LINE command in the Draw menu or using the Line icon in the icon area Try to make the drawing look something like Figure 4 2 Now select MOVE from the Edit menu The bottom line of the prompt area will say Select object for help lt ESC gt done Figure 4 Drawing a line 3 Answer this question by clicking on the line See Figure 5 It should highlight The same prompt will be repeated giving you a chance to select more than
148. n a complicated drawing where not all of this information is obvious Procedure 1 Activate the ID OBJECT command by selecting it from the View menu 2 Select an object by clicking on it with the left mouse button For this command you can only select one object at a time so if you click on a second object it replaces the first Chapter 12 The View Menu 3 When you have the object selected click the right mouse button or press the lt ESC gt key The following information is displayed on the command line e Type of object polygon text dimension or symbol insertion e Location of first point in X Y coordinates e Number of points in object e ayer the object is on e Color of object e Name of object e Fill pattern for object e Text if it is a Text object ID POINT The ID POINT command helps you identify points in your drawings It gives you essential information about the selected vertex point Procedure 1 Activate the ID POINT command by selecting it from the View menu 2 Select a point by clicking on it with the left mouse button For this command you can only select one point at a time so if you click on a second point it replaces the first The points turn red as they are selected 3 When you have selected the point you want click the right mouse button or press the lt ESC gt key The following information is displayed on the command line e Type of object polygon text dimension or symbol inser
149. n area These icons represent options that you can select while doing a command The icons that appear will vary depending on the command you selected and on what choices are available Example When you first start PatternMaker there is nothing in your drawing and the MOVE icon doesn t appear This is because there is nothing to move After you draw an object the MOVE icon and several others appear Example When you select the MOVE command a different set of icons appears These are the Selection icons see below These are options you can use while selecting objects to move Remember that not all commands are represented by icons if you don t see an icon for a command you may still be able to select it from a drop down menu Menus You can select the drop down menus at the top of the screen with the mouse When the menu appears click the mouse on the command you want This works like any other Windows application A menu item with an arrow next to it gt leads to a submenu with more choices Chapter 2 The PatternMaker Environment If a menu item is not available it will be grayed out and you cannot select it For instance you can t select the MOVE command if there aren t any objects for you to move Example Click the left button on Draw in the menu bar at the top of the screen A menu of drawing commands comes up Choose LINE Then click on two points in the drawing area This will draw a line SELECTIN
150. n arrows PatternMaker may automatically add arrows to the pieces so they will still grade the same This uses exactly the same process as the INTERP ARROW command DELETE ARROW Expert Marker Versions only The DELETE ARROW command deletes a grading arrow Procedure 1 Select Delete Arrow from the Grade menu The prompt on the command line says Select point s 2 Select one or more grading arrows by clicking on the end point of the arrow You can select as many arrows as you want by repetitive clicking 3 To stop selecting arrows click the right mouse button or press the lt ESC gt key The arrow s you selected will be deleted This action can be reversed using the UNDO command Chapter 16 The Grade Menu EDIT ARROW Expert Marker Versions only The EDIT ARROW command is used to set the name length and or direction of a grading arrow You can t usually draw an arrow 116 SES exactly the right size with the mouse so unless you are copying arrows from a grading Layer rule that you ve already established you will need to use EDIT ARROW to enter the layer r E P exact values for a grading arrow You will tayer s E also use EDIT ARROW to give your arrows laes Wir breaks at different layers Name Mode Procedure 1 Select Edit Arrow from the Grade menu The Edit Arrow dialog box appears see illustration at right This window displays the name of the currently selected arrow and i
151. n entire wardrobe from a single set of measurements You don t have to know anything about flat pattern drafting to get a good fit although if you do you may enjoy using the macros as a starting point for your own designs The macro system also offers unmatched flexibility and expansion opportunities Many different designers can write macros that will work with PatternMaker You re not limited to just the garments that come with the system WILL IT REALLY FIT ME The PatternMaker macros have been well tested in real life They are based on a fitting system that has been in use by custom tailors working with pencil and paper for years The collection of macros included with this package have been written by professional tailor Leena Lahteenmaki and all of the patterns have been tested on subjects with a variety of body types and sizes We have found that they will fit nearly everybody larage and small More important the measurements are easy to take and the measuring instructions are easy to follow If you do need to make adjustments it s much easier to start with a pattern that already matches your measurements If you make a mistake or want to make a change it s a matter of seconds to redraw a macro with different measurements 39 Chapter 5 Your Custom Fit YES BUT WILL IT REALLY FIT ME Our macro patterns will fit nearly everybody over a wide range of sizes and builds but no computer generated pattern will fit everybody If
152. nd line 61 Chapter 10 The Edit Menu 4 Click on the point you want the pieces to rotate around like the center of a clock The prompt Rotation angle or base point of rotation willappear on the command line 5 You can enter the rotation angle in one of three ways Angle Type in the number of degrees you want to rotate the object s Your objects will rotate counterclockwise left that many degrees To rotate the objects 90 degrees type 90 and press ENTER To go 90 degrees clockwise right type 270 and press ENTER There s no cursor on the command line and you don t have to click there just type the numbers After you press ENTER the pieces rotate and you are done with the command Base point and end point The base point is like a handle that you use to pick up the object s Click somewhere to indicate the base point Next move the mouse around and watch the object s rotate around the center point As you do this you will see two cyan bluish lines which indicate the angle of rotation between the two points When the object has rotated as much as you want click the left mouse button to end the rotation and drop the object Hint Using Snap To End Point or Snap To Grid when you select the start and end points will allow you to rotate objects to align with each other or with a horizontal line see illustration below Base point and distance Click somewhere to indicate the base point then
153. nd select the file type from the list Select the file you want to open 5 Click the OK button File name Files of type PattemMaker File Pal A Cancel PatternMaker Die at P maker DOS File drs AutoCadFile dxf Chapter 8 The File Menu SAVE The SAVE command saves the current drawing in a PAT file To save in a different format use SAVE AS below If the file you are working on already has a name this file will be updated If you have not named the file the program will ask you for a name Pattern files have names that end in PAT A pattern file can be opened again later and modified and or printed If the file already exists a backup file will be made Its file name extension will be bak SAVE AS The SAVE AS command saves the current drawing with a new file name while leaving the current file unchanged Use this to save your new work without erasing your old work Procedure 1 Select Save As from the File menu The Save File dialog box appears 2 If necessary navigate to the location where you want the file to be saved 3 Type a name for your file or select a file from the list If the filename you select or type already exists that file will be overwritten If you type in a new name a new file is created 4 PatternMaker automatically adds the pat extension If you want to save in a different format for example DXF click the Save as Type drop down box and select the fil
154. ndle doesn t match or the number of bundles in the various sizes doesn t match the cut ratio 119 CHAPTER 18 THE MARKER MENU ARRANGE MARKER Marker Version only The ARRANGE command arranges pieces in the marker area ARRANGE is much like the MOVE command but it packs the pieces together to get the most efficient material usage while making sure pieces don t overlap each other or the edge of the marker area Preparation 1 Before arranging a marker use DEFINE PIECE to define the marker pieces 2 Use GRADE and CUT RATIO to make multiple sizes and extra bundles if desired 3 Use SET MARKER AREA to set the stripe plaid spacing distance if necessary and use ADD PLAID POINT to locate the piece s plaid stripe reference point for the move 4 Switch to Marker Mode to hide non marker objects and make the ARRANGE icon visible 5 Use SET MARKER AREA to change the settings for the marker area and make it visible Procedure 1 Select Arrange Marker from the Marker menu The prompt on the command line says Select a piece 2 Click on a marker piece with the left mouse button You can only select one piece at a time so if you click on a second piece the first is unselected 3 When you have selected the piece you want click the right mouse button or press the lt ESC gt key 4 Click again inside the selected piece to mark the base point see the MOVE command for details 5 As you move the mouse around the marker pi
155. ng screen to select the next segment Steps 4 and 5 will be repeated until you select one of the Done options or go all the way around the original object Done Closed the seam allowance is made into a closed object in other words it continues all the way around the original object at the width you specified Done Open the seam allowance ends just as it is an open object Click the OK button to accept the settings and return to the drawing screen to select the next segment click Cancel to abort the command After the seam allowance is drawn you can use the CHANGE OBJECT command to change the line style of one of the objects This can be useful for example if you want to indicate a stitching line by using a dashed or dotted line The seam allowance object once drawn is an object separate from the original object You can do any of the things with it that you can do with any other PatternMaker drawing object Note The SEAM ALLOWANCE command may not work well for objects that contain sharp angles or inward bends or that overlap or cross over themselves Most normal pattern pieces will not have this problem unless they contain darts One way to avoid this problem is to draw the dart as a separate object from the main pattern piece Hint Use ID Point F5 if you think your object may have hidden kinks or stray vertices This action can be reversed by using the UNDO command CHAPTER 10 THE EDIT MENU
