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VCarve Pro V9.0 User Manual

This document provides an overview of the user interface for the VCarve Pro software. It describes the main menu bar, design panel, toolpath tab, 2D and 3D design windows, and how to manage the interface. The design panel contains tabs for drawing, modeling, 3D clipart, and layers. The toolpath tab contains tools for creating and editing toolpaths. Users can toggle between 2D and 3D views, as well as use different preset interface layouts optimized for design or toolpath creation.

Uploaded by

Catalin I.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
227 views437 pages

VCarve Pro V9.0 User Manual

This document provides an overview of the user interface for the VCarve Pro software. It describes the main menu bar, design panel, toolpath tab, 2D and 3D design windows, and how to manage the interface. The design panel contains tabs for drawing, modeling, 3D clipart, and layers. The toolpath tab contains tools for creating and editing toolpaths. Users can toggle between 2D and 3D views, as well as use different preset interface layouts optimized for design or toolpath creation.

Uploaded by

Catalin I.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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0 User Manual

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VCarve Pro User Manual

Version 9

Disclaimer
All CNC machines (routing, engraving, and milling) are potentially dangerous and because Vectric Ltd.
has no control over how the software described in this manual might be used, Vectric Ltd. or any
associated Resellers cannot accept responsibility for any loss or damage to the work piece, machine or

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any individual, howsoever caused by misusing the software. Extreme care should always be taken and
the output from the software thoroughly checked before sending it to a CNC machine.

The information in this manual may be subject to change without any prior notice. The software described
in this manual is supplied under the terms and conditions of the software license agreement and may only
be used in accordance with the terms of this agreement.

Vectric Ltd.
Web: www.vectric.com
Email: info@vectric.com
Phone: +44 (0) 1527 850 323
Fax: +44 (0) 1527 850 323

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Introduction
This manual is designed to provide a comprehensive description of all the functions, tools, menus and
icons available within the VCarve Pro software package.

Access this document from VCarve Pro's Help Menu ► Help Contents or from the VCarve Pro folder in
the program section of your Windows Start menu.

At the bottom of the page you will see an area with View All Help. This will download all the Help
Documentation as a single web page which is useful for searching or if you need to create a paper copy
of the documentation.

User Guides, tutorial and training

Please note that this document is a Reference Manual. If you require more guidance, or are still learning
how to use VCarve Pro, please ensure that you view the Getting Started Video Tutorials in the VCarve
Pro Video Tutorial Browser when starting the software.

VCarve Pro also includes an extensive selection of video tutorials, which are accessible from the Tutorial
Video Browser link when application first starts. These tutorials cover every aspect of VCarve Pro's
functionality and range in complexity from a beginner's overview, to advanced features and principles.
They are intended to be extremely accessible by level of experience or topic and use real-world examples
throughout. Videos can be watched online, or installed locally.

We welcome any comments on this manual or the other training material, please email
support@vectric.com with your feedback.

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Overview of the Interface

1. The Main Menu Bar (the Drop Down Menus) along the top of the screen (File, Edit, Model,
Toolpaths, View, Gadgets, Help) provides access to most of the commands available in the
software, grouped by function. Click on any of the choices to show a Drop-Down list of the available
commands.
2. The Design Panel is on the left side of the screen. This is where the Drawing, Modeling, Clipart and
Layers tab can be accessed and the icons within the tabs to create a design.
On the Drawing tab you will find the tools for creating, editing, sizing and alignment of vectors. On
the modeling tab are all the tools that relate to the management and manipulation of 3D
components, as well as the Component Tree, which shows you the 3D components and allows you
to define how they are combined to form the final composite 3D model. The 3D Clipart allows
simple graphical access to any 3D models that are installed on your computer and the Layers tab
allows easy management of layers in the job.
3. The Toolpath Tab is on the right side of the screen. The Top section of the toolpaths tab houses all
of the icons to create, edit and preview toolpaths. The bottom half shows you toolpaths that you
have already created.
4. The 2D Design window is where the design is drawn, edited and selected ready for machining.
Designs can be imported or created directly in VCarve Pro. This occupies the same area as the 3D
View and the display can be toggled between the two using F2 and F3 or the tabs at the top of the
window.
5. The 3D View is where the composite model, toolpaths and the toolpath preview are displayed.

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6. If you wish to see the 2D and 3D views simultaneously, or you wish to switch your focus to the
Toolpaths tab at a later stage of your design process, you can use the interface layout buttons
(accessible in the 2D View Control section on the Drawing Tab) to toggle between the different
preset interface layouts.

Managing the Interface


The Drawing, modeling, clipart, Layers and Toolpath tool pages have Auto-Hide / Show behavior which
allows them to automatically close when not being used, thus maximizing your working screen area.

VCarve Pro includes two default layouts, one for designing and one for machining, which can
automatically and conveniently set the appropriate auto-hide behavior for each of the tools pages. Toggle
layout buttons on each of the tools pages allow you to switch the interface as your focus naturally shifts
from the design stage to the toolpathing stage of your project.

Accessing Auto-hidden tabs

If a tools page is auto-hidden (because it is currently unpinned, see pinning and unpinning tools pages,
below), then it will only appear as a tab at the side of your screen. Move your mouse over these tabs to
show the page temporarily. Once you have selected a tool from the page, it will automatically hide itself
again.

Note: If you find that you are using the tools on an auto-hidden tab frequently, you may wish to use
VCarve Pro's preset layout buttons to toggle the interface to a more appropriate default. Alternatively
you can pin the hidden tab out to prevent it from auto-hiding (see below).

Pinning and unpinning tools pages

The auto-hide behavior of each tools page can be controlled using the push-pin icons at the top right of
the title area of each page.

Pinned Open (auto-hide disabled)

Un-pinned (auto-hide enabled)

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Default layout for Design and Toolpaths

VCarve Pro has two default tool page layouts that are designed to assist the usual workflow of design,
followed by toolpath creation.

In all three of the tools tabs there are 'Switch Layout' buttons. In the Drawing and Modeling tabs, these
buttons will shift the interface's focus to toolpath tasks by 'pinning-out' the Toolpaths tools tab, and
'unpinning' the Drawing and Modeling tools tabs. In the toolpaths tab, the button reverses the layout -
unpinning the toolpaths page, and pinning-out the Drawing and Modeling pages.
You can toggle between these two modes using the F11 and F12 shortcut keys.

View Controls
Your project is represented using 2D and 3D workspaces, each viewed via independent windows called
the 2D View and 3D View, respectively. This division usefully maps to the typical workflow in which you
will initially focus on the 2D design and layout of your project before moving to the 3D stage of modeling,
toolpathing and previewing your finished part.

You can switch between the views using the tabs at the top of each window. In addition the shortcut-keys
F2 and F3 will toggle the display between the two windows.

It is sometimes useful to see both the 2D and 3D representations at the same time. The Page Up and
Page Down keys will arrange the 2 views either horizontally or vertically so you can see both
workspaces simultaneously. To return to the tabbed display, simply click on the standard Windows
Maximize button in the top right corner of either view window.

Many of the controls for manipulating the view in your project are similar in both 2D and 3D.

From within each view you can also directly interact with the objects that make up your job using the
Object Selection Tools.

2D View Controls
See also the Rulers, Guides and Snap Grid section.

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Click and hold the Left mouse button and drag the mouse about to Pan - Esc to
cancel mode
Pan
Shortcut: Click and drag the Middle mouse button or if using a 2 button mouse, Hold
Ctrl + drag with Right Mouse button.

Mouse with Middle Wheel - Scroll wheel in / out


Zoom
Interactive Mouse without Middle Wheel - Hold Shift + Push / Pull with Right Mouse button.

Click top left corner, hold mouse down and drag to bottom right corner and release.
Zoom Box
Clicking the left mouse button will zoom in, Shift + click will zoom out.

Zoom
Zooms to show material limits in the 2D window
Extents

Zoom With objects selected


Selected Zooms to the bounding box of the selection

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3D View Controls

3D Twiddle Click and drag Left mouse button in the 3D window

Right mouse button - Push / Pull


Zoom
Mouse with Middle Wheel - Rotate wheel

Click and drag Right mouse button and hold Ctrl .


Pan
Click and drag Right and Left mouse button

Zoom to Fit Zooms the whole 3D part to fit within the current 3D View window

Isometric View Shows the model in a 3D isometric view in the 3D window

Plan View (Down Z) Shows the top view of the model in the 3D View looking down the Z axis

Side View (Along X) Shows the side view of the model in the 3D View looking along the X axis

Side View (Along Y) Shows the side view of the model in the 3D View looking along the Y axis

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How to Get Started


The first stage in any project is to create a new blank part or
import some existing data to work with. At this stage a number of
parameters need to be defined relating to the size of the part and
its position relative to the datum location on the CNC machine.
Later, once the part has been defined and you have started
working, you may want to change the size of the material, import
additional data and generally manage the project operation. In
this section of the manual the initial creation of a part will be
covered along with all the icons which appear under the File
Operations section of the Drawing Tab.

When you first start the program you will see the Startup Task
options on the left hand tab and also a list of your 4 most
recently opened VCarve Pro parts (this is a rolling list that will be
populated each time you run the software and may initially be
empty).

Startup Tasks and Recently


Opened Files

When you first start the program you will see the Startup Task
options on the left hand tab and also a list of your most recently
opened VCarve Pro parts.

The first choice is whether you want to Create a new file or Open an existing one.

The first choice is whether you want to Create a new file or Open an existing one. Creating a new file
allows you specify a size and location for a blank work area, set your material thickness and also set the
model quality and even the shading color/material. The process to do this will be covered in the next
section (Job Setup Form Options).

The second choice, Open an Existing File, will allow you to open a pre-created file from your computer.
This may be a file you previously created in Aspire (*.crv3d), or a VCarve Pro job (*.crv). Alternatively, it
might be a 2D vector layout from another CAD system (*.dxf, *.eps, *.ai and *.pdf). A CRV3D or CRV file
will have the necessary information for material size etc. already embedded in it. The 2D formats will
import the data at the size and position it was created but will require you to go through the Job Setup
form to verify/edit all the parameters for the part.

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Video Tutorials

The Tutorial Video Browser will open your default web browser (typically Internet Explorer, Chrome or
Firefox - depending on your Windows setup and personal preference). The web browser offers a number
of tutorial videos and associated files, presented either by project or feature category to help you to learn
about the software. You will initially need internet access to watch or download the videos or files, but,
once downloaded, the materials can be used offline.

Online Resources

This section includes direct links to useful websites and web resources - including clipart and projects for
you to purchase, download and incorporate into your own designs. These links will also open in your
default web browser and you will need internet access to use them.

Two-Sided Machining
VCarve Pro has the ability to create a project where your design requires you to cut both sides of your
material. Typically you will cut the top surface of your material, then manually turn the material block over
on your machine, whilst maintaining a common registration position, and cut the bottom surface using a
second set of toolpaths. By specifying a two-sided project using the Job Setup form and indicating how
you intend to flip the material over on your machine, you can allow the registration and organisation of the
geometry, toolpaths and previews relating to each side of the design to be managed by the software.
During the design process you can then switch between the top and bottom surface of your design, create
toolpaths for each side and view a preview of the material - including after it has been cut from both
directions. Once you are happy with the result you can then save the toolpaths relating to each side
independently.

Two-Sided Job Setup

In the Job Setup dialog, you can pick whether you want to create a single-sided or a double-sided job.
You can change this setting later if you wish.

The initial Z-Zero Position you will be using for the toolpaths relating to each side is set from the Job
Setup dialog. You can choose to Z-Zero from the same material surface for both sides, the machine bed
for both sides or you can opt to Z-Zero from each side indepenendently. Your choice depends on the
nature of your design. Typically, if you are only intending to carve into the surface on each side then you
will Z-Zero each independently after you have physically positioned the material on your machine. If your
design involves cutting through the material and the Z depths for each side must coincide precisely,
however, then you will usually wish to use a common Z position for both sides. You can change the Z-
Zero settings for each side subsequently using the Material Setup form.

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Note: In the Z Zero Position form diagram, the relative Z


Zero position (shown with a red dot) indicates relative
position to the Top Side (1) and the Bottom Side (2) when
the material block has been turned to machine each side
with the currently selected Z Zero Position settings.

The X Y Datum Position applies to both sides of the material.

In order to correctly manage the alignment of the geometry


relating to each side, it is important that the software knows
whether material will be flipped vertically or horizontally during
the physical machining process. Flip Direction Between Sides
determines the automatic transformation of the drawings, models
or toolpaths associated with each side. If the material block will
be flipped horizontally then the software will automatically mirror
your data to mimick the relative positions each side.

When you create or open a two-sided project, VCarve Pro will


display two new icons in the 2D View Toolbar. The first icon
indicates which flip direction option has been specified for this
project. It will ininitially be set to display the Top Side of your
design. Any drawing or toolpath creation will be associated with
the Top Side and this is known as the active side. To work on the
other side of your design you will first need to make the Bottom
Side active. Click on the Toggle Side button in the View Toolbar
to switch the active side between top and bottom. Alternatively,
you can use the number key shortcuts: 1 will make Top Side
active and pressing 2 will make the Bottom Side active.

Note: The rulers that border the 2D View are colored to


provide a handy visual indicator as to which side is
currently active. An Orange background indicates that the
Bottom side is currently active and any drawing or toolpaths
are associated with the Bottom Side of your design.

Two-Sided Toolpath Management

When toolpaths are created in a two-sided job they are automatically associated with the active side from
which they were created. This helps you to keep track of which side of your job each toolpath is for. The
toolpath list will only display the toolpaths for the current active side and this is indicated in the heading,
which will read Toolpaths (Top) or Toolpaths (Bottom) accordingly. Changing the active side (using 1
or 2 , for example) will cause the toolpaths list to also swap the displayed set of toolpaths.

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Two-Sided Toolpath Previewing

The Preview Toolpaths form now includes a Preview All Sides button. This will simulate toolpaths cutting
both sides of your job (regardless of the currently active side) so that you can see the combined result of
your toolpaths in a single, solid, 3D representation of the final job.

Two-Sided Toolpath Saving

Saving your toolpaths from a two-sided job is done independently for each side. Save the toolpaths for the
currently active side, then make the other side active (using 1 or 2 ) and save out the toolpaths for
the other side.

Note: To continue to help you to organise your toolpaths once you get to your CNC Machine, you
can check the Add side to toolpath name option before saving your toolpaths to explicitly add the
side to the saved filename for each toolpath.

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The 3D Clipart Tab


Integrated Component Clipart

The Clipart tab provides quick and convenient access to V3M


files or 2D vector artwork.

This tab includes the library browser that allows you to add
folders containing V3M Files into the software or you can use the
local files option that allows you to quickly see the contents of
several folders of V3M files in one place.

By default the Clipart tab can be found on the left-hand side of


the VCarve Pro main window, alongside the Drawing, Modeling
and Layers tabs.