156. ng the symbol that it is based on For a full explanation of symbols and insertions read Chapter 4 Layers Symbols and Libraries Polygon Polygons are the basic building blocks of your drawing Everything that isn t a text dim or insertion object is a polygon For example circles rectangles and lines are all polygons A polygon can have any number of vertices The vertices are connected with straight lines or arcs to form a shape To change a polygon you can add and remove points or change its shape by moving some points A polygon can be open or closed An open polygon is a possibly long and crooked line A closed polygon is a shape with an inside and an outside When you draw a pattern the pieces you will actually cut out will be closed polygons Other items such as stitching lines may be open polygons Chapter 3 Getting Started DRAWING AN OBJECT The Draw menu contains the names of nine different objects that you can add to your drawing Some such as Line Circle and Offset are actually polygons themselves but they have separate command names to make them easier to access and create The Polygon is the most common type of object that you will use This is the basic order of events in drawing a polygon e Select the POLY command e Enter some points e Choose options from the Point types menu e Enter more points e Choose Done from the Point types menu See the POLY command in Chapter 9 The DRAW Menu for det
157. nts ee eee reete eene entente t eene EENS ENEE ENEE EE 27 Selecting and Editing POMS 5 5 ren re te ente iere ee diee 29 How Editing Works Points rettet retenti ed eee tenete teet eee teet Eed et dese 29 Selecting pe E se n aa an a EEA EE E EA E S AEE Ee 29 Special Selection Options siei diein ieee a iiaa aaa a ieda i iea 29 Special Situations Where it is Hard to Select a Pont 30 Adjusting Arc Lengths 1 ict etre cevoovancctasececuveoseuasnsecequsovsetecansicseeds 31 Example The MOVE VERTEX Commande 31 INOtehes anid Labs ise e esa ei eH aeter een ere Rete Ie edes 32 CHAPTER 4 LAYERS SYMBOLS AND LIBRARIES e eeeeee eee enne nennen etn na naan 34 Overview OF Layers oin eene ENEE eerie eene Fe ERI Ee E EE 34 The LAYER Commpand ek terere nr thier etra a seni eain erre reb ree IRR IR Penh 35 Nude pre ME 36 Defining a Symbol 4 ET etude occ ia eie ee 37 Libraries 2 eon EE SH e Rd HEN CER iH 38 SECTION THREE USING MACROS i ccinis ege gees epa wa bh nius kn aam Rn vasca ua od 39 CHAPTER 5 YOUR CUSTOM FIT vivsssscscovsssvssoussvssisnbasvsvovsovs sdevsubassesvosiisvoosvanvssevesiassevvenvise 39 What Are Macros oireena n 39 WUL Realy Fie Me hot eto teet eh 39 Where Do D Start e Re Re udi 40 SECTION FOUR PRINTING AND ASSEMBLING PRINTED PAGES 41 CHAPTER 6 SELECTING AND SETTING UP A PRINTER eee esee eene eee n ennt 41 Types Of Prin
158. nu then select Object from the submenu 3 A dialog box will appear with a list of all named objects in that file If there are no named objects in that file an error message informs you of that and you return to the drawing screen 4 Select an object from the list and click the OK button 5 As you move the mouse around you will see the object attached to the mouse cursor When you have the object in the position you want click the left mouse button to insert it You can also specify where the object should be inserted by typing a position in coordinate format This action cannot be reversed with the UNDO command LOAD GROUP The LOAD GROUP command loads a named group from a library file Procedure 1 If you have not already done so use the SELECT LIBRARY command to select a library file 2 Select Load from Library from the Symbol menu then select Group from the submenu 3 A dialog box will appear with a list of all named groups in that file If there are no named groups in the file an error message informs you of that and you return to the drawing screen 4 Select an object from the list and click the OK button 5 As you move the mouse around you will see the group attached to the mouse cursor When you have the group in the position you want click the left mouse button to insert it You can also specify where the group should be inserted by typing a position in coordinate format This action cannot be
159. o bottom COLUMN COLUMN COLUMN 1 2 3 tow 1 of 2 ROW column 1 of 3 column 2 of 3 column 3 of 3 row 2 of 2 ROW 2 column 1 of 3 column 2 of 3 column 3 of 3 Figure 17 Rows vs Columns The pages are printed in order left to right and top to bottom see illustration below so if you assemble them straight from the printer you will find that it is an easy task to keep them organized Align the pages as described below and tape them together It is better to have too much tape than too little but you must at least apply tape at the points where the border of a pattern piece crosses from one page to another If Chapter 7 Printing and Assembling a Drawing you are using a continuous feed printer you should select Landscape mode in the Print Setup box This will give you whole rows already connected rather than individual sheets Figure 18 Pages print in this order The instructions above apply to desktop printers only If you are using a plotter you will have much less taping to do if any since the paper size is so much larger Aligning Pages Each page will have small marks in the corners for alignment see illustration below left Figure 19 Aligning the corner marks Each corner of the page represents one quarter of a square Put the corners together with the adjoining pages so that each four page intersection forms a square with an X inside Don t overlap the marks just touch them together Every four pag
160. o vertices of an object Snap to intersect The nearest intersection of two lines or objects Snap to offset A point offset from two lines of an object When you select Snap to offset you will be asked for two distances these will be the offsets from the two lines This is for making seam allowances and facings from existing pattern pieces See Tutorial 11 Snap to distance from A point a specified distance from an existing vertex The distance is end point measured along the edge of the object rather than in a straight line Use this mode to place a point a certain distance from the end of a curved line You will often need to change snap modes in the middle of another command Therefore all of the snap modes can be selected with hot keys see above and icons Example Use the RECT command to draw a rectangle Now suppose you want to align this rectangle with the grid Select the MOVE command and then select the rectangle When the prompt line asks you for a base point select Snap to End Point lt CTRL gt lt F3 gt and then select the lower left corner of the rectangle When it asks you for a destination select Snap to Grid lt CTRL gt lt F2 gt and then select a grid point The corner of the rectangle is now placed exactly on the grid Hint If you aren t using a Snap mode select Snap Off Being in a snap mode when you don t need it may slow down the computer or make you select a snap point you didn t want Digitizer Yo
161. of PatternMaker uses a security key be sure it is plugged in This will start the program To expand the PatternMaker window to fill the entire screen click the expand button in the PatternMaker window it s the button at the upper right corner of the window that looks like a square At this point you may want to browse through the manual and try some of the commands or you can start directly on the tutorials GETTING HELP There are several avenues available to you if you need help 1 First check the Help file It has been expanded to make it easier to find what you need You can access the Help file from the Help menu or by typing during a command to access the context sensitive help 2 Next check the Index of this manual and the Index of the Tutorial There may be something in the printed documentation that isn t in the Help file 3 Ifit s a piece of terminology that s puzzling you check the Glossary in this manual Finally you can contact technical support by phone or by e mail Also consider joining the PatternMaker User s Group e mail discussion list Check the PatternMaker web site for instructions on how to join www patternmaker com Chapter 1 First Things First You can use the link in the About box located on the Help menu to automatically launch your browser and go directly to our site 5 As long as you re there check the website for an answer to your question We ve posted answers to many frequently
162. ommand Ime 5 55 eee NE re 8 commands AC VAS cce redet e Ed a b eere 11 ACTIVE PLAID POINT eee 123 ADD ARRONMW diis eb TO 103 ADD PLAID POINT nni anniann een 122 ORIENT ADD VERTEX ALIGN EE ATAGAN T iii aii eR Re AS applying onde det ee eie ed a d eem ARRANGE MARKER eee 120 AUTO ARRANGE eren 115 GE et CHANGE PONT CHANGE OBJECT CHANGE TEX Kaane RARE CIRCLE E DELETE SEGMENT REGISTER repeatinp iu eme este eed dde ies RESIZE E SELECT LIBRARY egentes 83 selecting eu nnne DU Tote 11 SET DINR eege 91 SET MARKER AREA eee 125 SET ORIGIN TO BACK ener eth enne neris TO FRONT e A E tette eee eges TOGGLEARROWS sisis TOGGLE GRID entente rtr bentes TOGGLE MARKER AREA using Hot Keys USING 16008572 eee RERO usine EE using typed Input CONFIGURE DIGITIZER commande 94 conventions of the manual coordinates relative polaricaucn Mien ane hee Re COPY ARROW command COPY cominiand neon ian aes CORNER VERTEX commande 73 corners convert to CUIV i urn eire te eei eb eed trae 73 CREATE SYMBOL commande 82 creating EE 20 curves Convert tO ETH iu eot 73 drawing daret ee e e tre eb ERREUR 27 CUStOTms EIC d aee deeem eem EET 39 CUT Commands 2 nrbt reete 68 CUT RATIO commande 36 114 121 D define marker pieces 112 DEFINE PIECE command eee 121 DELETE ARROW command eee 1