The 3D clipart tab itself contains two tabbed pages: Local Files
and Library Browser. You can swap between these pages by
clicking on the page names at the top of the tab.

Note: It is possible to customize VCarve Pro's interface by


undocking and repositioning its tabs. If your Clipart tab is
not visible next to the Drawing and Modeling tabs, please
refer to the Overview of the Interface chapter of the Manual
for details on working with VCarve Pro's tabs.

Note: For CRV files that contain components, these


components will not be imported into the new session - only
the vectors will be imported.

To import a file as a piece of clipart you can simply double click its thumbnail to position the clipart in the
center of the job. You could also Right click on a piece of clip art and choose the Import to Level option,
this has a sub-menu that allows you to choose an existing Level or to create a New Level. When creating
a New Level you will be prompted to enter a name and choose a combine mode. You can also click on a
preview image and 'drag and drop' its thumbnail from the clipart browser, into the 2D or 3D View. To do
this:

Move your mouse over thumbnail image in the clipart browser.


Press and hold down the left mouse button.

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While holding down the left mouse button, move the mouse back into the 2D or 3D View.
A copy of the thumbnail image will be 'dragged' with the mouse pointer.
Release the mouse button to 'drop' the clipart file into the 2D or 3D View.

The selected component clipart model or vector outline will be imported at the location of the dropped
thumbnail and, if appropriate, added to your model's Component Tree. Depending on the relative size of
your current VCarve Pro model and the piece of clipart you have imported, it may need to be resized to fit
using the standard tools on the Drawing tab or directly using the transform handles within the 2D View.

Library Browser

The library browser provides quicker access to folders on your


computer which are in frequent use, or perhaps hold the data for
the current project you are working on.

To add a folder into your library click on the Add Folder button
which opens up a dialog asking you to choose the folder you
would like to add. Navigate through the tree to choose then
folder and click OK. Unlike the Local Files browser the Library
browser will only show the clipart that within this folder and
folders within this folder. You will not be able to see the whole of
the file tree beneath this folder.

Once you have populated your library with folders then clicking
on a folder will populate the clipart browser with the objects
which are contained in this folder and show you any subfolders
immediately below it.

To better understand this, consider the following example: My current project is a western saloon themed
sign. I have split up all the resources I am using for this creation into three folders, so that I have the
following file folder structure:

Once I have added the Western Saloon folder to my Libraries it appears in the list of folders. When a
folder is selected all its immediate subfolders are also shown, but only the immediate subfolders, notice
that the Toolpath Outlines folder does not appear in the image below.

If a folder is selected and it contains clipart files then these are shown in the clipart window.

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To remove a folder, select from the list of folders and click on the Remove Folder button. This will not
delete clipart from your computer; it will just remove the library folder. Folders may be added to the library
from the local file browser by right clicking and selecting the Add folder to library option.

Note: Under the Edit - Options drop-down menu there is a flag to set whether you
Show the clipart subfolder contents if set to yes it will show the models in the current folder and
also in up to 3 levels of sub-folder below that. If it is set to No it will only show files that are present in
the currently selected folder.

Local Files

The local files browser allows you to select a folder using the file
explorer tree in the top section of the page. When you select a
folder containing Vectric files (*.crv or *.v3m) the bottom section
of the page will fill with thumbnail images of the V3M or CRV
files within each folder.

Integrated Windows Explorer Thumbnail


Support
V3M files automatically include thumbnails. Windows Explorer can make use of these thumbnails to show
you a preview of each file when you browse a folder.

When browsing a folder containing V3M files in Windows, select Medium Icons or larger from the
available options in the Change your view control, located at the top of the Windows Explorer view:

Thumbnails are supported for Windows XP and later, but the method of selecting thumbnail view in
Windows Explorer may differ for other Windows versions.

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Drag and Drop

VCarve Pro supports Windows drag and drop functionality to quickly add V3Ms into an existing model
directly from Windows Explorer.

With Windows Explorer and VCarve Pro both open, simply click and drag the V3M thumbnail of the file
you want from the Explorer Window into either the 2D or 3D View window of VCarve Pro. The selected
V3M file will be imported automatically and added to the Component Tree.

The View Toolbar

Above the view window is a handy toolbar that allows easier access to common tools. With the ability to
create a double sided project you have easy access to switch between the Top and Bottom Sides of your
project. The Layers Drop down bar has now moved from the drawing tab to the View Toolbar, making it
accessible at all times. The other icons displayed in order of left to right are as follows:

Snapping Toggle Options

Snap to geometry
Smart Snapping
Snap to Grid

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View Controls

Toggle Pan / Twiddle View

Zoom to box

Zoom to drawing

Zoom to selection

Toolpath Drawing Toggle

Toggle 2D Toolpath Drawing

Toggle solid 2D Toolpath Drawing

Tile 2D & 3D View Windows

Stack 2D and 3D View windows vertically

Stack 2D and 3D View windows horizontally

Two-Sided Machining

When you are working on a two-sided job additional icons will appear on the View Toolbar. On the left you
will see an icon indicating whether the job you are working on will be flipped horizontally or vertically. This
is important because the software will automatically mirror your toolpaths and geometry around different
axes depending on this setting. To maintain the correct alignment of your toolpaths you must physically
turn the material on your CNC machine in the same direction as you have specified during the design
process.

Turn horizontally from left to right.

Turn vertically, end over end.

Note: This icon is just for you information and does not perform any operation; it is not clickable.

The next button indicates which side you are currently working on. It is a toggle button that can be clicked.
Clicking this button swaps the active side of your job.

Top side is active, all operations will apply to the Top side.

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Bottom side is active, all operations will apply to the Bottom side.

Note: The rulers that border the 2D View are colored to provide a handy visual indicator as to which
side is currently active. An Orange background indicates that the Bottom side is currently active and
any drawing or toolpaths are associated with the Bottom Side of your design.

The final additional tool for two-sided job is on the right hand side of the View Toolbar and it allows you to
toggle the 3D composite relief to show either the currently active side or your model only, or both sides of
your model as a single solid block.

Toggle Two-Sided View

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2D Design and Management


The 2D View is used to design and manage the layout of your finished part. Different entities are used to
allow the user to control items that are either strictly 2D or are 2D representations of objects in the 3D
View. A list of these 2D View entities are described briefly below and more fully in later sections of this
manual.

Ultimately the point of all these different types of objects is to allow you to create the toolpaths you need
to cut the part you want on your CNC. This may mean that they help you to create the basis for the 3D
model or that they are more directly related to the toolpath such as describing its boundary shape. The
different applications and uses for these 2D items mean that organization of them is very important. For
this reason VCarve Pro has a Layer function for managing 2D data. The Layers are a way of associating
different 2D entities together to allow the user to manage them more effectively. Layers will be described
in detail later in the relevant section of this manual. If you are working with a 2 Sided project you can
switch between the 'Top' and 'Bottom' sides in the same session, enabling you to create and edit data on
each side, and using the 'Multi Sided View' option you can view the vectors on the opposite side. 2 Sided
Setup will be described in detail later in the relevant section of this manual.

Vectors

Vectors are lines, arcs and curves which can be as simple as a straight line or can make up complex 2D
designs. They have many uses in VCarve Pro, such as describing a shape for a toolpath to follow or
being a controlling 2D shape for use with one of the 3D modeling functions such as the 2 Rail Sweep.
VCarve Pro contains a number of vector creation and editing tools which are covered in this manual.

As well as creating vectors within the software many users will also import vectors from other design
software such as Corel Draw or AutoCAD. VCarve Pro supports the following vector formats for import:
*.dxf, *.eps, *.ai, *.pdf, *skp and *svg. Once imported, the data can be edited and combined using the
Vector Editing tools within the software.

Bitmaps

Although bitmap is a standard computer term for a pixel based image (such as a photo) in *.bmp, *.jpg,
*.gif, *.tif, *.png and *.jpeg. These file types are images made up of tiny squares (pixels) which represent a
scanned picture, digital photo or perhaps an image taken from the internet.

To make 3D models simple to create, VCarve Pro uses a method which lets the user break the design
down into manageable pieces called Components. In the 2D View a Component is shown as a Grayscale
shape, this can be selected and edited to move its position, change its size etc. Working with the
Grayscale's will be covered in detail later in this manual. As with bitmaps, many of the vector editing tools
will also work on a selected Component Grayscale.

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Vectors
Vectors have two very important uses:

1. To describe the shape/boundary/direction of a toolpath


2. To control 3D shapes created using the icons under the Modeling Tools

As they are such an important part of two of the fundamental areas of the software there are a lot of tools
to create, edit and manage them. In this section all these tools and vectors options will be briefly
described. For practical examples of these tools you should review the tutorial videos.

Vector Import
Decorative vector designs and shapes will often be imported from another drawing package such as Corel
Draw, AutoCAD etc. rather than being completely drawn in VCarve Pro. The Vector Import icon is
located in the File Operations area of the Drawing Tab. Once a vector has been imported then the
imported vector shape(s) can be modified, moved, scaled, rotated, mirrored or deleted the same as
vectors created within the software.

The following Vector file formats can imported

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SVG files are two dimensional vector graphics which can be created within Vectric
software but also from other CAD packages such as Inkscape or Adobe Illustrator. If you
SVG open this file type from File ► Open, this will automatically import the vectors and open
up the Job Setup Form. If opened from the File ► Import ► Import Vectors, this will
import the vectors directly into the current job.

Files from other CAD or graphics software packages such as AutoCAD will be opened
in the original size and position. The Job Setup Form is automatically opened showing
DXF and DWG the maximum X and Y dimensions of the opened design. The actual size of the material
can then be specified along with the required thickness and appropriate X0, Y0 and Z0
origins.

Files from typical design software such as Corel Draw can be opened. The Job Setup
EPS form will automatically be opened so the required material size can be specified. By
default the EPS file will be placed with the lower left corner of the design at X0, Y0.

Files from typical design software such as Adobe Illustrator and Corel Draw can be
opened. The Job Setup form will automatically be opened so the required material size
AI
can be specified. The AI file will be placed with the lower left corner of the design at X0,
Y0

Software such as the Adobe product range can be used to convert files from other
design and word processing software into the industry standard PDF file format. The
PDF
text and vector content of PDF files is extracted when imported into VCarve Pro. When
importing multiple page PDF documents each page is placed on a separate layer.

While every endeavor is made to keep up with other software companies' changes in their file format it is
possible that files in the above formats may not always be readable in VCarve Pro. In that case going
back to the original design systems and saving the file in an earlier version may enable it to be loaded into
VCarve Pro. In addition VCarve Pro may not support the import of special entities such as dimensions,
hatching, text, numbers etc. from some vector file types. It may be possible to adjust the formatting for
these objects in their original design program. This is often done using a command called
Convert to Curves. This will change this type of data to regular vectors that can then be exported in a
compatible format for import.

Program Options
The options fall into four categories:

1. Window Layout
2. 3D View Settings
3. Toolpath Settings
4. General Settings

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Note: Many of the


choices in this dialog will
not take effect until the
software has been
exited and restarted.

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Window Layout

Save the layout and the 'pinned' state of the command and toolpath fly
Save Tab Layout
out tabs.
Save the size, position and visibility for dialogs such as the Layer
Save Dialog Layout
control and Toolpath Control dialogs.
Save View Layout Save the layout of the 2D and 3D view windows.
Display Splash Screen Display the program Splash Screen, while the program is loading.
Top Side Ruler Color The colour of the ruler on the top side in a two-sided project.
Bottom Side Ruler Color The colour of the ruler on the bottom side in a two-sided project.

3D View Settings

Use Shaded Background Use a gradient shaded background for the 3D view.
Background Color Change the background color used for the 3D view.
Gradient Background Color Change the bottom (lightest) color used for the 3D view.
Draw Origin Draw the origin arrows by default on startup.
Print 3D View Shaded Background Include the shaded background when printing.
Switch on/off animation in the 3D View when selecting View
Animate Camera Moves
positon from the Iso View, Down X, Down Y or Down Z icons.

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Toolpath Settings

When the toolpath Preview form is visible, keep the


Show Toolpath Operations with Preview 'Toolpath Operations' section visible (requires more screen
space).
Auto Open 3D view Automatically swap to 3D view after calculating a toolpath.
2D Solid Preview Color Color used to draw the solid 2D toolpath preview with.
Create 2D Previews Create 2D previews of toolpaths in 2D view.
If a toolpath is associated with a sheet, select sheet when
Select Sheet When Edit Toolpaths
edit toolpath
Number of seconds the program will spend trying to fix
Toolpath Geometry Fixing Timeout
problems with geometry when calculating toolpaths.
When projecting a toolpath onto the model, drop the tool
on surface rather than project. If this is set, the toolpath
Drop Tool
will follow the surface of the model better, but could be
slower to calculate.
Tolerance to apply to 2D toolpaths after calculating to
2D Toolpath Tolerance
reduce file size.
Tolerance to apply to 3D toolpaths after calculating to
3D Toolpath Tolerance
reduce file size.

Tolerance to apply to VCarve toolpaths after calculating to


reduce file size.

Note: We strongly recommend that the Toolpath


Tolerance should be left at their default settings
unless different values are recommended by your
machine tool manufacturer. If you do have a
machine which struggles with the default settings, try
doubling the values and cutting a test-piece to
VCarve Toolpath Tolerance assess the tradeoff between machining times, file
size and final machined quality. We have done some
limited testing and on a sample complex 3D model,
increasing the '3D Toolpath Tolerance' to 0.001
inches gave a 40% decrease in file size and no
noticeable difference in quality on the test machine
and job. In the test case there was no measurable
difference in machining time on the CNC machine
the test was carried out on.

Maximum size in MB of Toolpath data undo stack for


Maximum Toolpath Undo Stack Size (MB)
storing toolpath delete state.

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General Settings

Switch on support for graphics tablet drivers, if installed - for


Use Graphics tablet
use with the sculpting tool.
Enable/disable processing of files in the 'Vectric Files' folder in
Process User Files
your common user document folder.
This sets the maximum number of items that will be displayed in
the Recently opened files... list in left hand side bar of the
Recent File List Size interface when there is no file currently loaded. The list will not
increase in size until the software has been re-started and more
files have been opened and/or saved.
If set to Yes then this will show the contents within the selected
Folder in the Clip Art browser along with up to 3 sub-folders if
Show the clipart Subfolder Contents
they exist and contain appropriate file types. If set to No it will
only display the contents of the selected folder, not sub-folders.
Force open the local copy of the documentation when accessed
through the Help menu. VCarve Pro automatically opens the
Always open local documentation
local documentation if you have no internet connection or if the
server is taking too long to respond.

Rulers, Guide Lines and Snapping


To help with drawing, construction and layout, the 2D View has Rulers which are displayed along the top
and down the left side of the window. In addition to the Rulers there is the option to use Guidelines and
The Smart Cursor to help with construction of vectors or positioning of other objects in the 2D View.

Rulers↓

The Rulers are permanently displayed in the 2D view to help with


positioning, sizing and alignment. The graduated scale automatically
uses the units set for the project and zooming in / out shows the sizes
in 10ths.

←Guidelines

Guide Lines are used to help layout designs and make it very easy to sketch shapes by clicking on the
intersections of Guides. Guide Lines are easily be added to the 2D view by pressing the left mouse button
down on the appropriate ruler (left if you want a vertical guide and top if you want a horizontal guide) then
holding the button down and dragging the mouse into the 2D view.

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While dragging a Guide into position it automatically Snaps to the units displayed on the ruler. This
snapping behavior can be overridden by holding down a Shift key while dragging the guide. After
positioning a Guide it can easily be moved to a new position by clicking the right mouse button on the
guide to open the Guide Properties form as shown later in this section. If you hover the mouse over a
Guideline then its current position is displayed next to the cursor

Additional guide lines can be added relative to an existing guide line by interactively placing the cursor
over an existing guide (the cursor changes to 2 horizontal arrows), Holding a Ctrl key and dragging to
the required position. The incremental distance between the guide lines is displayed next to the cursor.
Releasing a Ctrl key changes to display the absolute distance from the material origin.

Guides can also be added and other edits made by


right clicking on the Guideline which will bring up the
Guide Properties form:

The exact position can be specified by entering a


New Position.

Guides can be given an angle by either entering an


angle into the New Angle box or dragging the slider
and clicking Apply . Angles are measured in degrees
counterclockwise from the x-axis. From an angled
guide you can only create relative parallel guides.

Guide lines can be locked in position to stop them from


being inadvertently moved by ticking the Lock Guide
option.

Additional Guide Lines can be added that are


positioned using absolute or incremental coordinates.
Enter the Absolute or relative positions and Click
Create New Guide .

Guides can quickly be toggled visible / invisible by


clicking in the Top Left Corner of the 2D view:

Alternatively the visibility can be changed using View Menu ► Guide Lines from the Main Menu. Guide
Lines can be Deleted by selecting View Menu ► Guide Lines ► Delete All Guides from the Main Menu.
Individual Guide Lines can be deleted by clicking and dragging them out of the 2D View Window.

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Snapping
Options

These options can be used to


help create and edit vector
geometry.

The Snapping Options form can


be accessed by selecting
Edit ► Snap Options from the
Main Menu or by pressing F4 .

Display Text at
Cursor

Displays the XY coordinates on


the cursor making it easy to see
the position for each point

Snap to Guides

When this option is checked ✓ drawing and positioning vectors will snap onto any horizontal or vertical
guide lines visible in the 2D view.

Snap Guides to Geometry

When checked, ✓ the Guide Lines can snap to Geometry while being dragged.

Snap to Grid

Displays a grid of points separated by the Grid Spacing which can be snapped to when drawing or editing
vectors and other objects in the 2D View.

Snap Distances

Snap to fixed lengths based on your zoom level. This occurs when creating shapes, dragging nodes or
vectors.

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Snap to Job Center and Corners

Snap to the job corners and center. This, also, control the job smart snapping.

Fixed Nudge Distance

Objects can be moved small, fixed distances (nudged) by holding Ctrl + Shift and tapping the arrow
keys. The Fixed Nudge Distance specifies the distance to move selected objects with each nudge.

Snapping Radius

The snap radius (pixels) will adjust how close the cursor must get to vector geometry in order to snap it. If
you work quickly and grab and throw geometry at speed, you may prefer a larger Snapping Radius to pick
up geometry that is vaguely near the mouse. If you work precisely or have complex overlapping geometry,
you may prefer a smaller Snapping Radius to avoid having to zoom in to select one geometry in an area
that has many nearby vectors.

Geometry Snapping

Used to control the position at which the cursor will snap when drawing and moving objects. When
drawing, the cursor will snap to items on vector geometry depending what options you have selected in
the form under this section.
Object centers, Span End points, Span Mid-points, Arc centers, intersections Horizontally, Vertically and
the specified Angle and Distance Guide lines and the intersection of Guides

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Snap to Nodes, mid-points, centers

Snap to Guides, matching horizontal and


vertical points, plus angle and distance

Smart Snapping

Smart snapping works by snapping the cursor to imaginary lines related to vectors and/or nodes. These
lines will appear as dashed, and sometimes coloured, lines that go through the vector or node and the
cursor point. You can snap to the intersection of those lines by hovering over the nodes that you're
interested in. This reduces the need to create construction geometry (for example, for aligning nodes or
vectors), and can be used in almost all the shape creation tools, node editing and transforming vectors.

Note: A node is the start, middle, or end point of a span.

Note: The snapping system is watching to see which vectors you hover the mouse over. It
remembers that last few vectors as the ones you want to work with and draws the snap lines for
those as a priority. There is a maximum number of nodes and vectors that can be "woken up" at the
same time to avoid too many snap lines appearing at once.

Snapping lines can be drawn from:

Nodes that were woken up by hovering the mouse over them or their span
Vector properties, such as their bounding box or center point

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Material properties, such as extensions from the edge and the middle

Note: It is possible to wake up vectors on the other side of a double-sided job.

Cursor Type Color Description

The theoretical bounding box surrounding the active vector


Object Bounds
+ horizontal and vertical lines passing through the centre

Horizontal and Horizontal and vertical lines passing through a node or a


Vertical Lines span midpoint.

Tangents Tangents originating from a node or a span midpoint.

Perpendicular to Lines which are perpendicular to tangents from nodes or


Tangents span midpoints.

Connecting Lines Lines connecting two nodes. Includes mid-point

(No
Span Geometry Snap to the geometry of the vector
line)

Snapping to specific angles, as defined in the snap options


Angular Constraints
F4

Job Horizontal and vertical lines through the center of the job.

Object Bounds

These snap lines appear on the bounding box edges of the vector, and in the middle horizontally and
vertically.

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Bounding Box

Object Centre

Vertical and Horizontal Lines

Nodes
The snap lines appear when the cursor is near the horizontal or vertical line passing through the
woken nodes.
Vectors
Snap lines become available while moving vectors so that it is used for aligning them with other
vectors.

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Horizontal

Vertical

Tangents

These snap lines originate from the woken node and will appear as an extension along the end of the
belonging span.

Tangent

Perpendicular to Tangents

These snap lines will be 90° from the tangent snap line, and they both

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Perpendicular

Connecting Lines

If you wake two or more nodes, you could snap to the line connecting them. You could, also, snap to the
mid-point of that line.

Connecting Lines

Span Geometry
This allows you to snap to the geometry of the vectors.

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Span geometry

Angular Constraints

Angular Constraints eg. 30° (Angle step 15°)

Job Edges & Centre

If you have the job snapping enabled, you could snap to the horizontal and vertical middle lines. This,
also, includes the lines extending from the job's edges.

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Job Center

Toolbar Snapping Options


Geometry Snapping, Smart Snapping and Grid Snapping can be switched on and off
from the View Toolbar

Any change to the snap settings F4 , through the Main Menu, or the toggles on View Toolbar will be
remembered for subsequent sessions.

Disable snapping temporarily


Snapping can be temporarily disabled by holding down the Shift key.

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Document Variables
Document Variables provide a
mechanism for defining values
that can be used in VCarve
Pro's Document Variables. They
can either be created in the
Document Variables dialog
(right) which is accessible under
the Edit menu, or created from
any Calculation Edit Box which
supports variables by right
clicking and selecting

Insert New Document Variable from the Popup Menu.

Naming Document Variables

Right-click an edit-box to insert a new or existing Document Variable:

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New Document Variable names must begin with a letter and then may consist of letter, number and
underscore characters. Once created, they may be edited in the table beneath the New Variable section
fo the Document Variables Dialog.

Variables can be exported to a text file and imported into another job. When importing, any existing
variable values with the same name will be replaced.

Deleting Document Variables

Variables may be deleted if they're not being used in any toolpath calculations but only when there are no
toolpath creation forms open.

Using Document Variables

Once created a Document Variable may be used in any Calculation Edit Box by enclosing its name within
a pair of curly braces as illustrated in the figure below.

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Right clicking in a Calculation Edit Box provides a Popup Menu that provides shortcuts for creating new
Variables and inserting existing variables into the Edit Box.

Once a Document Variable has been created from the Popup Menu it will be inserted into the Edit Box.

Accessing Document Variables

Declared Document Variables can be easily accessed from a calculation edit box. Right-click on the
calculation edit box and you will be presented with a menu showing the document variables available
currently, as well as an option to quickly insert a new document variable.

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Calculation Edit Boxes


Numerical edit boxes generally support simple calculations.
A sum can be entered directly into the edit box:

Having typed an equation, pressing the = key will perform the entered calculation and fill the edit box
with the answer.

Special Calculation Characters

As well as the simple numerical calculations, such as 3+(4/5), several of VCarve Pro's stored values can
be accessed by using certain letters (which are not case-sensitive): When used, VCarve Pro substitutes
the character with the appropriate value in the calculation.

Character Name Example Description

W or X Material Width w/2= Half of the material width

H or Y Material Height H*2= Twice the height of the material

T or Z Material Thickness t-0.25= 0.25 units less than the material thickness

P PI (3.141593) P*10^2= Area of a 10 radius circle (π.r2)

I Imperial Conversion 25.4*i= Converts 25.4mm to inches

M Metric Conversion 2*M= Converts 2 inches to millimetres

' Feet 2'+10= 34 inches (2 feet and 10 inches)

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The Drawing Tab


VCarve Pro includes drawing and editing tools that allow designs
to be created and modified, which can ultimately be used directly
for toolpath creation.

Commands for vector creation and editing are very easy to use
and multiple design elements can also be drawn or imported,
scaled, positioned and interactively edited to make a new design.

Text can also be created using any TrueType or OpenType fonts


installed on your computer, or the single stroke engraving fonts
supplied with the software.

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File Operations
File Operations

New, Open and Save

This option opens the Job Setup form (below), which is used to create a new blank
job of the width (X), height (Y), and thickness (Z) required. The relative origins for X0,
Y0 and Z0 are also specified at this point, and the measurement units can be set in
Create a New File either inches or metric. The Modeling Resolution and default 3D shading
color/material can also be set at this stage.

This option opens the File Open dialog window, allowing VCarve Pro files (CRV) and
Open a File importable 2D vector files to be selected and opened.

This option opens the File Save As dialog window and allows the job to be saved as
a VCarve Pro file. Navigate to the required folder, enter a suitable name for the job
Save a File and click the Save button.

This opens the File Open dialog window and allows 2D DXF, EPS and AI and PDF
files to be imported into the 2D View. The imported vectors will always be read in at
the size and scale they were created in their original design software. Once open
they can be scaled and edited in the same way as vectors created in VCarve Pro. All
the Vector tools will be dealt with in that section of this manual.

To import toolpaths from PhotoVCarve and Cut3D (.PVC and .V3D file extensions),
Import Vectors use File ► Import... ► Import PhotoVCarve or Cut3D Toolpaths from the main
menu bar. Any Toolpath data saved as .PVC or .V3D files can be imported and will
be visible in the Toolpath List.

See the 3D Toolpath Files section for detailed instructions on importing


PhotoVCarve(*.pvc), Cut3D(*.v3d) or Vectric 3D Machinist(*.v3m) files.

This opens the File Open dialog window and allows image files to be selected and
imported into the current open job. File types - BMP, JPG, TIF, GIF, PNG
Import Bitmap
Images are imported to sketch vectors over the top of them, generate traced vectors.

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File Types

Files previously created and saved in VCarve Pro will be opened and displayed in the 2D Design
CRV
window. All calculated toolpaths are stored/opened from the CRV file.

Files from other CAD or graphics software packages such as AutoCAD will be opened in the
DXF original size and position. The Job Setup Form is automatically opened showing the maximum X
DWG and Y dimensions of the opened design. The actual size of the material can then be specified
along with the required thickness and appropriate X0, Y0 and Z0 origins.

Files from typical design software such as Corel Draw can be opened. The Job Setup form will
EPS automatically be opened so the required material size can be specified. By default the EPS file
will be placed with the lower left corner of the design at X0, Y0.

Files from typical design software such as Adobe Illustrator and Corel Draw can be opened. The
AI Job Setup form will automatically be opened so the required material size can be specified. The
AI file will be placed with the lower left corner of the design at X0, Y0

Software such as the Adobe product range can be used to convert files from other design and
word processing software into the industry standard PDF file format. The text and vector content
PDF
of PDF files is extracted when imported into VCarve Pro. When importing multiple page PDF
documents each page is placed on a separate layer.

SketchUp files with a .SKP extension (see www.sketchup.com) can be imported as 2D data
SKP suitable for machining.
See the Sketchup section for detailed instructions on importing Sketchup files.

SketchUp Files
SketchUp files with a .SKP extension (see www.sketchup.com) can be imported as 2D data suitable for
machining into a VCarve Pro job using the File ► Import Vectors... command from the menu bar or the
import vectors icon on the Drawing tab. To import data from a SketchUp file you must already have
created or opened a job to import the data into.

As a SketchUp model is usually a 3D representation of the part, the SketchUp importer offers a number of
options to allow you to start manufacturing the model.

We will illustrate the two main choices for how the model will be imported using the SketchUp model
shown to the left.

The model shown in the screenshots is a cabinet constructed by following the instructions in the Fine
Woodworking 'Google SketchUp guide for Woodworkers: The Basics' DVD which is available via the Fine
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Woodworking site at www.finewoodworking.com. Vectric have no


affiliation with Fine Woodworking, we are just using screenshots of the
model constructed while following their tutorials to illustrate the process
of importing a SketchUp model.

When the SketchUp model is selected from the File Import dialog, the
following dialog will be displayed.

Although this initially looks complex, the dialog is divided into four logical sections which will be describe
below.

Layout of Imported Data

In the first section there are two main choices for how the data from the model will be imported, 'Exploded
Flat Layout' and 'Three Views - Front, Top, Side' as shown below.

We will describe the 'Three Views - Front, Top, Side' option first as it is the simplest.

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Three Views - Front, Top, Side

This option will create an 'engineering


drawing' style layout of the SketchUp
model as shown in the screenshot
below.

The size of the model is preserved and


it is relatively simple to pick up
dimensions for parts you are going to
manufacture from the various views. The colors of the lines you see are taken from the colors of the
original SketchUp layers the various parts of the model are on.

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Exploded Flat Layout

This option will take each component in the model and orientate it flat ready for machining as shown in
the screenshot below.

Once this option is selected a number of sub-options also become available.

Part Orientation

This section controls what VCarve Pro considers to be the 'top' face of each part.

Auto Orientate
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If this option is selected, for each part in the model, the 'face' with the largest area based on its outer
perimeter (i.e. ignoring holes etc.) is considered to be the 'top' face and the part is automatically rotated
so that this face is facing upwards in Z. This strategy works very well for models which are to be
manufactured from sheet goods where there are no features on particular faces which need to be on the
'top' (such as pockets).