163. ores them as a symbol definition but it doesn t have any effect on the objects themselves You can redefine a symbol by creating a new definition with the same name If there were insertions of the symbol they will all change when you redefine it Details of defining symbols can be found in Chapter 13 The SYMBOL Menu but the general procedure is as follows 1 Draw the symbol you want using ordinary drawing commands For instance a grain line symbol may consist of several lines polygons 2 Select the CREATE SYMBOL command You will be prompted for a name for your symbol 3 Select all the objects that you want to include in the symbol definition When you are done selecting these you will be asked for an insertion point This is where the vertex of an insertion object goes 5 After you select the insertion point you will be told Symbol xxx created and you are done Remember that the objects you made the insertion from aren t part of the insertion If you want all your grain lines the same you should normally erase the objects and replace them with an insertion of the new symbol The EXPLODE Command When you create a symbol all the objects you selected as parts of the symbol are grouped together as one unit The EXPLODE command is used to undo a symbol creation i e the parts of the symbol return to individual objects If you use the EXPLODE command on a symbol insertion it will be replaced with ordinary obj
164. orking When your digitizer driver is installed and the digitizer is plugged into your computer reboot the computer When you move your digitizer mouse on the digitizer surface the mouse cursor should move When you start PatternMaker you will see a little plus sign This is the digitizer cursor You may also have the usual arrow shaped mouse cursor at the same time depending on the WinTab settings If you don t you can switch the digitizer to mouse mode at any time with the Digitizer TOGGLE MODE function At the far right of the Status Bar is an icon which looks like either an arrow cursor or a plus sign This indicates which mode the digitizer is in see below If this icon doesn t appear when you start PatternMaker it means that the computer doesn t know the WinTab driver is installed Recheck the configuration and reboot your computer if necessary 127 Chapter 19 Working With a Digitizer 128 USING THE DIGITIZER The digitizer can work as a mouse or it can work as a digitizer in absolute mode Some definitions may make this more clear Absolute Mode means the digitizer tells the program where the digitizer puck is This number is given in 100ths or 1000ths of an inch measured from the lower left hand corner of the digitizing pad Depending where the puck is you may or not be able to see the cursor If you can t see the cursor zoom out press the PAGE UP key until you can see it In digitizer mode you can trace obj
165. ormation about your marker A box appears containing the following information e Date and time e Style name e File name Chapter 17 Marker Overview e Length and width of marker e Number of pieces both total and number placed within marker e Efficiency material yield in percent e Material required yards per bundle e Cut ratios for each size e Fabric name e Notes e Warning if number of pieces doesn t match cut ratio When the report appears you can print it if you want by clicking the Print button You can also send the report directly to the printer with the PRINT REPORT command in the File menu Note If your computer is connected to a large plotter you will probably prefer to print the marker report on a desktop printer if available Use the PRINT SETUP command to choose a different printer for the report There are two main uses for the marker report One is to estimate costs by seeing how much material your marker will use The other is to make sure the marker is complete If a mistake has been made and the marker doesn t contain the right number of pieces the marker report will help you catch it before the marker goes to the cutting room First look at the number of pieces placed to make sure all the pieces are actually in the marker Second look for a note at the bottom of the report saying Piece bundle count does not match cut ratio Ifthis note appears then either the number of pieces for each bu
166. ou drew then lets you continue from there The notch tab and buttonhole options only apply to the next point you draw To draw more notch marks you need to reselect the option For the other options line arc etc once you select an option it stays in effect until you select another option This action can be reversed by using the UNDO command RECT This command draws a rectangle or square Procedure 1 Activate the RECT command by clicking on the Rect icon or select Rect from the Draw menu The prompt on the command line says Enter a point lt ESC gt to cancel 2 Enter one point of the rectangle for example top left by clicking on the screen or by entering coordinates The prompt on the command line says Second point ESC to cancel 3 Enter the opposite corner of the rectangle for example bottom right by clicking or by entering coordinates 4 You can tell you are finished with the command when the word RECT on the Status Bar returns to purple To cancel the command without drawing the rectangle click the right mouse button or press lt ESC gt until the command name is purple A rectangle is a closed polygon object with four points You can use the various editing commands to change a rectangle just like any other object This action can be reversed by using the UNDO command LINE The LINE command draws a line A line is a polygon object with two points You can use the various editing com
167. pacing The Vert Stripe value is the spacing between vertical stripes The Horiz Stripe value is the spacing between horizontal stripes Remember that this is not the distance between individual stripes but the distance between repeats of the entire pattern 117 Chapter 17 Marker Overview 118 If your fabric has vertical stripes vertical as seen on the computer screen set the value for the Vert Stripe spacing and set the Horiz Stripe spacing to zero For horizontal stripes set the Horiz Stripe value and put the Vert Stripe value to zero For a plaid repeat set both values STRIPE PLAID ORIGIN In the Set Marker Area dialog box you will also see spaces for Horiz Base and Vert Base These numbers represent the location of the beginning of the stripe or plaid pattern For instance if your plaid repeats need to start 1 inch from the left edge of the marker and 3 inches from the bottom you would set these numbers to 1 00 and 3 00 Note For some users the origin of the pattern doesn t matter because you don t care where on the pieces the stripes are as long as they line up In this case you can ignore these numbers SETTING THE PLAID POINTS Before you can place a piece on a stripe or plaid line you need to give the piece a plaid point This is the reference point that actually ends up on the stripe or plaid line when you place the piece For instance if you have a pocket and a shirt front that need to be lin
168. pies of a symbol in the drawing Before you can use this command you must have a library of symbols defined use CREATE SYMBOL and you must have loaded the library containing the symbols use SELECT LIBRARY and LOAD SYMBOL Procedure 1 Activate the INSERT SYMBOL command by selecting it from the Symbol menu If the command is greyed out it means you have not loaded any symbols 2 A dialog box will come up with a list of available symbols Select the one you want to use and then click the OK button 3 As you move the mouse around you will see the symbol attached to the mouse cursor When you have the symbol in the position you want click the left mouse button to insert the symbol You can also specify where the symbol should be inserted by typing a position in coordinate format To insert the same symbol again just click where you want it to be To insert a different symbol select the command again from the Symbol menu Symbols can be broken into component pieces using EXPLODE SELECT LIBRARY The SELECT LIBRARY command allows you to select a library file Once you have selected a library you can use LOAD SYMBOL LOAD OBJECT or LOAD GROUP to load symbols objects or groups from it PatternMaker designates one file at a time as the current library If you open another library the first one is closed Procedure 1 Choose Select Library from the Symbol menu If a library is already open a message box appears asking
169. r fill layer line type of one or more objects Procedure 1 Activate the CHANGE OBJECT command by selecting Change from the Edit menu then select Object from the submenu 2 Select the object s you want to change by clicking the left mouse button on them You can select and unselect as many objects as you want by repetitive clicking The command line will keep you informed as objects are selected and unselected 3 To stop selecting objects press the lt ESC gt key or click the right mouse button The Change dialog box appears 4 Select which attribute you want to change Color Pattern Layer or Line Type and click the OK button 5 The next dialog box shows the choices for that attribute Select a choice by clicking with the mouse and then click the OK button All of the selected objects will be changed to the new setting The CHANGE OBJECT command appears in the same submenu with the CHANGE FONT and CHANGE TEXT commands This action can be reversed by using the UNDO command CHANGE FONT CHANGE FONT assigns a different font typeface to the selected text objects in your drawing Procedure 1 Activate the CHANGE FONT command by selecting Change from the Edit menu then select Font from the submenu 65 Chapter 10 The Edit Menu 66 2 Select one or more text object s by clicking the left mouse button on them You can select and unselect as many text objects as you want by repetiti
170. r be called separately or as an option under the ARRANGE command See ARRANGE MARKER above for more details Procedure l Activate the PACK commands either from the Pack icons or by selecting the command from the Marker menu Select one of the following PACK LEFT Used to pack a marker piece more tightly in the marker area The selected piece is moved left until it touches either the left edge of the marker area or another piece PACK UP Used to pack a marker piece more tightly in the marker area The selected piece is moved up until it touches either the upper edge of the marker area or another piece PACK DOWN Used to pack a marker piece more tightly in the marker area The selected piece is moved down until it touches either the lower edge of the marker area or another piece 2 Select the marker piece s you want to pack by clicking on them with the left mouse button You can only select one piece at a time so if you click on a second piece the first is unselected 3 When you have selected the piece you want click the right mouse button or press the lt ESC gt key The piece will be moved as far as possible in the direction you selected MARKER REPORT Marker Version only The MARKER REPORT command displays information about the marker You can print the report with the Print button that appears or by selecting Print Marker Report from the File menu Listed are Date and time Style name set from MARKER SETTINGS