Orientate by material

This option allows the user to control more explicitly the orientation of each part in the model. Within
SketchUp the user can 'paint' the face of each component/group with a material/color of their choice to
indicate which face will be orientated on top when the model is imported. When this option is selected
simply chose the material which has been used to indicate the top face from the drop down list. If a part is
found in the model which does not have a face with the specified material, that part will be oriented by
making the largest face the top.

Gap between parts

This field lets the user specify the gap between parts when they are first imported. After importing, the
nesting functions within VCarve Pro can be used to layout the parts with more control and across multiple
sheets.

Create Circles / Arcs


SketchUp does not maintain true arc
or circle information for the boundaries
of its parts. This is a problem when it
comes to machining as the 'polygonal'
SketchUp representation can give very
poor machining results. For this
reason, VCarve Pro offers the option to refit circles and arcs to imported data.

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Options Checked ✓ Options Unchecked

The screenshot above left shows the results of importing a part with a filleted corner and hole with these
options unchecked. The 'fillet' is made up of a series of straight line segments and the circular 'hole' is
actually a polygon made up of straight lines.

The screen shot above right shows the same part imported with both these options checked ✓. The 'fillet'
now consists of a single smooth arc and the circular 'hole' now also consists of arcs rather than straight
line segments. Both these features will machine more cleanly in this form.

Data to Import
A SketchUp model will often contain parts
that you do not wish to machine (such as
hinges, knobs etc.) or data which will be cut
from different thicknesses of material and
hence different parts need to be imported
into different VCarve Pro jobs. To allow
control over what is imported you can
choose to only import parts of the model
which are on particular layers using this
section of the dialog.

To only import data from selected layers,


choose the 'import visible data on selected
layers' option and click the check box next
to each layer to indicate if you want to
import data from that layer. Note that the
number of parts on each layer is displayed
next to the layer name.

It is very easy to assign different parts of


the model to different layers within
SketchUp to help with the import process
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into VCarve Pro. The screenshot below shows the result of only importing data on the 'Door' layer from
the example.

As long as the 'Group imported parts' option is selected, these parts can then be easily nested ready for
machining as shown in the image below (the 'Group imported parts' option is explained later in this
section).

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Component / Group Handling

This section of the form allows


advanced handling of how 'parts'
within the SketchUp model are
identified and treated on import.

Group imported parts

This option is normally selected for all


but the simplest models as it allows each 'part' of the model to be selected, moved and nested easily after
import. You will need to ungroup the imported data after nesting etc. to allow individual features to be
machined. By default, VCarve Pro will treat each SketchUp group / component as a single part UNLESS it
contains other groups or components within it, in which case each lowest level group / component will be
treated as a separate part.

Items which you retain in groups can be ungrouped at any time in the usual ways.
If the right-click menu-option to Ungroup back onto original object layers is used (which is the default
option when using the icon or shortcut U ) then the software will place the ungrouped items back onto
the original layers they were created on in SketchUp.

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Keep components starting with two underscores (__) together

If you have a complex model which contain 'parts' which are made up of other groups / components, you
will need to do some work on your model to identify these parts for VCarve Pro. The way this is done is by
setting the name of the groups / components that you wish to be treated as a single part to start with__
(two underscore characters). For example, if you had a model of a car and you wanted the wheels / tires /
hub nuts to be treated as a single part even though the Tire, Wheel and other parts were separate
components, you would group the parts together and name them something like __WheelAssembly in
SketchUp. When this model was imported, and VCarve Pro reached the group/component with a name
starting with __ it would treat all subsequent child objects of that object as being the same part.

Replace outer boundary (for flat jobs only!)

There is a style of 'building' with SketchUp where individual 'parts' are made up of several components
'butted' against each other. The screenshot below shows such a component.

This object is made up of many smaller components representing the tabs on the top, the connectors at
the end and the support at the bottom as shown below.

Although when can treat this as a single 'part' when imported by starting its name with __ (two
underscores), the imported part is still going to be difficult to machine. The screenshot below shows the
part imported into VCarve Pro without the 'Replace outer boundary' option checked ✓ . The part in the
image has been ungrouped and the central vector selected.

As you can see, the outer boundary is made up of separate segments for each 'feature'. VCarve Pro does
have the ability to create an outer boundary for vectors but this can be time consuming if it has to be done
manually. If the 'Replace outer boundary' option is checked, ✓ for every part VCarve Pro will try to create
a single outer boundary and delete all the vectors which were part of this boundary. The screenshot below

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shows the result of importing the same data with this option checked, ✓ this time the part has been
ungrouped and the outer vector selected.

This data is now ready to be machined directly. It is important to understand the limitations of this option.
It can be substantially slower. Creating robust boundaries for each part can consume a lot of processing
power. Any feature which shares an edge with the boundary will be deleted. If the tabs on the top of this
part were to have been machined 'thinner', this approach would not have been suitable as the bottom
edge of the tabs has been removed.

IMPORTANT

The new features will help a lot of SketchUp users dramatically reduce the time it takes to go from a
SketchUp design to a machinable part using VCarve Pro.

It is important to understand though that while these options provide a useful set of tools, in many
cases there will still be additional editing required to ensure the part is ready to toolpath.

Understanding the options and how they work will allow the part to be designed in SketchUp with
these in mind and therefore help to minimize the time to machine once the data is imported.

Note: Sketchup files will only open in the same bit version you are running e.g. A file saved in a 32
bit version of Sketchup will only open up in a 32 bit version of VCarve Pro.

3D Toolpath Files

Files from Vectric's Cut3D, PhotoVCarve and Design and Make Machinist that include 3D toolpaths can
be imported into VCarve Pro using the main menu command: File ► Import ► PhotoVCarve, Machinist
or Cut3D Toolpaths.

The 3D file must first be scaled to the required size before toolpaths are calculated, and then the
complete file saved ready for importing into VCarve Pro. These files can only be moved and positioned
inside VCarve Pro but cannot be scaled.

A Grayscale thumbnail of the 3D job is drawn in the 2D View with the X0 Y0 origin at the position it was
set in Cut3D, PhotoVCarve or Design and Make Machinist. The associated toolpath(s) are also drawn in
the 3D window and the names appear in the Toolpath list.

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Positioning

To move the 3D design toolpaths:


Open the 2D Window, Click the Left mouse Twice on grayscale image (turns light Blue to indicate it's
selected) Drag to the required position Or use the Move or Alignment tools for accurate positioning.

The toolpath(s) are automatically moved in the 3D window to the same XY position as the image.

Origin for the 3D data at X0 Y0 Grayscale image moved to middle of job

Toolpaths for the example above have been calculated with the X0 Y0 in the middle of the 3D design.
When imported into Cut2D the data is automatically positioned using the same coordinates, which places
three quarters of the design off the job. In the second image the grayscale image has been moved to the
middle of the job.

The 2D mirror and rotate drawing tools can also be used to edit the 3D data set.

3D toolpaths can also be copied using the Duplicate Toolpath command on the Toolpaths Tab

making it very easy to use multiple elements from a single design on a job. The thumbnail preview is also
copied for each toolpath, making it very easy to position additional copies of a 3D toolpath.

For example, a single design can be copied and mirrored to create Left and Right versions of a 3D design
or to place multiple copies of a decorative design in the corners of a cabinet door panel as shown below.

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The 4 corner roses are all copied from a single file

Toolpaths for the 3D elements can be previewed along with the conventional Profile, Pocketing and
Drilling toolpaths, and everything will be saved ready for machining.

A good example of where this functionality might be used in conjunction with PhotoVCarve is for making
personalized picture frames that include the PhotoVCarve grooves plus descriptive engraved text and a
decorative Profiled or Beveled border. As shown below:

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2D window showing thumbnail previews,


text and decorative border

3D window previewing the completed job

Options

Imported toolpaths can also be edited to position them inside the material or to change the cutting
parameters - speeds and feed rates can be changed.

Note: When using a Design and Make Machinist file that includes multiple toolpaths, you must
remember to edit the Start Depth for all of the imported 3D toolpaths.

Click the Edit toolpath icon or Double click on the toolpath name to open the edit form.

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For example, after machining a half-inch deep pocket a PhotoVCarve design can then be edited to have a
Start Depth = 0.5 inches and this will carve the photograph onto the base of the pocket surface.

Cut, Copy and Paste

The Cut, Copy and Paste functions in VCarve Pro can be used on Vectors or Bitmaps.

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The Cut tool removes the selected objects from a design in a similar way to pressing the Delete
key, but the selected objects are copied to the clipboard and can be Pasted into either the current
Cut file or a new file if required. Only one item can be Cut or Copied at a time.

The Copy tool copies selected objects to the clipboard, leaving the original in place and allows
duplicates to be made and re-used in the design by pressing the Paste icon. Only one item can
Copy be Cut or Copied at a time.

This Paste option places the contents of the clipboard (created by Cut or Copy) into the design,
Paste allowing elements to be re-used in different areas of a design or in other VCarve Pro parts.

Clicking this option steps backwards through the design changes made by the user.
Undo

Clicking this option steps forward through design steps that have been Undone using the Undo
Redo command (see above) to get back to stage that the user started using the Undo function.

Job Setup

The Job Setup form is displayed whenever a new job is being created, or when the size and position of an
existing job is edited.

Job Type

Select Single Sided if your design only requires the material to be cut from one side. This is the simplest
type of job to design and machine.

If your design requires you to cut both sides of your material then VCarve Pro also allows you to visualise
and manage the creation and cutting process of both sides of your design within a single project file.
Select Double Sided if you need this additional functionality.

Note: Selecting Double Sided will enable additional options on this form and other features within
the software specifically tailored to working with two-sided jobs. For a additional information see
Two-Sided Machining.

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Job Size

This section of the form defines the dimensions of the material


block you will be using for your project in terms of width (along
the X axis), height (along the Y axis) and thickness (along the Z
axis).

It also allows you to select which units of measurement you


prefer to design in - either inches (Imperial/English) or
millimeters (Metric).

Height

The material length along the Y axis

Z Zero Position

Indicates whether the tip of the tool is set off the surface of the
material (as shown in the diagram) or off the bed / table of the
machine for Z = 0.0.

XY Datum Position

This datum can be set at any corner, or the middle of the job.
This represents the location, relative to your design, that will
match the machine tool when it is positioned at X0, Y0. While
this form is open, a red square is drawn in the 2d view to
highlight the datum's position.

Use Offset

This option allows the datum position to be set to a value other than X0, Y0.

Design Scaling

Note: This section of the form is only visible when editing and existing job, not when creating a new
job.

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When editing the Job Size parameters of an existing job, this option determines whether any drawings
you have already created will be scaled proportionally to match the new job dimensions. If you wish to
preserve the existing size of your drawings, even after the job size has changed, leave this option
unchecked. With this option checked, your drawings will be re-sized to remain in the same proportion and
relative position within your new material extents when you click OK .

Modeling Resolution

This sets the resolution/quality for the 3D model. When working with
3D models a lot of calculation and memory may be required for
certain operations. Setting the Resolution allows you to choose the
best balance of quality and speed for the part you are working on.
The better the resolution quality chosen, the slower the computer will perform.

As this is completely dependent on the particular part you are working on and your computer hardware
performance, it is difficult in a document like this to recommend what the setting should be. Generally
speaking, the Standard (fastest) setting will be acceptable for the majority of parts that VCarve Pro users
make. If the part you are making is going to be relatively large (over 18 inches) but still has small details,
you may want to choose a higher Resolution such as High (3 x slower) and for very large parts (over 48
inches) with small details then the Highest (7 x slower) setting may be appropriate.

The reason that the detail of your part needs to be taken into account is that if you were making a part
with one large item in it (e.g. a fish) then the standard resolution would be OK but if it was a part with
many detailed items in it (e.g. a school of fish) then the High or Highest setting would be better. As
previously stated these are extremely general guidelines as on slower/older computers operations with
the highest setting may take a long time to calculate.

As the Resolution is applied across your whole work area it is important to set the size of your part to just
be big enough to contain the part you plan to carve. It would not be advisable to set your material to be
the size of your machine - e.g. 96 x 48 if the part you plan to cut is only 12 x 12 as this would make the
resolution in the 12 x 12 area very low.

Appearance

This sets the color or material effect which will be applied to the base 3D model. It is possible to change
this at any time and also to apply different colors and materials to different Components using the
Component manager.

In most cases a new job represents the size of the material the job will be machined into or at least an
area of a larger piece of material which will contain the part which is going to be cut. Clicking OK creates
a new empty job, which is drawn as a gray rectangle in the 2D View. Dotted horizontal and vertical Grey
lines are drawn in the 2D design window to show where the X0 and Y0 point is positioned.

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The Create Vectors Tool Group


Create Vectors

Closed Shapes

Open Shapes

Creating Text

Trace Bitmap Dimensions

Drawing Shapes

Each tool gives you the option of dynamically drawing with the mouse in the 2D View, or entering precise
data using the form. When you click on a shape tool icon its associated form will open on the Drawing tab.
Here you can see the precise dimensions of the shape you are working on, which you can edit directly, as
well as other options specific to the type of shape you are editing.

If you click on a shape drawing tool when nothing is selected in the 2D View, you will be able to create
new shapes using the Create button. If you select a previously created shape, you will be able to
modify its properties using the same form and update the shape using the Apply button.

Note: Pressing the Space-bar re-opens the last vector creation form you used. This is very useful
when using other forms in between each shape you create.

Creating Text

There are a number of tools dedicated to the creation and editing of text. These can be found on the
Drawing tab, below the shape creation tools.

VCarve Pro can make use of any TrueType font already installed on your computer, as well as Vectric's
own single-line fonts designed specifically for CNC machining.

Use the Draw Text, or Draw Auto Text, to create text within your design. The Text selection tool then
allows you to dynamically alter the text positioning, spacing or even to bend your text into an arc. For
even more flexibility, use the Text on Curve tool to place your text along any vector curve or line that you
have drawn. The Convert Text to Curves tool allows you to then use Node Editing to fine tune the vectors
of the text to any shape required.

The text tools are accessed using the following icons:

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Create Text Auto Layout Text Text Selection Convert Text to Curves

Text on a Curve

Trace Bitmap

Trace Bitmap tool allows you to automatically trace imported bitmaps using a variety of options within the
tool to control the vectors that are created.

Dimensions

The dimensions tool allows you to add a variety of dimensioning annotations to your vector drawing.

Draw Circle

Circles can be created interactively with the cursor and Quick


Keys or by entering the exact coordinates and diameter / radius
with typed input.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each shape you create.

Interactive

Cursor

The default mode and the procedure for drawing circle is:
Click and drag the Left mouse to indicate the center point followed by releasing the button at the required
radius / diameter (depends on what is set on the form).

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Note: Holding Alt and dragging creates a circle


from the middle point.

As the cursor is dragged across the screen the radius is


dynamically updated. The increments will depend upon
your snap radius and the job size.

Quick Keys

The radius or diameter can be specified while dragging


out a circle:
Type the value while dragging followed, by D if it's a diameter, or R if it's a radius:

Keys Result
1 2 R Radius 12
2 R Radius 2
1 D Diameter 1

Exact Size

Circles can also be drawn by entering the required XY origin, selecting either Radius or Diameter and
entering the required size on the form.

Click Create to update the circle.

Edit

Open the Draw Circle form and select the circle to modify.

The selected circle is displayed as a dotted magenta line. Edit the Center Point and Radius or Diameter

Click Apply to update the circle

To modify another circle without closing the form hold a Shift key down and select the next circle.

Close the form

To finish drawing with the tool, you can:

Click Close on the form


Press the Esc key
Click the Right mouse button in the 2D View.
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Draw Ellipse

Ellipse / ovals can be created interactively with the cursor and


Quick Keys or by entering the exact coordinates for the center
point, height and width with typed input.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each shape you create.

Interactive - Cursor

The quickest and simplest way to draw an ellipse is:

Click and drag the left mouse button in the 2D View to begin drawing the ellipse from its
corner.
While holding the left mouse button, drag to the required size.
Releasing the left mouse button.

Note:

Holding Alt and dragging creates an ellipse from the middle point.

Holding Ctrl and dragging creates a circle.

Quick Keys

Instead of releasing the left mouse button when you have dragged your shape to the required size, you
can also type exact values during the dragging process and set properties precisely.

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Left-click and drag out your shape in the 2D View.


With the left mouse button still pressed, enter a quick key sequence detailed below.
Release the left mouse button.

Default

By default, two values separated by a comma, will be used to set width and height of your ellipse. One
value will create a circle with the given diameter. While you are dragging out the ellipse, type
Width Value , Height Value Enter or Diameter , Enter to create an ellipse with the
specified dimensions.

Example

Keys Result
2 . 5 , 1 Enter Creates ellipse with a width of 2.5 and a height of 1.

Specifying Further Properties

By using specific letter keys after your value, you can also indicate precisely which property it relates to.

Quick Keys Result


Creates an ellipse at the current dragged height, but with the width set to
Value X
the entered value.
Creates an ellipse at the current dragged width, but with the height set to
Value Y
the entered value.
Value W Value H Creates an ellipse with a specified width (W) and height (H).

Examples

Keys Result
1 X Current dragged height with width (X) of 1.
1 Y Current dragged width and height (Y) of 1.
1 W 2 H A width (W) of 1 and height (H) of 2.

Note: These key combinations must be pressed whilst dragging with the mouse to create the ellipse.

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Exact Size

Accurate ellipses can also be drawn by entering the required XY origin point with the Width and Height of
the oval. Click Apply to create the ellipse.

Edit

Select the ellipse to modify and open the Draw Ellipse form.
The selected shape is displayed as a dotted magenta line.
Edit the Width and Height values.
Click Apply to update the ellipse.

To modify another ellipse without closing the form hold a Shift key down and select the next ellipse.

Close the form

To finish drawing with the tool, you can:

Click Close on the form


Press the Esc key
Click with the Right-mouse button in the 2D View

Draw Rectangle

Rectangles can be created by using the Draw Polyline tool or


using the Draw Rectangle Tool. The latter tool allows rectangles
to be created interactively with the cursor and Quick Keys or by
entering the exact coordinates, type of corners (square, internal
or external radius) and Width and Height using typed input.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each shape you create.

Interactive - Cursor

The quickest and simplest way to draw a rectangle is:

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Click and drag the left mouse button in the 2D View to begin drawing the rectangle from its first
corner.
While holding the left mouse button, drag to the required size.
Releasing the left mouse button.

Note:

Holding Alt and dragging creates a rectangle from the middle point.

Holding Ctrl and dragging creates a square.

As the cursor is dragged across the screen so the XY size is dynamically updated. The increments will
depend upon your snap radius and the job size.

Quick Keys

Instead of releasing the left mouse button when you have dragged your shape to the required size, you
can also type exact values during the dragging process and set properties precisely.

Left-click and drag out your shape in the 2D View.


With the left mouse button still pressed, enter a quick key sequence detailed below.
Release the left mouse button.

Default

By default, two values separated by a comma, will be used to set width and height of your rectangle. One
value will create a square with that side length. While you are dragging out the rectangle corner, type
Width Value , Height Value Enter or Side Length , Enter to create a rectangle with
the specified width and height.

Example

Keys Result
1 , 2 . 5 Enter Creates rectangle with a width of 1 and a height of 2.5.

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Specifying Further Properties

By using specific letter keys after your value, you can also indicate precisely which property it relates to.

Quick Keys Result


Creates a rectangle at the current dragged height, but with
Value X
the width set to the entered value.
Creates a rectangle at the current dragged width, but with
Value Y
the height set to the entered value.
Creates a rectangle with a radius (R) and width (X) set by
Value R Value X the two entered values, but using the currently dragged
height.
Creates a rectangle with a radius (R) and height (Y) set by
Value R Value Y the two entered values, but using the currently dragged
width.
Creates a rectangle with a specified width (W) and height
Value W Value H
(H). No radiused corners.
Create a rectangle with radius (R), width (W) and height (H)
Value R Value W Value H
all specified by the entered values.

Note: When specifying multiple properties with quick keys, it is still important that they are entered in
the order indicated in the table above.

Examples

Keys Result
1 X Current dragged height with width (X) of 1.
1 Y Current dragged width and height (Y) of 1.
A corner radius (R) of 0.1, a width (X) of 1 and the current dragged
0 . 1 R 1 X
height.
A corner radius (R) of 0.1, a height (Y) of 1 and the current
0 . 1 R 1 Y
dragged width.
1 W 2 H A width (W) of 1 and height (H) of 2, no corner radius.
0 . 1 R 1 W 2 H A corner radius (R) of 0.1, width (W) of 1 and height (H) of 2

Note: These key combinations must be pressed whilst dragging with the mouse to create the
rectangle.

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Exact Size

Rectangles can also be drawn by entering the required XY origin point with the Width and Height of the
rectangle.

Corner Type

Corners of the rectangle can be Square, Radiused Externally or Radiused Internally.

Edit

Select the rectangle to modify and open the Draw Rectangle form.
The selected shape is displayed as a dotted magenta line.
Edit the Width and Height values.
Click Apply to update the rectangle.

To modify another rectangle without closing the form hold a Shift key down and select the next
rectangle.

Close the form

To finish drawing with the tool, you can:

Click Close on the form


Press the Esc key
Click the Right mouse button in the 2D View.

Draw Polygon
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Polygons (e.g. Triangles, Pentagons, Hexagons etc.) can be


created interactively with the cursor and Quick Keys or by
entering the number of sides, exact coordinates and radius using
typed input.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each shape you create.

Interactive - Cursor

The quickest and easiest way to draw a polygon is by using the mouse in the 2D View.

Click and hold the left mouse button to indicate the center point.
Drag the mouse while holding down the left mouse to required radius.
Release the left mouse button to complete the shape.

Note: Holding Alt and dragging creates a Polygon from the middle point.

As the cursor is dragged across the screen so the radius is dynamically updated. The increments will
depend upon your snap radius and the job size.

Quick Keys

Instead of releasing the left mouse button when you have dragged your shape to the required size, you
can also type exact values during the dragging process and set properties precisely.
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Left-click and drag out your shape in the 2D View.


With the left mouse button still pressed, enter a quick key sequence detailed below.
Release the left mouse button.

Default

By default, entering a single values will be used to set the radius of your polygon. While you are dragging
out the polygon, type Radius Value Enter to create a polygon with the precisely specified radius.

Example

Keys Result
2 . 5 Enter Creates a polygon with a radius of 2.5, all other settings as per the form.

Specifying Further Properties

By using specific letter keys after your value, you can also indicate precisely which property it relates to.

Quick Keys Result


Creates a polygon with the diameter (D) specified, with all other properties
Value D
as per the form.
Creates a polygon with the specified number of sides (S) and the outer
Value S Value R
radius (R).
Creates a polygon with the specified number of sides (S) and the outer
Value S Value D
diameter (D).

Examples

Keys Result
1 R Outer radius (R) 1, number of sides as per form.
1 D Outer diameter (D) 1, number of sides as per form.
8 S 1 R An 8 sided (S) polygon with an outer radius (R) of 1.
6 S 2 . 5 D A 6 sided (S) polygon with an outer diameter (R) of 2.5.

Note: These key combinations must be pressed whilst dragging with the mouse during shape
creation.

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Exact Size

Polygons can also be drawn by entering the required XY origin , selecting either Radius or Diameter and
entering the required size.

Click Apply to update the circle.

Edit

Open the Draw Polygon form and select the circle to modify.

The selected circle is displayed as a dotted magenta line.

Edit the Number of Sides and Radius.


Click Apply to update the circle.

To modify another polygon without closing the form hold the Shift key down and select the next
polygon.

Close the form

To finish drawing with the tool, you can:

Click Close on the form


Press the Esc key
Click the Right mouse button in the 2D View.

Draw Star
Stars can be created interactively with the cursor and Quick
Keys, or by entering the number of points, exact coordinates and
outer radius and inner radius percentage using typed input.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each shape you create.

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Interactive - cursor

The quickest and easiest way to create a star is by clicking and dragging the shape to size in the 2D View
using the mouse.

Click and hold the left mouse button to indicate the center point.
Drag the mouse while holding down the left mouse to required radius.
Release the left mouse button to complete the shape.

Note: Holding Alt and dragging creates a star from the middle point.

As the cursor is dragged across the screen so the outer radius is dynamically updated. The increments
will depend upon your snap radius and the job size.

Quick Keys

Instead of releasing the left mouse button when you have dragged your shape to the required size, you
can also type exact values during the dragging process and set properties precisely.

Left-click and drag out your shape in the 2D View.


With the left mouse button still pressed, enter a quick key sequence detailed below.
Release the left mouse button.

Default

By default, entering a single value will be used to set the outer radius of your star. While you are dragging
out the star, type Radius Value Enter to create a star with the precisely specified outer radius.

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Example

Quick Keys Result


2 . 5 Enter Creates a star with an outer radius of 2.5, all other settings as per the form.

Specifying Further Properties

By using specific letter keys after your value, you can also indicate precisely which property it relates to.

Note: When specifying multiple properties with quick keys, it is still important that they are entered in
the order indicated in the table below.

Quick Keys Result


Creates a star with the outer diameter (D) specified, with all
Value D
other properties as per the form.
Creates a start with the inner radius percentage (I) and the
outer radius (R). The inner radius is defined in terms of a
Value I Value R
percentage of the outer radius or diameter. All other properties
are as per the form.
Creates a star with the specified number of points (P) and the
Value P Value R
outer radius (R).
Creates a star with the specified number of points (P), inner
Value P Value I Value R
radius percentage (I) and the outer radius (R).

Note: Diameter (D) values are interchangeable with radius (R) values in the combinations above.

Examples

Quick Keys Result


1 R Outer radius (R) 1, other proporties as per form.
1 D Outer diameter (D) 1, other properties as per form.
6 P 1 R An 6 pointed (P) star with an outer radius (R) of 1.
6 P 1 D An 6 pointed (P) star with an outer diameter (D) of 1.
A 6 pointer (P) star with an outer diameter (D) of 4 and an inner
6 P 2 5 I 4 D
diameter that is 25% of the outer (i.e. 1).

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Note: These key combinations must be pressed whilst dragging with the mouse during shape
creation.

Exact Size

Stars can also be drawn by entering the Number of Points, Center Point, Outer Radius and Inner Radius
Percentage.

Click Create to update the star.

Edit

Select the star to modify and open the Draw Star form.

The selected shape is displayed as a dotted magenta line.

Edit the required parameters.


Click Apply to update the star.

To modify another star without closing the form hold a Shift key down and select the next star.

Close the form

To finish drawing with the tool, you can:

Click Close on the form


Press the Esc key
Click the Right mouse button in the 2D View.

Draw Polyline

This tool creates continuous straight lines through points clicked, entered coordinates, tangent between a
point and an arc or tangent to two arcs.

Note: Pressing the Space-bar re-opens the last vector creation form you used. This is very useful
when using other forms in between each shape you create.

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Interactive - cursor

The quickest and easiest way to draw a line is by clicking within


the 2D View using the mouse.

Click the left mouse button to indicate the start point of


your line.
Move the mouse pointer and click again to set the next
point in your line.
Repeat this process to add as many line segments as you
require.
Right-click or press Esc to finish your polyline and exit
the form.
Alternatively press the Spacebar to complete this
polyline but keep the form open and begin drawing
another polyline.

Note: Placing the mouse pointer close to the first point on


the polyline and clicking will snap the polyline closed.

Creating Tangent Lines

The polyline tool can also be used create lines that are tangent to arcs in your existing drawing.

From A Point To An Arc

To create a line tangent from a point to an arc simply enter the initial point and then hover the cursor over
the arc and press T .

From An Arc To A Point

To create a line tangent from an arc to a point click on the arc to insert a point and then hover the cursor
over the next point position and press T .

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Note: You cannot create a tangent line to a bezier curve.

From An Arc To Another Arc

To create a line tangent from one arc to another click on the arc to insert a point and then hover the cursor
over the second arc and press T .

Note: Arcs are not trimmed as a result of creating a tangent line.

Quick Keys

Instead of releasing the left mouse button when you have dragged your shape to the required size, you
can also type exact values during the dragging process and set properties precisely.

Left-click and drag out your shape in the 2D View.


With the left mouse button still pressed, enter a quick key sequence detailed below.
Release the left mouse button.

Default

By default, entering a single value will be used to add a point at the specified distance along the line
direction currently indicated by the mouse pointer position, relative to the preceding point. With polyline
drawing underway, move the mouse pointer in the direction you wish to create a new line segment and
type Length Value Enter to extend the line by the specified distance in that direction.

By default two values, separated by a comma, will create the next line point at the absolute X Y
coordinate indicated by the two values, respectively. While drawing, type X Value , Y Value
Enter to place the next point precisely at specified X and Y position.

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Example

Keys Result
Adds the next point at a distance of 3.5 along the line direction indicated
3 . 5 Enter
by the current mouse pointer position.
1 , 2 . 5 Enter Adds the next point at the absolute position 1 in X and 2.5 in Y

Specifying Further Properties

By using specific letter keys after your values, you can also specify the line segment in terms of angle and
length.

Quick Keys Result


Creates the next line segment at an angle (A) degrees from the last point
Value A Value L
and with a length (L).

Note: When specifying multiple properties with quick keys, it is still important that they are entered in
the order indicated in the table above.

Examples

Keys Result
4 5 A 3 L A line segment at 45 degrees (A) and a length (L) of 3.
1 5 A 2 . 5 L A line segment at a 15 degree angle (A) and a length (L) of 2.5.

Note: These key combinations are pressed once you have begun using the mouse to draw your
polyline.

Next Point

You can also use the form to enter values for each line segment as you go along. The segments can be
defined using:

The absolute X Y position of the next point


The Angle and Length to the next point
The relative offset in X (dx) and Y (dy) to the next point.