171. r objects that go with them set the display to Marker Mode by clicking the mouse on the Mode area of the menu bar If any of your pattern pieces disappear when you change to Marker Mode it means you haven t defined them as pieces yet Go back to Draw Mode and define the pieces Grading Your Pattern Now it is time to grade your pattern Grading is covered in Chapter 15 Grading Overview You may have already attached the grading arrows to your pattern or you may do it now 113 Chapter 17 Marker Overview 114 Note You may need to attach grading arrows to some of the objects that are grouped with the marker pieces If you grade an object that contains no grading arrows PatternMaker will make exact duplicates of the object in the same place At first it will look like there are no new objects because they are drawn right on top of each other This is fine Warning Don t clutter up your pattern with graded copies of items you don t need for your marker if you don t want to grade an object don t group it with the marker piece Usually the only objects you need in a marker are the pieces themselves and perhaps grain lines and punch marks The GRADE and CUT RATIO commands make multiple copies of each object you select and the effects are cumulative If you are careless about how many items you include in a large marker it s possible to create hundreds of unnecessary objects This will slow down the program make your save fil
172. rawing on screen PatternMaker lets you view your drawing at virtually any scale and Zoom has many options to select the scale you want Using Zoom will not change the actual size of your drawing which is the size it prints out on paper Quick Zoom To see the entire drawing press the END key To zoom in quickly press the F2 key To zoom out press F1 To zoom to a specific area put the mouse cursor on the point you want to see and press the F3 key Chapter 12 The View Menu Zoom Menu Commands Procedure Select the Zoom command Then follow any of the following options scale Type ET You will be prompted for a number and the scale will be set to that value The larger the number the larger objects will appear on your screen window Enter option draws a rectangle Click a point at one corner of the area you want to view i e upper left Next click on the opposite corner of the area you want to view i e lower right The scale will be set so that this window fills the screen This is the default option all Type A The scale will be set so that all objects in the drawing are in view Objects on layers that are turned off are not considered This has the same effect as pressing the END key previous Type P Resets the scale to its last value The Zoom options can also be selected with icons or function keys ZOOM ALL ZOOM ALL zooms in or out so all objects in the current drawing are vi
173. re Help The Help system has been greatly enhanced making it easier to find what you re looking for LEARNING THE PROGRAM OK so you ve got PatternMaker now what Here s a strategy on getting started a b c d e g h Read chapters 1 and 2 of this manual Install the program Tutorial 1 will guide you through installing and starting PatternMaker Run some macros the instruction booklet for the macros will give you a quick start This will give you some patterns to work with as you learn what PatternMaker can do Read the sections on how to run commands to understand the basics of using PatternMaker Read the sections on drawing and editing Chapter 3 Getting Started Don t get bogged down if there s something you don t understand it will probably make more sense after you ve done the tutorials Do the tutorials Be sure to do them in order Once you ve learned something in a tutorial feel free to use it Read the remaining chapters of this manual while you are working through the tutorials Use Section 5 Menu Commands to look up any commands you don t understand Make some patterns on your own Remember this is what you bought PatternMaker for The fastest way to learn is by doing this is as true for PatternMaker as anything else You ll find you don t need to know every single command before you can start getting to work Read the rest of this manual systematically Try every command at le
174. re available screen area This is especially handy if you get lost in your drawing and need to reorient yourself Chapter 2 The PatternMaker Environment 10 Turn the Grid on and off by pressing the F4 key or select Grid from the View menu 3 Pan Use the arrow keys to pan the drawing left right up down Zoom In Out by pressing the Page Down or Page Up keys on the keyboard Notice that if you zoom very far out the grid gets too small to display even if it is turned on 5 Zoomin on the cursor by pressing the F3 key on the keyboard Zoom in on a specific area by selecting the Zoom icon Then select two points in the drawing area These points define a rectangular window PatternMaker zooms in so that this window fills the entire drawing area 7 Zoom to the last view position with Zoom Previous in the View menu Note that this option can t be chosen with the hot keys 8 Turn the Points on and off by pressing the F5 key or select Points from the View menu USING A MOUSE OR DIGITIZER PatternMaker is designed to be used with either a mouse or a digitizing tablet The left button of the mouse is used to select commands and choose objects or points The right button of the mouse is used mainly to cancel commands It is also used to indicate completion of a selection set see the section on selecting objects for more information Using a Mouse Most of the time you will use a
175. resent the printable area of the paper according to the abilities of your printer Figure 15 The Print Preview window If you don t like what you see you can select a different printer or change from Portrait to Landscape mode and the marks will change accordingly You can access the Print Setup window 43 Chapter 7 Printing and Assembling a Drawing directly from the Print menu in the Preview window or exit the Preview window and select Print Setup from the File menu as described above PORTRAIT AND LANDSCAPE ORIENTATION Most Windows printers let you print with the page vertical portrait or sideways landscape For most roll feed plotters you should select Landscape so that multi page plots will come off the plotter in the right order portrait landscape Figure 16 Page orientation See the File Menu commands in Chapter 8 The FILE Menu for more details on the Print commands For information about printing markers see Chapters 17 and 18 PUTTING PAGES TOGETHER Rows Columns Each page that you print can be labeled if you so choose with alignment marks and row column indicators Together they help you assemble your multi page pattern quickly and easily The name of the file being printed is also included The row and column indicators tell you where a particular sheet of paper should be placed in the layout Rows run across the drawing from left to right and columns run from top t
176. reversed with the UNDO command Chapter 13 The Symbol Menu PURGE The PURGE command eliminates all unused symbols from the computer s memory Each loaded symbol takes up memory whether it is used in the drawing or not The PURGE command eliminates the unused symbols THE SYMBOLS ARE NOT DELETED FROM THE LIBRARY FILE They are only removed from the computer s temporary memory Procedure Select Purge from the Symbol menu The program will go through the list of symbols stored in this drawing and eliminate any that don t have an insertion somewhere in the drawing EXPLODE The EXPLODE command takes a symbol insertion or polygon object and breaks it into its component parts lines arcs and points You can rejoin them with the JOIN command An insertion will be replaced by the symbol s component objects The EXPLODE command can be used on either Polygon or Symbol Insertion objects It has no effect on text or dimension objects Procedure 1 Activate the EXPLODE command by clicking the Explode icon or by selecting Explode from the Symbol menu 2 Select the object s you want to explode by clicking on them with the left mouse button You can select and unselect as many objects you want by repetitive clicking 3 To stop selecting objects press the lt ESC gt key or click the right mouse button The selected objects will be exploded GROUP This command groups the selected objects together Groups of objects ar
177. rnMaker window on your computer screen your inputs won t be read by PatternMaker Instead they will be read by whatever Windows program controls the window the mouse is in Whenever this manual tells you to click the mouse on something this means to put the mouse cursor on that thing push the button down the left button unless otherwise specified and let it up again Double click means to click the mouse twice on the same thing fast The Mouse Coordinates box in the menu bar will tell you the current position of the mouse These are standard X Y coordinates The first number is the X or horizontal position and the second number is the Y or vertical position See Using Coordinates later in this chapter for full details The program default is for these coordinates to be measured in inches however you can choose to work in centimeters instead by selecting the UNITS command from the Settings menu The origin the 0 point where the X and Y numbers start counting from may be anywhere in the drawing area or off the screen depending on what you have done with the ZOOM and PAN commands The amount of screen and mouse distance that equals an inch changes if you zoom in or out The coordinates will change whenever you run one of the ZOOM or PAN commands Using a Digitizer Some people will be using a digitizing pad with PatternMaker A digitizing pad is like a drawing table with its own mouse The pad senses where the mouse is el
178. rners of each page showing you how many sheets of paper will be needed These marks represent the printable area of the paper according to the abilities of your printer You can change from Portrait to Landscape mode in File Print Setup and the marks will change accordingly The Print Preview menus are as follows Print Print Pages Print the drawing according to the selected options Print Setup Open the Print Setup window to change printer options Exit Printing Close the Print Preview window and return to the drawing screen Settings Alignment Marks Choose whether you want the pages to print with alignment marks The default is Yes Label Pages Choose whether you want the pages to print with labels Row Column and File Name The default is Yes Alignment Top Middle Bottom Select how the printing is aligned on the pages up and down The default is Middle Left Center Right Select how the printing is aligned on he pages side to side The default is Center Zoom Zoom In F2 Make the view of the drawing larger Zoom Out F1 Make the view of the drawing smaller Note Printing a pattern may take lots of pages on a desktop printer and require taping a lot of pages together To avoid wasting paper make sure your pattern has Use the only the pieces you need and that they are as close together as possible MOVE ROTATE and ERASE commands to arrange the pieces for printing Chapter 8 The File Menu PRINT SELECT The PRINT SELECT