Once you have entered the values you wish to use:

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Click the Add button to enter a new point.


The Undo button deletes the last point entered and allows a new point to be added.
The Finish button completes drawing the current line and leaves the form open to allow
additional lines to be drawn.

Note: The X Y position use absolute coordinates.


The Angle, Length and dx/dy positions are incremental from the current position.

Create Arc

The Create Arc tool allows a single arc span to be created using
precise values, or dynamically within the 2D View.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each shape you create.

Through 3 Points

Left click the mouse in the 2D View to set the start point of
an arc.
Click again to set the end point position.
Move the mouse and click a third point to set the arc's
radius.

Center, Start and End

Left click the mouse in the 2D View to set the center point of the arc.
Click again to set the start point of the arc.
Move the mouse and click a third point to set the end point of the arc.

Note: Clicking the Right mouse button or pressing the Esc key will complete the arc drawing if
possible and close the form.

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Exact Size

Precise values for the start and end point positions (in absolute X Y coordinates) and either the radius or
the height of the arc can be entered in the form directly. Click Create to draw and arc using these
values.

Editing An Existing Arc

The properties of an arc can be edited at any time by selecting the arc before choosing the Create Arc
tool.

This opens the form with the current properties and position of the selected arc and these values can then
be edited.

Click Apply to update the selected arc with the new values.

Draw Curve

This tool creates a smooth, flowing, continuous curve through clicked points.

Note: Draw Curve does not require an associated form, just use the mouse cursor directly within the
2D View.

Click in the 2D View to begin drawing at the clicked point.


Move the mouse pointer within the 2D View and click the left button to insert as many points as you
require. A curve will be created that smoothly joins your points.
Click the right mouse button or press Esc to finish drawing your curve and close the tool.
Alternatively, press Space Bar to finish drawing one curve, but keep the tool active so that you
can immediately begin drawing another curve.

Note: Left clicking when the mouse pointer is close to the first point on the curve will snap the curve
closed.

Create Vector Texture

Repeating texture patterns can be created using the Create Vector Texture tool. These vectors can be
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machined in a variety of ways to create attractive textures.

To use the tool click the icon on the drawing tab. If required,
select any contours that you wish the pattern to be created
within. By using the sliders and edit boxes on the form the style
of the created pattern can be varied. Click Preview to see a
preview your created texture as you adjust the form's
parameters. When you are happy with the preview, click OK
to create the pattern.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each vector texture you create.

Angle

The lines in the texture are created at an angle. This value can
be set to any value between -90 degrees and 90 degree.

Angle of 30°

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Line Spacing

The line spacing controls the distance between the contours created by the tool. Use the edit box labeled
Max. Spacing to enter a maximum value of line spacing. The slider underneath the edit box controls the
degree of variation in the line spacing. If the slider is to the far left then this mean variation is at a
minimum and so the lines are evenly spaced. If the slider is to the far right the variation is highest and so
the distance between created contours varies between zero and the maximum spacing specified.

Minimum variation

Maximum Variation

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Wave Parameters

Within this section of the form the created pattern can be made to behave in a wave-like fashion. This
wave is controlled by two parameters: the amplitude and wavelength.

Wavelength

The wavelength describes the length over which the contours shape repeats itself. A bigger wavelength
gives a long wave while a small wavelength gives a short wave.

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Short wavelength

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Long wavelength

Amplitude

The amplitude describes the height of the wave. Larger amplitude means a taller wave and smaller
amplitude means a shallow wave.

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Small amplitude

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Large Amplitude

Noise

The noise slider controls the degree of randomness applied to the above values and can be used to
create less regular patterns.

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No noise

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Medium noise

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High noise

Vector Layer

To create the vectors on a new layer make sure the check box labeled Place Vectors on Layer is
checked ✓ and enter the layer name into the edit box labeled Name.

Applications

The vectors created by this function have many applications but a key one is to combine them with either
a Profile Toolpath or where available the Texture Toolpath to create decorative panels and background
textures, a small selection of the possible results you can derive from this combination are shown in the
images below.

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Ball Nose Tool - Wave Pattern

V-Bit Tool - Swirl Pattern

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Ball Nose Tool - Grain Pattern

Create Text

This form allows text to be created at any height using the units
the model is being designed in (Inch or MM).

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each bit of text you create.

Vertical Fonts

Fonts that start with the @ character are drawn vertically


downwards and are always left justified.

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Vertical Text

Engraving Fonts

The Single Line Radio Button changes the Fonts list to show a selection of fonts that are very quick to
engrave.

Options

The Larger Edit... button opens a larger text entry window that makes it easier to enter text that needs
to run on longer line lengths. Clicking OK accepts any text entered into the window and Cancel will
throw away any changes.

Text Alignment

Positions text relative to the full body of text, this only has a noticeable effect when writing multiple lines of
text.

Anchor

Sets the position of your text block. Either enter values directly and click Apply , or click in the 2D View
with the mouse cursor to set the position values interactively. Clicking in the 2D View will begin a new
block of text, set to the new Anchor point.

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Edit Text

To edit text properties or content of previously created text:


If the Create Text form is open, hold the Shift key down and click the text you wish to edit or
If the Create Text form is closed, click the left mouse button on the text in the 2D View to select it before
opening this form. The form will now allow you to edit the properties of the selected text.

Click the Apply button to update the changes in the 2D View. Click the Cancel button to finish or
cancel the editing and close the form.

Draw Text Within A Box

This option automatically sizes a block of text to fit inside the


boundary box (width and height limits) of a selected vector or
vectors. If no vectors are selected the text is scaled to fit the size
of the material.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each bit of text you create.

When the Text form is open, the Dimensions for the Width and
Height of the selected vectors or job dimensions are shown, and
these are used to constrain the font size of the text.

Entering Text

The procedure for Drawing Text in the 2D Window is:

Select the vector inside which the text is to be fitted


Click the Draw Text icon
Enter the required text content
Select the font either True Type or Single Line as required
and alignment options
Click Apply

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Vertical Fonts

Fonts that start with the @ character are drawn vertically downwards and are always left justified.

Vertical Text

Engraving Fonts

The Single Line Radio Button changes the Fonts list to show a selection of fonts that are very quick to
engrave.

This example shows text (in an Engraving Font) drawn in an ellipse. The bounding box of the ellipse is
used for the layout:

Note: If no vector(s) are selected to define the bounding box, the text is sized to the material and
positioned centrally

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Options

The Larger Edit... button opens a larger text entry window that makes it easier to enter text that needs
to run on longer line lengths.

Clicking OK accepts any text entered into the window and Cancel will throw away any changes.

Text Alignment

Positions text relative to the selected bounding box or material size with options for left, center and right
aligned.

Bounding Box Dimensions

These are the actual size of the box into which the text will be fitted. If the text is scaled interactively (by
left clicking twice on the text) or precisely using the scale tool, the new bounding box is updated and
displayed as a light gray rectangle.

Margin Size

The distance between the text and the bounding box where:

None - Scales text to fit the rectangle width or height of the bounding box
Normal - Scales text to fit within 80% of the bounding leaving a 10% border to the left and right.
Wide - Reduces the size to 60% of the rectangle width leaving a 20% border to the left and right.

None Normal

Wide

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Note: The font size is automatically scaled to give the selected margin size.

Vertical Stretch

When the text fits the width of the box and there is space above and below it, the text can be made to fill
that vertical space using one these methods:

Note: Vertical Stretch will have no effect when the text already fits the box vertically!

No Vertical Stretch Stretch Line Space to fit

Stretch Characters to fit

Horizontal Stretch

When the text fits the height of the box and there is space at the sides, the text can be made to fill that
horizontal space using one these methods:

Note: Horizontal Stretch will have no effect when the text already fits the box horizontally!

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No Horizontal Stretch

Stretch Spaces between words

Stretch Kerning (space between letters)

Stretch Character size

Edit Text

To edit text properties or content of previously created text:


If the Create Text form is open, hold the Shift key down and click the text you wish to edit or
If the Create Text form is closed, click the left mouse button on the text in the 2D View to select it before
opening this form. The form will now allow you to edit the properties of the selected text.

Click the Apply button to update the changes in the 2D View. Click the Cancel button to finish or
cancel the editing and close the form.

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Text Selection

Interactive Letter kerning and Line Spacing

Select the cursor and click to select the Text to be edited. The text will be displayed as lines with 2 Green
handles in the middle:

Letter Kerning

The interactive kerning and line spacing cursor is shown when placed between letters or lines:

The interactive letter kerning allows default text to be modified so that adjacent pairs of letters sit more
naturally together. A typical example is shown above where the capital letters W A V are placed next to
each other and the default space is excessive.

Place the cursor between 2 letters and click the Left mouse button to close the gap.

Holding a Shift key and clicking the Left mouse button moves the characters apart.

Holding a Ctrl key when kerning doubles the distance each letter moves on each click.

Holding Shift and Ctrl keys together and clicking the Left mouse button moves the letters closer
together in larger increments.

Line Spacing

Line spacing can be modified by placing the Edit Text cursor between lines. It will change to the line
spacing cursor:

Clicking Left mouse button will move the adjacent lines of text closer together.

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Holding the Shift key and clicking the Left mouse button will move the lines apart.

Holding the Ctrl key doubles the distance each line moves on each mouse click.

Holding the Shift and Ctrl keys together and clicking the Left mouse button moves the lines apart in
larger increments.

Text Arcing

The interactive rotation and movement cursor is displayed when the cursor is placed over either of the
Green Handle to indicate that the text can be arced either Upwards or Downwards:

Bend Text Upwards Bend Text Downwards

Click and Drag the Bottom Green box to arc the text Downwards.

Click and Drag the Top Green box to arc the text Upwards.

The text can easily be dragged back into the horizontal position using the green boxes.

After arcing text, additional Red and Blue handles are displayed for Rotating and Moving the text.

Clicking and dragging the Red boxes rotates the text around the center point of the arc.

Holding the Ctrl key forces the rotation to be in 15° increments. This allows the text to be positioned
exactly on the horizontal or vertical quadrants, even after it may have been moved slightly.

Clicking and dragging the Blue boxes moves the text vertically and changes the radius onto which the text
is mapped:

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Convert text to Curves

In most cases all Text created in VCarve Pro can be VCarved, Engraved, Pocketed and Profile machined
or used with the 3D modeling functions. Some fonts do occasionally include loops and problems that need
fixing using the Node Editing tools before it can be utilized for other functions. This text first has to be
converted to Curves, creating lines, arcs and Bezier spans that can be interactively edited to fix the
problem areas.

Script style fonts that are based on overlapping characters can be VCarved or Engraved without having to
first convert the characters to curves.

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If the individual characters contain overlapping vectors or loops these will need fixing manually using the
Node editing tools.

Note: The Vector Validator may be useful to use to locate the overlapping vectors in Script Fonts.

When Profile Machining with Tabs is required the text must first be converted to curves. Opening the Tab
form on the Profile machining form will show a message stating that the text must first be converted to
curves and clicking the Yes button will automatically make the conversion.

Text can be converted to curves at any time by selecting the icon or clicking the Right mouse button and
selecting Convert Text to Curves.

Note: After converting text to curves it cannot be edited as a text block.

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Text on Curve

This tool requires the user to select a single line of text with the
Draw Text tool and a single vector curve/line. It will take the text
and fit it onto the selected vector to follow the curvature. Options
within the tool allow position, space and location against the line
to be edited.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using
other forms in between each bit of text you create.

Text Size

Maintain text Size

Will not change the size of the text block

Scale text to fill curve

Will increase the character size in order to fit along the entire length of the selected curve.

Text Spacing

The slider can be used to increase or decrease the word and character spacing.

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Text Position

The position of text relative to the curve is calculated using the height of the largest letter in the selected
text string.

Above Curve

On Curve

Below Curve

Text on other side

Offset Distance

Allows the text to be moved away from the curve by a specified distance.

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Text Alignment

The 3 options allow the text fitted to the curve to be aligned to the left, middle or right hand side of the
selected curve. Or, when using a closed vector curve, relative to the Start Node.

Note: Remember the Start node can be changed using the Node Editing Tools available from the
Right mouse menu and selecting Reverse Direction.

Characters in the text string can also be aligned 'normal' to the drive curve or left in the original vertical
position.

Align to Curve Keep Vertical

Trace Bitmap

This tool automatically traces or fits vectors to image files so they can be machined. Use the Import
Bitmap tool and select the image in the 2D view, then open Fit Vectors to Bitmap.

After importing an image the Tracing option allows vector boundaries to be created automatically around
colored or black and white regions in the image.

Note: Pressing the Space-bar re-opens the last vector creation form you used. This is very useful
when using other forms in between each bitmap you trace.

Tracing a Selected Area of the Bitmap

You can define an area within the bitmap, such that only that part of the bitmap will be traced. This can be
done by selecting the bitmap (if this hasn't been done already), and then clicking and dragging the mouse
over the area you want, to define a rectangular region on the bitmap. This will be highlighted with a
dashed black rectangle.

Clicking on the Bitmap again will remove a selected area if one has been specified, in which case, the
entire bitmap will have vectors fitted to it.
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Images can be traced either in color or black and white mode


and the basic process is described below:

If the image is black and white already, the process can be


considerably simplified by selecting the Black/White option.

For color images you can also reduce the number of colors you
need to work with by using the slider to further simplify the trace
selection process.

Check ✓ the boxes next to each color swatch to link colors to the
Trace Color. These are the colors that will be included in the
area to trace.

Adjust the fitting parameters for the resulting vector and use the
Preview button to trace.

Click the Apply button when you are happy with the preview.

After vector fitting you will often need to adjust the vectors so be
sure to watch the video tutorials on vector editing available for
the software.

Working with Color Images


Color images are
automatically reduced to 16
colors and the slider allows
the visible number of colors
to be set as required.
Colors are merged with the
closest match.

Colors can be temporarily


linked together by clicking
the check boxes next to
each of the colors
displayed. This changes
the color displayed in the
2D view to the selected
Trace Color. This is very
useful for merging similar
color's together to allow
complete regions to be
traced.

If a new Trace Color is selected the linked colors are displayed using this color in the 2D view.

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The Reset button unlinks all the checked ✓ colors and the image displayed in the 2D view reverts back to
the original 16 color image.

Working with Black and White Images

When working with Black and White images the slider can be used to change the Threshold and merge
the levels of gray between all white (min), and all black (max).

When the image being displayed in the 2D view looks correct then clicking the Preview button
automatically creates vector boundaries either around the selected Trace Color or the grayscale.

Fitting-Options

The options available on this form control how closely the vectors fit / follow the selected color boundaries
and these can be modified to obtain improved results.

Corner Fit

The Corner Fit control determines how accurately the vectors are fitted to the corner edges in an image.

Loose Tight

Loose
Loose will create smooth curves that may not follow corners very precisely, but will create smooth free-
flowing vectorboundaries, with few nodes.

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Tight

Tight inserts nodes to ensure the vector accurately follows the color
boundary, to create sharp detail.

When using the Trace Color option it's sometimes useful to link a
region of color's together, fit vectors and then link a new region or
color's together, un-check the replace existing vectors option and fit
another set of vector boundaries.

Noise Filter

The Noise Filter slider controls the minimum size of pixels that are
traced / vectorized, preventing small unwanted vectors or noise being created.

For example, if an image contains single or very small clusters of pixels that aren't needed for machining
a design. Then using the noise filter slider set at 4 pixels will ignore 2 x 2 or smaller pixel clusters.

Note: It's often useful for the vectors to be created on a different layer to the Bitmap layer. Therefore,
remember to select a different layer before creating any vectors.

Bitmap Fading

The Bitmap Fading slider controls the shading of the image in the 2D View. This is useful to see the trace
vectors more clearly over high-contrast images.

Preview

This will preview the result of the tracing of the bitmap. If you are not happy with the result provided, you
can alter the settings and click on the Preview button again to get an updated result.

Apply

When you are happy with the result of the preview you can click on the Apply button to keep it.

Close

Closes the Trace Bitmap form.

Note: The Vector Validator may be useful to use after tracing a bitmap to locate any possible
overlapping or intersecting vectors that may need editing before embarking on any shape or toolpath
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creation.

Dimensions

This tool allows you to add a variety of dimensioning annotations


to your vector drawing.

Note: Pressing the Space-bar re-opens the last vector


creation form you used. This is very useful when using the
Editing forms in between creating dimensions.

Unless specified separately below, the dimensions are created


using these steps:

1. Select the dimension type you wish to need: length;


height; width; angle or the radius or diameter of an arc.
2. In the 2D View, click with the left mouse button to set the
points the dimension needs:
For an Angle Dimension, the first point is the centre-point.
3. Click where you need the arrow-tips to be.
4. Click to set the location of the dimension-line.
5. Click to set where the annotation text will appear.

Note: To undo that last click, press the Esc key.

While dragging out a new dimension, a preview rectangle


indicating the text size and position will be drawn.
If you select a dimension before opening the Dimensions Form, the font properties can now be
edited. Changing dimension-type or clicking a point on the screen while the form is open will start
the creation of a new dimension.
To edit an existing dimension while the form is open, hold down a Shift key while selecting it -
there is a note on the form to remind you of this.
When creating Dimensions, the mouse snaps onto vectors, guide lines and the four corners / mid-
points around the edge of the job setup area unless a Shift key is held down while dragging.

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Arc Dimensions snapped to a guide line

Length Dimension

Use this to dimension a straight-line length in any orientation between two points.

The text preview box will snap to to the middle of the dimension line, unless a Shift key is held down
while dragging.

Vertical / Horizontal Dimension

These two options also allow any two points to be selected, but the resulting dimension will be locked to
indicate a vertical or horizontal distance (respectively) between the two points.

The text preview box will snap to to the middle of the dimension line, unless a Shift key is held down
while dragging.

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Angle Dimension

This option allows any arbitrary angle to be measured. The process is similar to creating a 3 point arc.
First you must pick the center of an angle you wish to measure - typically a corner point. The next 2 points
clicked will set the extents of the sweep you are measuring. The next Click will determine the dashed
dimension line positioning and the final click will set the position of the text annotation.

Angle Dimensions' arrow-heads will pop outside small angles if there is not room to draw them
inside.
Angles are extended with a dashed extension-line where required, allowing the dimension to be
placed anywhere. The text snaps to the angle center and the leader-line angle snaps to horizontal,
vertical or diagonal (disable snapping by holding down a Shift key).
Angle Dimensions use a separate Decimal Places value to the other dimensions (as you change
dimension-type you may notice the Decimal Places value change).
Angle dimensions can now have up to six decimal places.

Arc Dimension

With this option selected you will only be able to select arc spans with the first click of dimension tool

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(Bezier curve spans are not supported). The second click will set the position of the dimension annotation,
which will show the radius (or diameter) of the selected arc span.

To display the diameter of an arc dimension simply check ✓ the Show Diameter box.
Arc Dimensions recognise when a circle has been selected and allow placement anywhere around
the circle. Arcs will now be extended with a dashed extension-line where required, allowing the
dimension to be placed anywhere. The text snaps to the arc/circle center and the leader-line angle
snaps to horizontal, vertical or diagonal (disable snapping by holding down a Shift key).

Note:

Circles or arcs that are polygonized (from an imported file or from the Curve fit vectors command
using Straight lines) are not recognized and cannot be dimensioned with this tool (which is in line
with snapping which also won't work on polylines to see if they are circular). Circular Polylines can
sometimes be dimensioned using the length dimensioning tools across their diameter.

The Fit Curves to Vectors command may be useful to turn polylines or bezier curves into arcs.

The text in the following example was first converted to vectors using the Convert Text to Curves

command, then those vectors were converted to arcs using the Fit Curves to Vectors command:

Further Angle Dimension Examples:

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Font Selection and Settings

This section of the form allows the user to change the settings for the dimension annotation, such as the
font to be used, the height of the text and how many decimal places are required. The Offset field
determines the gap left between the dimension markers and the vectors that are being measured.

Use Custom Text

You can check ✓ Use Custom Text to insert your


own custom text. The text is stored per dimension,
so you change between calculated and custom text
without losing a dimension's custom text. When the
form is first opened it defaults to calculated text.

Place Dimensions on Layer

By default this option is checked ✓ and the dimensions will be placed on a mid-gray Dimensions Layer.
You can edit the name of the layer in the Name edit field. If a layer of this name does not exist, it will be
created automatically.

Note: Dimensions can be edited. Hold shift while selecting the dimension you wish to edit or use
the Undo shortcut Ctrl + Z to undo previously created Dimensions while still in the
Dimensioning tool.

The base of extension lines and the tips of arrows are snap-points allowing you to keep neighbouring
linear dimension lines, lined up, for example.

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Transform Objects
File Operations

The Transform Objects section contains all the icons which relate to commands for moving, sizing and
manipulating objects.

Quick Keys
This reduces the time to create accurate geometry by allowing typed values while creating geometry. This
is supported for creation of circles, ellipses, rectangles, polygons, stars, polylines and when in editing
nodes or transforming vectors.

For example, while dragging to create a circle, typing 3 R will create a circle with a radius of 3.

Inputting a Value

Input mechanism is as follows:

1. Input the value first, and Enter to execute the default action (if applicable)
2. Input the value first, and then a letter indicating the type of action required.
3. Input 2 values separated by a comma, and Enter to execute a specified action (usually width
and height or X and Y).

Input format is as follows:

1. Some actions require several input values.


2. In that case, it will be value letter value letter
3. The action will be performed automatically once all letters required for that action have been
entered.

You can enter a value and press Enter which will perform the default action.

The input times out after 5 seconds, if nothing was entered.

The value could be a simple expression, similar to that used from some of our text fields.

A full list of shortcuts can be found on the Shortcuts page

Move Selection

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Selected items can be accurately moved and positioned using


this option.

Anchor

The anchor position determines the point on your selected


object's bounding box that will be moved to the absolute position
entered.

Type of Move

Absolute

In this mode, the X Position and Y Position values will be used to position the object's anchor point
directly.

Relative

With this option selected, the values entered in the X Position and Y Position fields will incrementally
offset the object from its current position, by the distances entered. The Anchor options are not relevant
in this mode and so will be disabled.

The keyboard shortcut M opens the Move form in interactive mode.

Move Interactive

The default mode is to enable selected objects to be moved interactively by clicking and dragging with the
cursor.

Holding down the Alt key when dragging objects around will constrain the movement to either the X or
Y axes.

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Pressing Esc or clicking Close will close the form.

Notes: Pressing F9 at any time with an object selected will instantly move the selected object,
centering it exactly in the middle of your material.

A full list of Keyboard and Mouse shortcuts can be found on the Shortcuts page.

Quick Keys

For moving objects with a specific amount without having to go into the form, the Quick Keys can be used
while dragging the object. Simply, activate interactive movement by clicking twice on the object, and then
drag it and start typing the value as per the shortcut keys table. Then, either press Enter or the letter
required to perform your action.

See Quick Keys shortcut table for a list of available actions.

Smart Snapping

To constrain the movement of the object in the X or Y axis, start dragging the object along that axis and a
snap line will appear that represent that axis.

This can be used in combination with the Quick Keys, mentioned above, to move the object by a set
amount in a specific direction.

Set Size

Selected items in the 2D View can be accurately scaled or resized using this option.

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Anchor

The anchor position determines the point on your selected


object's bounding box that will be resized to the dimensions
entered.

Link XY

Checking ✓ this option will always scale the height and width in
proportion. Leaving the Link option unchecked allows non-
proportional scaling

Auto Scale Z

This option sets a specific mode of scaling for 3D Components.


When it's checked, ✓ scaling a model component in X or Y will
result in it also scaling proportionately in Z, as such if you increase its size in X and/or Y then its Z Height
will also increase and conversely when you reduce its X and/or Y size it will shrink in height. When it is
unchecked then the Z Height of your Components will remain constant regardless of any X and/or Y
scaling done either within this form or dynamically using the mouse in the 2D or 3D View.

Size Interactive

The default mode is to enable selected items to be scaled interactively by clicking twice with the mouse.
The process is:

1. Select the vectors


2. Click a second time to activate the interactive options - handles on the selection box
3. Click and drag on the white handles

The keyboard shortcut T opens the Scale form in interactive mode.

Interactive Handles

Handle Operation Additional options

Scaling Hold Shift for scale


White Corner boxes
proportionally from middle

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White Center box Move the selected objects Hold Shift for linear X or Y moves

White Middle Side boxes Scaling non-proportionally Hold Shift for symmetrical scale

Blue Corner boxes Rotating dynamically Hold Shift 15° increments

Quick Keys

For scaling objects with a specific amount without having to go into the form, the Quick Keys can be used
while dragging one of the scaling handles around the object.

Dragging an edge handle, a single value is expected to determine the amount of change in that direction.
This can be a relative value or an absolute value.
Draggina a corner handle, two values are expected with the new width and height of the object.
Alternatively, a single value followed by S to scale relatively.

See Quick Keys shortcut table for a list of available actions.

Rotate

For precise control of the rotation, or to use a point other than


the selection's center as the rotation center, you can open the
rotation form from the Drawing Tab.

Note: The keyboard shortcut R opens the full Rotate


form, including access to the moveable rotation Pivot
Point. Clicking the selection twice begins interactive
transform, which provides the rotation handles but without
the advanced options of the Rotate form or access to the
Pivot Point.

Selected items in the 2D View can be rotated to a new orientation using this tool. The rotation options
form can be activated from the tool icon on the Drawing Tab. Alternatively you can use the interactive
transform mode (where the form is not required) directly from the 2D View.

With this form open the additional Pivot Point handle is available (two concentric circles initially
positioned at the center of your selection) for you to click and drag in the 2D View. The Pivot Point
(around which the selection will be rotated) responds to the currently enabled snapping options to help

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you to position it precisely on significant locations within your artwork. Hold


down the Shift key to temporarily disable snapping while you drag the
Pivot Point.

Pivot Point
On the form there are also six radio button options for snapping the rotation Pivot Point to the selection
itself or to a precise position. The first five options allow you to snap to the corners and center of your
selection.

Use Coordinates

This sixth option allows you to precisely specify the position of the Pivot Point using the X and Y edit
boxes. This is also the option that will be selected by default if you drag the pivot point using your mouse
directly in the 2D View.

Angle

The Angle edit box allows you to specify a precise rotation angle to apply to your selection. Click the
Apply button to rotate your selection by the value in this box.

Note:
A positive angle results in a counterclockwise rotation

A negative angle results in a clockwise rotation

Rotate Interactive

Generally the most convenient way to rotate an object in the 2D View is to use interactive transform.
This mode is initiated by clicking the selected object twice with the cursor. The process is:

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1. Select the object by clicking on it in the 2D View (or multiply select objects using box selection or by
shift-clicking on them).
2. Click the selection a second time to activate the interactive options rotation handles on the selection
box.
3. Click and drag on the blue handles (solid squares) at the far corners of the selection to rotate it.

Note: You can rotate the selection by a number of degrees during the interactive transform mode by
typing in a value followed by the letter R while your left mouse key is still pressed. This will rotate
your object by R degrees counterclockwise e.g. 4 5 R will rotate your object 45°
counterclockwise

Note: Holding down an Alt key when dragging to rotate the object snaps to angular rotation steps
of 15° increments, this incremental value can be edited in the Snap Setting dialog (F4).

Quick Keys

For rotating objects with a specific amount without having to go into the form, the Quick Keys can be used
while dragging one of the rotation handles around the object.

See Quick Keys shortcut table for a list of available actions.

Mirror

Selected vectors/bitmaps/component grayscale previews can be


mirrored to a new orientation.

Selected objects can also be mirrored about axes of symmetry


relative to the bounding box of the selection, using the standard
options on the Mirror Form.

Select the object or objects to mirror.


Click on the Mirror icon to open the Mirror Form.
Select the Create a mirrored copy option to leave the
selection and create a new set of objects.
Click the Close button to accept the changes.

Shortcuts

The Shortcut Keys page describes these and other shortcuts that are used in VCarve Pro.

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Shortcut key Description


H Mirror Horizontally
Ctrl + H Create Mirror Copy Horizontally
Shift + H Mirror Horizontally, around center of material
Ctrl + Shift + H Create Mirror Copy Horizontally, around center of material
V Mirror Vertically
Ctrl + V Create Mirror Copy Vertically
Shift + V Mirror Vertically, around center of material
Ctrl + Shift + V Create Mirror Copy Vertically, around center of material

Distort Tool

This tool allows you to bend and flex a vector by manipulating a


distortion envelope using VCarve Pro's standard node editing
tools. You can select one or more vectors and then use one of
the three different tool modes to create your initial distortion
envelope.

Once the distortion envelope has been created, you can use
VCarve Pro's node editing tools to add or edit its nodes and
spans. As you alter the shape of the envelope the associated
object will be distorted to reflect the changes.

Baking Distortion into an Object

Once an object has been distorted, node editing will always


relate to the object's distortion envelope. If you wish to edit a
distorted vector directly again, you will first need to permanently
apply the distortion to the shape.

Note:

If you select an object that already has a distortion


envelope while in the Distort Object tool, the
Bake Distortion button will be available. Clicking this
button will permanently apply your current distortion and
you will then be able to either distort the object again (with
new settings), or node edit the shape directly.

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Bounding Box

This option is available if you have a selection of vectors . It creates a distortion envelope based on the
closest bounding box that can be drawn around your selection. Thus the resulting envelope is always
initially a rectangle, comprising four line spans and a node at each corner. Using the normal node editing
tools, however, you can modify this envelope as much as you like and the shape within it will be distorted
accordingly.

Along a Single Curve

This option is only available if the last item in your selection is an open vector that VCarve Pro can use to
define a curve, above which the other selected objects will be distorted. The distorted object can comprise
one or more vectors .