179. ro can be run as many times as you wish using different measurements However it does not save a list of a person s measurements The measurements must be re entered each time a macro is run Fraction Decimal 51 Chapter 8 The File Menu This command cannot be reversed using the UNDO command EXIT The EXIT command allows you to exit the PatternMaker program If there is a drawing open you will be given a chance to save it 52 CHAPTER 9 THE DRAW MENU The Draw menu contains commands used to create various objects in your Dim drawing Everything in your drawing is an object the outline of a bodice piece Text is an object the arrow showing the grainline is an object and the text that says Poly Bodice Front is an object Rectangle Line Circle Dot Offset Seam Allowance DIM The DIM command draws dimension lines Dimensions are one of the four kinds of objects in PatternMaker A dimension has two arrows indicating two points and some numbers giving the distance If you ever change or resize a dimension object its length is recalculated and the numbers are updated between the points Procedure 1 Activate the DIM command by clicking on the Dim icon or by selecting Dim from the Draw menu The prompt Enter a point lt ESC gt to cancel will appear on the command line 2 Click on the screen or type a position in coordinate format to indicate the start point of the dimension line This would usu
180. rom the View menu 2 Select one or more objects by clicking on them with the left mouse button You can select and unselect as many objects as you want by repetitive clicking 3 To stop selecting objects press lt ESC gt or click the right mouse button The object s you selected will be moved to the front of the drawing This action can be reversed by using the UNDO command TO BACK The TO BACK command moves one or more objects to the back of the drawing Objects at the back of the drawing are drawn first and objects at the front are drawn last This is important when a filled object covers other objects or when using pen plotters The pen plotter draws things in the order they appear in the drawing so objects close together in space should be moved to the back or front together so the plotter pen doesn t waste time moving back and forth Procedure 1 Activate the TO BACK command by selecting it from the View menu 2 Select one or more objects by clicking on them with the left mouse button You can select and unselect as many objects as you want by repetitive clicking 3 To stop selecting objects press lt ESC gt or click the right mouse button The object s you selected will be moved to the back of the drawing This action can be reversed by using the UNDO command ID OBJECT ID OBJECT is a function to help you identify objects in your drawings It gives you details about the selected object This can be very useful i
181. rtho Draw vertical or horizontal only lt CTRL gt lt F5S gt midpoint Snap to midpoints of lines lt CTRL gt lt F6 gt intersection Snap to intersections of lines lt CTRL gt lt F7 gt offset Snap to offset from objects lt CTRL gt lt F8 gt measured distance Along an object from a point lt CTRL gt lt F9 gt A Snap Mode stays in effect until you change it again UNITS This command selects the units of measurement either inches or centimeters If you select either of the metric displays meters or centimeters all PatternMaker input and output will be in centimeters If you select any of the English units all input and output will be in inches When you change this setting all Dimension objects are redrawn with the new units and the grid if you re using it is resized To change the Unit settings select Units from the Settings menu or click the mouse coordinates box on the Status Bar Chapter 14 The Settings Menu Choose from the following options inches no fractions The measurement is in inches fractions are in decimal form 18 375 No symbol is displayed inches Measurement is in inches Fractions are in decimal form 18 375 Fractional inches are written as fractions 1 6 3 8 The measurement is in meters 1 462 M The measurement is in centimeters 146 2 cm When you start PatternMaker it will automatically use the units that you last selected To see which units are in use look at the X Y coordinates
182. s Often you will want to group other objects with a marker piece see GROUP command Procedure 1 Select Define Piece from the Marker menu The prompt on the command line says Select object to be marker piece 2 Select the object you want by clicking on it with the left mouse button Only one object at a time can be selected so if you click on a second object the first is unselected 3 When you have selected the piece you want click the right mouse button or press the lt ESC gt key 4 Repeat for each object that you want to define as a marker piece To see which objects are marker pieces switch to Marker Mode Only marker pieces can be placed with the ARRANGE command copied with the CUT RATIO command or counted by the MARKER REPORT command Also only marker pieces are shown when the screen is in marker mode Otherwise marker pieces are treated like any other objects UNDO PIECE Marker Version only The UNDO PIECE command converts a marker piece back to an ordinary drawing object Procedure 1 Select Undo Piece from the Marker menu The prompt on the command line says Select marker piece s 2 Select the marker pieces you want to convert back to an ordinary object by clicking with the left mouse button You can select as many pieces as you want by repetitive clicking 3 To stop selecting pieces click the right mouse button or press the lt ESC gt key The pieces are converted back to drawing objects If you
183. se a color other than UseLayerColor the color you choose will override the default layer color Any object that you draw after making this change will be in the color you selected regardless of the layer s default color 5 Make your color selection and then click the OK button to return to the drawing screen PATTERN This command selects a new fill pattern for polygon objects All subsequent objects will be filled with this pattern Procedure 1 Activate the PATTERN command by selecting Set Defaults from the Settings menu and then selecting Pattern You can also open the Pattern window by clicking the Pattern icon or by clicking the Pattern field in the Status bar 2 The dialog box that appears shows a narrow pattern swatch at the top This shows you the current fill pattern The default fill pattern is EMPTY FILL which draws unfilled objects 3 Below the current pattern swatch are 8 smaller pattern swatches These show the available fill patterns Chapter 14 The Settings Menu 4 Make a selection and then click the OK button to return to the drawing screen The new fill pattern is applied to objects drawn after you make the change To change the fill pattern on an object which you have already drawn use the CHANGE command on the Edit menu Note Most printers don t handle filled objects well Almost all of your pattern work will be done with EMPTY FILL SET LINE The SET LINE command sets the current lin
184. se from a normal position For example an angle of 90 degrees will make the text read upwards 5 When finished click the OK button to return to the drawing screen This action can be reversed by using the UNDO command ERASE The ERASE command erases one or more objects Procedure 1 Activate the ERASE Command by clicking on the Erase icon or click Erase on the Edit menu 2 Click on the object s you want to erase As you click on objects they will be highlighted If you select something by accident just click on it again to un highlight it You can select and unselect as many objects as you want by repetitive clicking 3 To stop selecting objects press the lt ESC gt key or click the right mouse button The object s you selected will be erased Note Although you can abort many commands by pressing the ESC key the ERASE command cannot be aborted If you press the ESC key while an object is highlighted it will be erased If you want to cancel the command either un select all objects and then press ESC or go ahead and finish the command and then immediately use the UNDO command before doing anything else This action can be reversed by using the UNDO command CLOSE OBJECT The CLOSE OBJECT command changes an open polygon object to a closed object A closed object is an object whose ends meet such as a square or circle An open object is one whose ends don t meet such as an object shaped like the
185. setting combinations 1 ON Arrows on visible and arrow names off not visible This is the default setting T Chapter 12 The View Menu 78 2 OFF Arrows off and arrow names off 3 NAME Arrows on and arrow names on Repeatedly selecting the TOGGLE ARROWS command toggles arrow visibility between the three choices MARKER AREA Marker version only TOGGLE MARKER AREA shows or hides the marker area To turn the marker area on or off select Marker Area from the View menu A check mark appears in front of the menu item if the marker area is turned on To change the marker area settings use SET MARKER AREA on the Marker menu PLAID POINTS TOGGLE PLAID Marker version only TOGGLE PLAID POINTS shows or hides the plaid points for your marker pieces To turn the plaid points on or off select Plaid Points from the View menu A check mark appears in front of the menu item if the plaid points are turned on PAN PAN moves your point of view around in a drawing moving the center of the drawing to a new point without changing the scale You can use the arrow keys to pan up down left right You can use the F9 key to pan so that the mouse location is at the center of the screen For the digitizer this works even if the digitizer cursor is off the screen The various pan keys and icons can be used at any time even if you are in the middle of another command ZOOM The ZOOM command changes the scale of your d
186. sible This is also an option under the ZOOM command You can also use the shortcut key END for this command Procedure Select Zoom All from the View Zoom menu or click the Zoom icon and select the All option The scale will be changed and the picture redrawn so that all objects in the drawing can be seen Any objects on layers that are turned off will be invisible and they will be ignored in calculating the extent of the drawing ZOOM PREVIOUS ZOOM PREVIOUS undoes the last zoom or pan command This command is also an option under the ZOOM command Procedure Select Zoom Previous from the View Zoom menu The view of your drawing will be reset to its last scale and location REFRESH The REFRESH command redraws the entire PatternMaker screen area Occasionally Windows leaves stray marks in the PatternMaker window Use this command to clear these up 79 Chapter 12 The View Menu 80 TO FRONT The TO FRONT command moves one or more objects to the front of the drawing Objects at the back of the drawing are drawn first and objects at the front are drawn last This is important when a filled object covers other objects or when using pen plotters The pen plotter draws things in the order they appear in the drawing so objects close together in space should be moved to the front or back together so the plotter pen doesn t waste time moving back and forth Procedure 1 Activate the TO FRONT command by selecting it f
187. t device A pen plotter draws by moving a pen around on the paper Pen plotters are mechanical devices but the best ones are very reliable and the output excellent Most are in color and you can select different colors for your plot by replacing pens in the plotter s carousel You can find information about this in your plotter s manual The other common type of large plotter is the inkjet Inkjets will cost you less for maintenance since they have fewer moving parts than pen plotters Also the newer models have very user friendly driver software so you can use them with a minimum of fuss The primary drawback of inkjet plotters is speed While they are faster than pen plotters in drawing very intricate pictures they are considerably slower in drawing garment patterns Many plotter manufacturers no longer make pen plotters so if you are buying a new plotter you may find that inkjets are your only choice While large format plotters are very handy their size and cost usually restricts them to use by manufacturers or other commercial users For users who do not have the space or resources to justify a plotter PatternMaker can also print on any desktop printer including dot matrix printers ink jets or laser printers The only difference is that the output from these printers will be on many smaller sheets of paper rather than large rolls PAPER SIZE Most plotters use paper in the following sizes A 8 x 11 B 11 x 17 C
188. ters aces aues eere eren eterne eerte peer eere bere coated eee ehe eee Eger ee e abeo ona 41 Printer POTS sete pde e Mon e E 42 CHAPTER 7 PRINTING AND ASSEMBLING A DRAWING eee esses eee ee eet nnnnnn 43 Options for Printing iuc e WR Pet EAR 43 Putting Pages Together eicere tree eere EELER edel 44 SECTION FIVE THE MENU COMMANDS eeeeeeeneeeteeeenn enne tn tnnt nn tnnn natn nnnta 46 CHAPTERS THE EIL E En LEE 46 CHAPTER 9 THE DRAW MENU enee geess ser e ege dC Y kV vo ae Uu a 0 XM ER n Ve LEE 53 CHAPTER 10 THE EDIT MENU s eecekkrn s ubeb vues o EXE Ee egene 59 CHAPTER 11 THE POINT MENU i sesssepse vuoen ues eesk tN6 eege EEN GRAUE a ka Roda 70 CHAPTER 12 THE VIEW NENW ise ponia eon aub Cre ha rok ae eu Ya ume ei ene du vua MODs Re e didus 77 CHAPTER 13 THE e ERT t EE 82 CHAPTER 14 THE SETTINGS MENLD ii sete ohne sn ao eR Ekpo DU pana Rar ah ek a ERE RR EF e e REB Go 6 Eve PE Era asa bv ae 88 SECTION SIX ADVANCED FEATURES nitininae ndvra ua ctus inda Iura nan Dian ER uad 97 CHAPTER 15 GRADING OVERVIEW cieiekse ck vesssat asp dun suae EEGENEN 97 Establishing Grading Rules nennen eene hene netene eren enne nennen 97 Grading ATIOWS eise testet epit io ette peri teet stie ieu gee te Goad be gesoet 98 CHAPTER 16 THE GRADE MENU sisssssssvsssasesessvistnansnvescensvnsseonssaveneesuisinaseutebseetunsssanecnsies 102 CHAPTER 17 MARKER OVERVIEW ceiietuskvesenbeeno eeu poor
189. this command frequently when you are tracing drawings into the computer because you need absolute mode to trace and mouse mode to select commands and options You can select TOGGLE MODE from the menu by pressing lt F8 gt or by the following methods If you are in mouse mode arrow cursor click on the Toggle Mode icon at the far right of the Status Bar If you are in absolute mode plus cursor click Button 1 on the digitizer mouse SET ORIGIN Expert Marker Versions only Use SET ORIGIN if you want the digitizer area to cover a different location in your drawing This function does not change the scale To set the origin first enter a point in your drawing on screen Then enter the point on the digitizer that corresponds to the screen point CONFIGURE Expert Marker Versions only The CONFIGURE DIGITIZER function allows you to assign any PatternMaker command or shortcut to the buttons on your digitizer This command also lets you set the digitizer scale and origin but with typed inputs as opposed to DRAW ALIGN above 129 130 GLOSSARY absolute mode One of two modes available when using a digitizer tablet In this mode the digitizer tells the program where the cursor is arc A curved line segment An arc has three points one at each end and a control point which acts like a magnet to control the shape of the curve armscye Armhole click Press the left mouse button one time and release it
190. tion e Point Type L Line segment X Start of arc C Corner point of arc O z Open last point of open polygon T Text I Insertion point for symbol D Dimension point e Number in object For example 4 of 5 means the 4 point of an object with 5 points e X Y coordinates The position of the point 81 CHAPTER 13 THE SYMBOL MENU A symbol is a collection of one or more objects polygons text etc with a single insertion point Every symbol has a name and an associated image When you insert a symbol you are inserting the entire group of objects as a single image Create Symbol Insert Symbol Select Library Load From Library Symbol Purge Object Symbols can be used for things like grain line arrows logos Explode Group punchholes frequently used neckline or sleeve pattern pieces and pattern marks such as apex points fold lines and buttonholes Group Ungroup A symbol is saved in the drawing file in which it was created Any PatternMaker file therefore can be used as a library of Name Group Name Object Name Point symbols LEON UNA Expert Marker Versions only The CREATE SYMBOL command defines a symbol in your drawing Every symbol has a name and an associated image Nothing appears when you define a symbol Once you have defined a symbol you can use INSERT SYMBOL to insert copies in your drawing You can also create symbol libraries and you can import symbols fro
191. tion in coordinate format If you want to move pieces off the edge of the screen use the ZOOM or PAN commands to see where you are going You can use ZOOM and or PAN even if you re in the middle of another command This action can be reversed by using the UNDO command COPY The COPY command copies one or more objects COPY is just like MOVE except that you get one copy of the selected objects in the original position and one copy in the new position Procedure 1 Activate the COPY command by clicking the Copy icon or select Copy from the Edit menu 2 Select the object s you want to copy by clicking the left mouse button on them You can select and unselect as many objects as you want by repetitive clicking The command line will keep you informed as pieces are selected and unselected If you want to copy a whole pattern piece be sure to select all of its pieces i e darts in a bodice piece grainline marks etc 3 To stop selecting objects press the lt ESC gt key or click the right mouse button The prompt Base point will appear on the command line 4 The base point is like grabbing a handle on the pieces to move Simply click somewhere within the selected object s The command line will now ask for Destination 5 Move the mouse around to copy the piece s You will see a light blue line showing the origin and destination of the piece s 6 Youcan also enter a destination by typing a position in coordinate for
192. tive ERASE PLAID POINT Marker Version only ERASE PLAID POINT deletes a plaid point from a marker piece Procedure 1 Activate the ERASE PLAID POINT command by selecting Plaid from the Marker menu then select Erase Plaid Point from the submenu that opens 2 Select the plaid point s you want to delete by clicking on them with the left mouse button You can select and unselect as many points as you want by repetitive clicking If you select a point by accident just click on it again 3 To stop selecting points click the right mouse button or press the lt ESC gt key The plaid point s you selected will be deleted It is possible to delete the active plaid point If you do so PatternMaker will automatically designate another plaid point on that piece as the active plaid point NO PLAID Marker Version only The NO PLAID command is used when you do not want any of the plaid points in a marker piece to snap to the plaid spacing This command does not delete the plaid points Procedure 1 Select Plaid from the Marker menu then select No Plaid from the submenu that opens 2 plaid points on all pieces inactive or select piece 123 Chapter 18 The Marker Menu PACK LEFT PACK UP PACK DOWN Marker Version only The PACK commands move a marker piece like the ARRANGE command does but in a specified direction This is sometimes an easier way to pack pieces tightly in a corner The PACK commands can eithe
193. to enter a rectangle the selection window Every object that contains a point inside the selection window is selected Window selection never un selects objects Note that if the window overlaps an object but doesn t contain one of the object s vertices the object won t be selected After doing any of the special options you can continue selecting objects by clicking on them or select more special options 24 Chapter 3 Getting Started Note on typed input You can use typed coordinates instead of the mouse to select objects See Using Typed Coordinates page 16 You can also use typed coordinates to define the rectangle for Window selection COMMANDS FOR ONE OR TWO OBJECTS Certain commands such as CHANGE TEXT require a specific number or type of objects The rules for selecting these are slightly different You can t use the All objects or Window selection options If you select one object then select another the first object will be unselected Press lt ESC gt when you have selected the object you want For a command such as CUT that requires two objects you do this twice so the order of events is Select lt ESC gt Select lt ESC gt Read the messages in the prompt window for guidance when you do one of these commands There are special situations where it is hard to select an object e Objects not in view The easiest solution here is to select Zoom All from the menu You can also use the Function keys or
194. ts grading information for each layer The layer name and color cannot be changed with this function and are shown for your information only see the LAYER command Glass Name 2 The default name of an arrow is Arrow or Tack Rename the arrow to something more descriptive for example Collar Center Front by typing in this field The name should describe the position of the arrow in the garment to be graded The name will be saved in the grading table Units 3 Click on the Units drop down box to choose the units for editing your arrow When you change the Units the numbers in the table below change accordingly If you are working in metric units you have a choice of centimeters or millimeters If you are working in inches you can choose Decimal ordinary numbers with a decimal point or various fractions of an inch For instance if you choose 1 16 all the values for the arrow are rounded to the nearest 1 16 inch Tip If you are using one of the fractional units you can enter numbers in fraction form For example you can enter 3 5 in the dX field To enter numbers larger than 1 use improper fractions for example enter 1 1 8 as 9 8 Note Remember that when you change the Units the value of the arrow hasn t changed you are just seeing the same information displayed in a different way Note To switch between inches and metric units see the UNITS command This is different than the Units
195. tternMaker to send printer commands to a disk file instead of to the printer The print file will be saved on your hard or floppy disk No printer is required to do this You can then take this file to a printing service and have it printed The printer port selection is made at the time you install your printer Once the printer is installed you should not have to change this setting DIFFERENCES IN PRINTING The appearance of your printout will vary somewhat depending on the capabilities of your printer and driver For instance some printers only print black and white Dotted lines may vary from printer to printer Fill patterns also vary from printer to printer PatternMaker attempts to make identical outputs on all printers but this is not always possible It should however be possible to assure that the patterns are always the same size and very similar in appearance CHAPTER 7 PRINTING AND ASSEMBLING A DRAWING Like all Windows programs PatternMaker uses the Printers folder in the Control Panel to control the printer Each particular printing device printer plotter or other has its own Windows printer driver This means that PatternMaker can print to any device as long as you have a Windows driver for that device If the paper in your printer is too small to print the entire pattern PatternMaker automatically breaks it up into multiple pages If you have a fax modem and a software package such as Delrina WinFaxG you can e
196. u can click anywhere on the digitizer to enter a point See the discussions of digitizers above and in Chapter 19 Using Typed Coordinates You can type in the coordinates of the point you want to enter For instance if you wanted to start a line at the origin 0 0 this would be the best way to do it What you type will appear on the prompt line look at it to make sure you haven t made a mistake before you press ENTER There are four ways of entering coordinates from the keyboard Chapter 2 The PatternMaker Environment ABSOLUTE MODE Type in the x and y coordinates of your point separated by a comma Remember the first number is the x or horizontal coordinate and the second number is the y or vertical coordinate Example Choose the RECT command and type 10 9 5 ENTER to enter a point 10 inches to the right of the origin and 9 5 inches above it The space between the comma and the Y coordinate is optional RELATIVE MODE Type an symbol followed by the x and y coordinates Instead of measuring from the origin PatternMaker will measure from the last point you entered Example Continue the RECT command started in the example above by typing Q1 1 ENTER This makes a rectangle whose opposite corner is 1 inch to the right of and 1 inch above the first corner no matter where the first corner was POLAR COORDINATES Type two numbers separated by an angle symbol instead of a comma The first number
197. u selected PRINT MARKER Marker version only PRINT MARKER prints the marker area Like the PRINT command it will print as many pages as necessary You can use the PRINT MARKER command from either the Draw Mode or the Marker Mode In Draw Mode all objects visible in the marker area will be printed If an object s layer is turned off it will not be printed If the display is in Marker Mode non marker objects are not printed Print Marker uses the same Print dialog boxes as the other printing commands 49 Chapter 8 The File Menu 50 PRINT MARKER REPORT Marker version only PRINT MARKER REPORT sends a marker report to the printer The marker report is described under the MARKER REPORT command Marker menu PRINT MARKER REPORT uses the standard Windows Print dialog boxes Print Report is available as a command on the File menu or as an option under the MARKER REPORT command PRINT SETUP The PRINT SETUP command takes you to the Windows Print Setup dialog box Here you can change which printer you are going to use and also change the page orientation Portrait to Landscape or vice versa You can access this dialog box either from the File menu in the main drawing screen or from the Print menu in the Print Preview window Make the changes you want and then click the OK button HPGL The HPGL Settings dialog box lets you specify certain characteristics and requirements of your Ioline plotter Consult your plott
198. use The view is moved so the Snap to distance from end point current mouse location is at the center of the drawing area WWeas 0 All of the above functions can interrupt other commands F5 6 REPEATING A COMMAND If you click the mouse on the screen again after you ve finished a command the last editing or drawing command you performed will be repeated This allows you to draw or edit many objects without having to select the same command icon over and over If you aren t sure which command will be repeated the command s name is displayed in purple in the black part of the menu bar Be careful about clicking the mouse in the drawing area indiscriminately it s easy to repeat a command without meaning to Remember if you don t understand what the computer s trying to do read the prompt line Chapter 2 The PatternMaker Environment CANCELING A COMMAND If you are in the middle of a command and you realize you don t want to do that command you can cancel by pressing the lt ESC gt key or clicking the right mouse button If you were in the middle of an intermediate step you may have to press lt ESC gt more than once You will know when you re out of the command entirely when the command name in the Status Bar returns to purple and the Command prompt appears Example Here is what the prompts will say if you select the LINE command and then cancel Command LINE Enter a poi ESC gt to canc
199. ut want to set the direction by eye First draw an arrow going the right direction then use EDIT ARROW to set the length Hint To reverse the direction of an arrow leave the angle the same but change the length to a negative number The program will recalculate the arrow with the new direction and a positive length RELATIVE In Relative X Y mode values are also shown as dX and dY values but one layer is highlighted and the values for the other layers are relative to this layer You will usually use this mode with your base size as the highlighted layer For example if you are drafting a Size 10 and intend to grade up and down from there highlight the Size 10 layer The numbers for the other layers represent the total amount of change from that layer to Size 10 Example e Set the Edit Arrow Units to 1 8 e Size 10 is your base size You define an increase of 1 8 from size 10 to 12 and an increase of 3 8 from size 12 to 14 e Highlight the layer for Size 10 The layer for Size 12 says 1 8 and the layer for Size 14 says 1 2 one eighth for size 12 plus three eighths for size 14 equals four eighths which equals one half Note Although there are no minus signs used in the Edit Arrow box please note that numbers entered for sizes smaller than your base size indicate a decrease in size Each set of numbers on a smaller layer indicates how much the pattern is to be graded down Note The dX and dY
200. utting all the pieces with the same size and bundle number together you ensure that you have the right pieces when it is time to sew them together ADD PLAID POINT Marker Version only The ADD PLAID POINT command sets the reference point used when arranging the marker pieces The ARRANGE command will place the piece so that its plaid point is forced to a specified distance from the origin of the marker area This ensures that the piece will correspond to the plaid or striped print of the material A plaid point is not the same as a vertex The Point functions MOVE VERTEX etc do not apply to plaid points Only marker pieces can have plaid points A piece can have more than one plaid point but only one is active at a time By default when you add a plaid point to a piece it becomes the active point Use ACTIVE PLAID to activate a different plaid point Procedure 1 Activate the ADD PLAID POINT by selecting Plaid from the Marker menu then select Add Plaid Point from the submenu that opens 2 Select a marker piece by clicking on it with the left mouse button Only one piece can be selected at a time so if you select a different piece it replaces the first as the piece that is highlighted 3 When you have selected the marker piece that you want click the right mouse button or press the lt ESC gt key You will be prompted for the location of the plaid point 4 Click on the marker piece to indicate the location of the p
201. ve clicking The command line will keep you informed as objects are selected and unselected To stop selecting objects press the lt ESC gt key or click the right mouse button The Open File dialog box appears showing a list of font files Select the font you want then click the Open button All of the selected text objects are changed to the selected font Here is a list of the fonts that are included with PatternMaker Bold chr This ls BOLO CHR Euro ch This i amp HUE Goth chr This is GWU CHR Lcomchr This is LCOM CHR Sans chr This is SANS CHR Soch Fhia i ACHR CHER Simp chr This is SIMP CHR Tipchr This is TRIP CHR Tse ch This is TSCRCHR Figure 21 PatternMaker font samples This action can be reversed by using the UNDO command CHANGE TEXT This command allows you to change the size rotation or the text itself in a text object Procedure 1 Activate the command by selecting Change from the Edit menu then select Text from the submenu 2 Select a text object by clicking on it with the left mouse button Only one text object can be selected at a time 3 To stop selecting text objects press the lt ESC gt key or click the right mouse button The Text Info dialog box appears Chapter 10 The Edit Menu 4 Enter a new size or rotation angle or new words for the text itself The size is the height of the letters in inches The angle is the number of degrees the text is rotated counterclockwi
202. ve selected a point that you don t want to select click on it again and PatternMaker will un select that point 29 Chapter 3 Getting Started 30 Window selection To select all points in a given area type w or click the Window icon PatternMaker will prompt you to enter a rectangle the selection window Enter two opposite corners to define the window Every vertex inside the selection window is then selected Window selection never un selects points Note on typed input You can use typed coordinates instead of the mouse to select points See Entering Points in Chapter 2 The PatternMaker Environment You can also use them to select the rectangle for Window selection Selecting segments For some functions PatternMaker doesn t just want you to select a point but the line segment or arc connecting two points Just put the mouse on the appropriate segment and click SPECIAL SITUATIONS WHERE IT IS HARD TO SELECT A POINT Often if several points are close together you will have difficulty selecting the correct point There are several ways to deal with this e Zoom in F3 to get a better view e Use the SHOW VERTICES command F5 to show where the vertices are Note that for Symbols and Text there is only one point the insertion point in an object SHOW VERTICES F5 will confirm this for you e Turn on Snap To Endpoint and use the snap cursor to show you which points will be selected e The ID POIN
203. ve you poor results Next run the MACRO command and select the macro file you want to use Each macro will be a bit different but they all follow the same general format e select options and answer questions e select inches or cm as your working units e enter measurements After you input the information for the macro you will see an hourglass icon while the program runs the macro and draws the pattern When the macro finishes the hourglass will turn back to the pointer icon If you do not see your pattern or if you see only part of it press the END key on your keyboard to view the complete pattern Refer to the instructions for the MACRO command in Chapter 8 The FILE Menu for more details SECTION FOUR PRINTING AND ASSEMBLING PRINTED PAGES CHAPTER 6 SELECTING AND SETTING UP A PRINTER PatternMaker works with any printing device that is supported by Windows For a printer to work with Windows you must have a printer driver installed Windows comes with many printer drivers and most other printers come with a diskette containing the proper Windows driver If your printer can emulate a different printer it will work with that printer s printer driver In order to set up PatternMaker to print you need to know what kind of printer you have which port plug it is connected to and what size paper you are using TYPES OF PRINTERS The best kind of printer to use with PatternMaker is a PEN PLOTTER or similar large forma
204. ven select the modem as your printing device and send your pattern direct from PatternMaker to somebody else s fax machine The Printers folder is part of Windows so once PatternMaker sends your print job to it it works just the same as for any other Windows application OPTIONS FOR PRINTING When you have a drawing on the screen that you want to print there are a few simple steps to follow 1 Select your printer Select Print Setup from the File menu From the drop down list select the printer you want to use If you want to install a new printer you must do so prior to this step See Chapter 6 Selecting and Setting Up a Printer or your printer manual for details on how to do this When you select a printer your choice stays in effect for your entire PatternMaker session 2 Decide what you want to print WHOLE DRAWING Use the Print command to print all the visible objects in your drawing SELECTED OBJECTS Use Print Select to print only certain objects SELECTED AREA Use Print Region to print a rectangular shaped section of the drawing 3 Preview the print job B PrintForm Print Settings Alignment Zoom Each of the above options takes you to the Print Preview window Here you can see how the drawing E will be arranged on the sheets of paper The small boxes scattered over the drawing indicate the alignment marks on the corners of each page showing you how many sheets of paper will be needed These marks rep
205. verts to Line e Arc This begins an xarc The next point you input will be the corner point and the point after that will be the end point of the xarc e Automatic arc This begins an xarc but you don t need to input a corner point Instead you input the end point and PatternMaker places the corner point It does this such that the arc is tangent to the previous segment of the object This is useful for drawing complicated curves that consist of several xarcs end to end e Arc through point This also begins an xarc The difference is that the next point you select is not the corner point Instead PatternMaker calculates the corner point so that the arc will go through the point you selected This is especially useful when tracing a pattern with a digitizing pad Chapter 9 The Draw Menu e No notch Draws the next point without any notch mark this is only used to undo one of the following notch tab or buttonhole options e Notch Draws the next point as a notch mark e Dbl notch Draws the next point as a double notch e Tab Draws the next point as a tab e Wide tab Draws the next point as a wide tab e Buttonhole Draws the next point as a buttonhole e Done Closed This finishes drawing the object and makes it a closed polygon e Open done This finishes drawing the object and makes it an open polygon e Cancel This cancels the command and gets rid of the partially drawn object e Undo last point This removes the last point y
206. ws With a big pattern it can be difficult to check all your grading arrows one by one to see if they are correct The best way to do this is to use the SAVE TABLE command to write all of your arrows to a text file and then use a text editing program to look at this table Since PatternMaker s grading table files use plain ASCII text any text program such as WordPerfect or the Windows Notepad can read them You must give your arrows unique names before you do this or you won t be able to tell them apart when you read the table Note It s possible to use a text editing program to change a grading table file although we don t give instructions for doing this If you do change one of these files remember that your changes will have no effect on any PatternMaker drawing until you use READ TABLE to read the table into a pattern Another way to quickly check your arrows is to simply grade the pattern Look at the nest that is created and see if anything is out of place Then if you weren t ready to use the nest of pieces you just created simply use UNDO to get rid of them Chapter 16 The Grade Menu ARROWS ON NAME OFF TOGGLE ARROWS Expert Marker Versions only TOGGLE ARROWS shows or hides the grading arrows and their names This command is found on the View menu You can also use the shortcut key F7 for this command There are three setting combinations 1 ON Arrows on visible and arrow names off not visible This is the
207. you can automatically expand it to life size e Make your own grading rules Designing and saving your own grading rules is easy with PatternMaker You can easily apply your grading rules to any pattern e Make symbol and object libraries You can make your own libraries of commonly used symbols and pieces and read these into new patterns you create Anything you can draw can be saved in a library Chapter 1 First Things First e Marking If you have PatternMaker Marker version PatternMaker lets you arrange your pieces and print production markers Special functions let you pack the pieces together for maximum efficiency set cut ratios and print out the amount of material used and other information What s new in Version 4 We ve been listening to customer feedback and we ve incorporated the most popular requests into this new version 32 bit PatternMaker is now a true 32 bit program which means among other things that you can use long filenames DXF support PatternMaker can now open and save files in the DXF format This allows you to exchange drawings among other drafting and drawing programs Pop up icon help We ve added labels to the icons to let you know what each one does Printing The new Print Preview window lets you know in advance how many sheets of paper will be required to print your drawing There are also two new Print commands to let you print a certain area or certain objects rather than the whole drawing Mo
208. you to confirm closing it before opening the new one 2 The Open File dialog box appears Select a file to use as the library Any PatternMaker drawing file PAT format can be used as a library 3 Select a file and click the Open button The selected library will be loaded Any PatternMaker drawing file PAT format can be selected to use as a library but in order to be used it must contain a defined symbol a named object or a named group It is wise to give your purpose built library files descriptive names such as LIBRARY1 PAT LOAD SYMBOL The LOAD SYMBOL command loads a symbol from a library Once you have loaded a symbol it will be available to use with the INSERT SYMBOL command 83 Chapter 13 The Symbol Menu 84 Procedure 1 If you have not already done so use the SELECT LIBRARY command to select a library file 2 Select Load from Library on the Symbol menu and then select Symbol from the submenu 3 A dialog box will appear with a list of all symbol definitions in that file Select a symbol from the list and click the OK button 4 The symbol is now ready for use stored in the computer s memory Use INSERT SYMBOL to place copies of the symbol in your drawing LOAD OBJECT The LOAD OBJECT command loads a named object from a library file Procedure 1 If you have not already done so use the SELECT LIBRARY command to select a library file 2 Select Load from Library from the Symbol me
209. your own symbols and libraries as described in this chapter If you change the definition of a symbol that symbol will change wherever it is used in your drawing PatternMaker includes a library of basic symbols for you to use in your patterns and with the Expert or Marker versions you can easily make your own symbols and libraries There are two phases to using a symbol e Create the symbol definition This is essentially just a group of ordinary objects but they are kept in the computer s memory and not shown on the screen Chapter 4 Layers Symbols and Libraries e Insert the symbol in the drawing This tells PatternMaker what symbol to draw and where to draw it You can make as many insertions of the same symbol as you like Since they all refer to the same definition they will always be the same Symbol insertions are one of the four types of PatternMaker objects described in Chapter 3 Getting Started An insertion is essentially a reference to a symbol definition telling the computer where to draw it You can use most of the edit functions on an insertion without changing the symbol definition See Tutorial 10 for examples of symbols DEFINING A SYMBOL Expert Marker Versions only There are two ways to create a symbol definition e Read it out of a symbol library with the Load Symbol command e Make a new symbol from objects already in your drawing using the Create Symbol command This makes copies of the objects and st

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