Using this option, you will usually end up with your objects bent to match the curve in your original
selection. The distortion curve itself is left unchanged by this operation.

Between Two Curves

This option will become available if the last two objects in the current selection are open vectors, between
which the other objects can be distorted.

The other objects in the selection can comprise one or more vectors .

Therefore two examples of valid selections for this operation would be:

3 vector shapes and 2 open curves

but not:

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1 vector shape, 1 component and 2 open curves.

The selected objects will be stretched and squeezed between the two curves that were last in the
selection. Neither of the contributing distortion curves in the selection will be altered by the operation.

Alignment Tools

The Align Objects tool provides a number of options for


accurately aligning the selected object to other objects in the
selection, or to the available material.

Align Objects

The different alignment options are grouped into three sections:

1. The first section of icons all work in relation to the material


(job size).
2. The second section of icons all work with regard to the
selected items.
3. The last section provides options to evenly space the
selected objects, or to align them inside the boundary of
the last object in the selection.

Align to Material

The options in this section will align one or more selected objects
within the material workspace defined when you setup your job
(the white area in your 2D View).

Center in Material

This option moves the selected items to be positioned in the middle of the material. The short-cut key for
this is F9 .

Center in Material X only

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Align items centrally in the material only moving them along the X axis so the vertical position will not be
changed.

Center in Material Y only

Align items centrally in the material only moving them along the Y axis so the horizontal position will not
be changed.

Align to Selection

The different items comprising your design in the 2D View can be aligned relative to one another using
the following selection sequence:

1. Select the item/s you wish to align / move (use single or multiple selection options).
2. Hold the Shift key down.
3. Select the final item - this is the object that the rest of the selected items will be aligned to Click the
required alignment option.

There are 7 alignment options for aligning the selection to the inside edge:

Align Center

Center selected items in the middle (both horizontally and vertically) of the last selected item.

Align horizontal center

Align the selected items horizontally centered to the last selected item.

Align vertical center

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Align the selected items vertically centered to the last selected item.

Align Left/Right

Align the selected items to the left or right edge of the last selected item.

Align Top/Bottom

Align the selected items to the top or bottom edge of the last selected item.

There are then 4 alignment options for aligning the selection to the outside edge of the last item in the
selection:

Align Outside Left/Right

Align the selected items on the outside left or right edge of the last selected item.

Align Outside Top/Bottom

Align the selected items on the outside top or bottom edge of the last selected item.

Note: If you select multiple items to align to another object then each one will be aligned individually.
If you want the objects to retain their original position relative to each other when they are aligned
you should Group them together before executing the alignment operation.

Space Selection
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The final section is different from the preceding two. The tools here evenly space the selected objects
either between the first and last item in the selection, or, if Inside last vector is checked, within the
boundary of the last item in the selection.

Show common tools on drawing tab

If this option is checked, ✓ the most common alignment tools will


be displayed on the drawing tab in their own section called
Align Objects. The Alignment form can still be accessed from
the original icon in the 'Transform Objects' section (or by pressing
F10 ).

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The Edit Objects Tool Group


Edit Objects

The tools relate to the design elements and objects that you can create and manipulate within VCarve
Pro, for example vector shapes. This is where you will find the tools used to organize, edit or modify these
objects.

The tool group is organized in the following way:

Object Selection Tools Grouping and Ungrouping The Measure Tool

Object Merge tools Trim Objects Interactive Vector Trim Vector Validator

Create Fillets Extend Vectors Fit Curves to Vectors Vector Boundary

Joining and Closing Tools

Object Selection Tools


Once vectors have been created within VCarve Pro or have been imported from other design software
packages you may want to make changes to them. These changes may be to prepare for machining or
for use as construction vectors for making 3D shapes using the Modeling Tools. There are a number of
functions for editing vectors which will be covered in this section of the manual. All the icons under the
Edit Vectors section of the Drawing Tab will be referenced along with the icons under the Align Objects
section of the menu.

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Editing Modes

From the 2D view a vector can be selected and then three different editing modes allow different dynamic
edits to be made to the vector(s) depending on which option is selected from the Edit Vectors section.

The three editing modes are:

1. Vector Selection
2. Node Editing
3. Interactive Selection
By default the software is normally in the Vector Selection mode.

Vector Selection Mode

Selected from Edit Vectors section.

When the Vector Selection Tool is chosen, the selected vectors are shown as dotted magenta lines.
Vectors need to be selected before any of the editing tools such as scaling and moving etc. can be used.

Vector selection methods

Multiple vectors can be selected in the following ways:

1. Manual multiple selection:

Hold down the Shift key while clicking the Left mouse button on each vector
required. Objects can be deselected by simply clicking on the object again with a
Shift key pressed.

2. Moving the cursor from Left to Right selects only fully enclosed objects:

Click and drag the left mouse button moving from Left to Right selects all objects
completely inside the selection rectangle.

3. Moving the cursor from Right to Left selects all objects inside or touching the selection rectangle:

Click and drag the left mouse button moving from Right to Left selects all objects
inside the selection rectangle + any that the selection touches.

4. Pressing the keyboard keys Ctrl + A will select all vector objects in the design:

Selected vectors are displayed as dotted magenta lines.


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Deselecting Vectors

Selections can be cancelled by:

Left clicking on an area outside the selection


Pressing the Esc key

Pressing the Right mouse button and clicking Selection ► Unselect All from the pop-up
menu.
You must click on the white drawing background to get this option in the pop-up menu.

Node Editing Mode

See Also:
Node Editing Shortcut Keys

The Node Editing tool can be selected from the Editing window or by pressing the Keyboard shortcut N
to toggle between Selection and Node Editing modes.

Vectors selected Bezier node editing

When the Node Editing tool is active the cursor changes to a Black Arrow indicating that individual points
(nodes) can be edited. Nodes can be interactively moved by clicking and dragging the left mouse button
on a node to select and move the node to a new position.

The shape of lines, arcs and Bezier (curve) spans can be edited by clicking and dragging on the nodes or
control points to move them. Multiple nodes and control points can be selected and moved by using the
multiple selection options such as the Shift key and dragging to make a selection.

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If you right click on nodes or spans a context sensitive popup menu will be displayed which allows you to
insert or delete points and nodes, cut the vector, move the start point etc.

Node editing vectors is a very powerful way to be able to make changes to the vectors in your part.

Useful Tip
Smart Snapping combined with Distance Snapping or Quick Keys can give more accuracy when
dragging nodes.

Interactive Selection Mode

The Interactive Move, Rotate, Scale Selection tools can be used to quickly and easily modify vectors and
components.

Clicking twice on one of the selected objects and the interactive scaling, movement and rotation handles
are displayed in the same way as selecting this icon. Lines, Arcs and Bezier spans will be displayed as
dotted magenta lines and text and grouped objects will be displayed as solid magenta lines:

When in this mode the mouse is used to click on one of the handles which has appeared on the selected
Vector/s. Each handle is used for a specific editing operation as detailed here:

Grip point Default Action Keyboard Overrides


Alt Move the selected objects in one
Middle Move the vectors
axis
Scale the vectors Alt Scaling non-proportionally
Corner (White)
proportionally. Shift Scale around the center
Edges (White) Scale the vector in one axis. Shift Scaling proportionally
Corner (Black) Rotate the vectors Alt Rotate in 15° increments

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Useful Tip
Smart Snapping combined with Quick Keys can give more accuracy when dragging nodes.

To deselect objects,

Click the white background unless Shift is pressed.


Press Esc
Right click menu ► Unselect All

Grouping and Ungrouping


Grouping objects allows you to select, move and manipulate them as if they were one entity. The process
is entirely reversible by Ungrouping.

Group selected Objects

Vectors can be Grouped allowing any number of vectors to be included as a single object that can easily
be selected, moved and scaled etc. The Shortcut key for this operation is G .

Grouping vectors is particularly useful for machining purposes, where different vectors will be used for a
single toolpath operation. Clicking any member of the group will select the entire group.

Ungroup Selection

Ungroup a set of Grouped vectors back to its individual vectors before it was grouped.
The Shortcut key for this operation is U .

Ungroup to the group's layer

By default, when grouped objects are ungrouped they revert to the layers on which they had previously
been located before the grouping operation. However this is sometimes inconvenient. For example, when
you have copied a group of vectors to a new layer, it is easier for subsequent editing if the copied vectors
to remain on the new layer, even after ungrouping. An alternative right-click pop-up menu command has
been added to make this process easier.

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A shortcut key combination is also available to provide support for both of the ungroup operations. In
summary, therefore, the group and ungroup shortcut options are as follows:

Shortcut Action
G Group the selected objects
Ungroup the selected objects to their original layers, sub-groups remain
U
grouped.
Ctrl + U Ungroup the selected objects to the group's layer, sub-groups remain grouped.
'Deep' ungroup the selected objects to their original layers. Sub-groups are
Shift + U
also ungrouped.
'Deep' ungroup the selected objects to the group's layer. Sub-groups are also
Ctrl + Shift + U
ungrouped.

Measure Tool

The Measure tool allows you to find important information about


your model or drawings.

It has two modes (please note that the options available in both
modes are shown in the image here for convenience of
documentation, but they are not normally available at the same
time).

Measure Between 2 Points

With this option selected, you can click on two points in the 2D
View and the form will report the measurements between the
clicked locations

Distance

Straight line distance between the two points.

Angle

The angle (in degrees) of the line joining the two points, where
horizontal is zero degrees and vertical is ninety degrees.

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X Distance

The separation between the two clicked points in X only.

Y Distance

The separation between the two clicked points in Y only.

First Point

The precise X and Y coordinates of the position first clicked.

Cursor Position

The dynamically updated coordinates of the mouse cursor position.

Span / Contour Properties

This mode allows you to find precise information about the individual spans of a vector shape in 2D View.
Use your mouse pointer to click on any part of the shape and the information relating to the entity you
have clicked will be displayed on the form.

Type

The type of span you have clicked.


Possibilities include:

Line
Arc
Bezier Curve

Length

The length of the clicked span.

Start Point and End Point

The precise coordinates of the node forming the start and end of the selected span.

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Vector

Information relating to the whole vector, of which the selected span is part, is shown in this section.

Area

The total area of the selected vector

Perimeter

The total length of all the spans forming the perimeter of the shape

Num. Spans

The total number of spans in the shape.

Model Cross Section

The Model Cross Section option allows you to select two points on the 2D View and create a new vector
that shows the corresponding cross-section of the underlying 3D model.

Object Merge tools


Selected closed vectors that overlap can be merged together to create a
new shape. These tools consider the closed vectors to be solid areas.

The following examples begin with these five vector shapes where the
rectangle was selected last.

Weld Vectors

Welds overlapping vectors together to create a new shape which follows


the outermost edge of all the selected shapes.

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Subtract Vectors

Areas in the first shapes that overlap the last selected shape are removed.
In this case, the last selected shape was the rectangle, so the rectangle is
cut away from the circles anywhere that overlaps.

Keep Overlap of Vectors

Only areas of the first selected parts (the circles) that are covered by the
last selected vector (the rectangle) remain after this operation.

Trim Objects

The trim tool allows you to trim all the objects inside a given
boundary. It is much more efficient than manually trimming all
the contours with the trimming scissors, and allows the trimming
of closed contours, open contours and components.

To use the trim tool first select the tool by clicking the icon on the
drawing tab. You then must select the objects you wish to be
trimmed first and then the object you wish to trim against last.
Finally, choose whether you want to clear the area inside the
boundary or outside of the boundary.

If the Clear outside boundary option is selected then all the objects that intersect this boundary are
clipped, and the area outside is removed. If the Clear inside boundary option is selected, then the parts of
the selected objects which lie inside the boundary are removed.

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Geometry before trimming. Trimmed vectors using


Select the lines first Clear inside boundary
and then the circle

Trimmed vectors using


clear outside boundary

If you want to use multiple vectors for the trimming boundary, they must be grouped for trimming. To
group a collection of vectors select the vectors, right click and choose Group Objects from the drop down
menu, alternatively select all the vectors and press the G key.

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Group the vectors you want to


use as the clipping boundary

Select the vectors you wish to clip


followed by the grouped boundary,
finally trim use the trimming tool.

Interactive Vector Trim

The interactive trimming tool allows the user to just click on sections of vectors they want to delete.

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The program finds the closest intersections either side of the


clicked portion of the vector and removes the piece of the vector
between the intersections. Optionally, when the form for this
command is closed, the program can rejoin all the remaining
trimmed pieces automatically.

Without using this tool, to remove an overlapping section of a


vector, the user would need to insert extra nodes into both
vectors, manually delete the intermediate sections and then
manually join the resulting pieces. These operations can be
performed with a single click using this tool.

When the tool is selected the cursor changes into a 'closed'


scissor shape. When the cursor is moved over a vector suitable
for trimming the scissors 'open' to show you can click and trim.

The only option on the form allows the user to select whether the program will automatically try to rejoin
trimmed vectors when the form is closed. For most simple cases like that shown above with the
overlapping rings, this option can be left checked ✓ . If you have an example where for instance many
trimmed lines meet at the same point, you may want to uncheck this option and rejoin the vectors
manually.

Vector Validator

The Vector Validator is intended to help find issues with contours after file imports that are stopping tool-
path creation such as overlapping contours or intersections. It also indicates zero-length spans.

The Vector Validator dialog can be opened with a selection to work on. If there is no selection, all visible
vectors on the current Side of the current Sheet on visible layers will be validated. The selection can be
changed while the form is open.

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The text on the Search button changes to show whether all


vectors or just the selection are going to be searched. While
searching, the Search button becomes a Stop button.

To cancel a search, click the Stop or Close button, or the


cross button on the progress bar slowly:

Note: Clicking slowly gives the computer time to notice


that the mouse button is down when it is very busy.

Issues found so far will be marked.


The close button will close the form after stopping the
search.

Marks

Examples of the marks described on the form are shown below:

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The markers do not move if you move or delete any vectors while the form is open. Markers are
automatically cleared when the Search button is clicked or the form is closed.

Vectors can be edited (and Node-edited) while the form is open as long as a search is not in progress.

Text is not validated unless it has been converted to vectors. There is a note on the form to remind you of
this.

The search will stop if 1000 issues are found.

If no issues are found a dialog will pop up saying so to confirm that the search was carried out.

If zero-length spans are found, the Fix zero length Spans button is enabled. Clicking this will remove the
zero-length spans and clear their markers.

Each time you run the Vector Validator it may appear to find different results first.
The order that the vectors are validated is random because the process is multithreaded; like lots of
workers moving a pile of objects onto a conveyor belt that only holds one object at a time...
Several workers may want to put an object on the conveyor belt at the same time...
The final order depends on which worker got there first, as one worker will wait a little to let another place
their object on the conveyor.
Which worker waits, and how fast each worker works, varies randomly because the computer may decide
that you moving your mouse around is more important than validating vectors and reassign a worker to
draw the mouse for a moment, for example.

Create Fillets

Fillets or radiuses can be added interactively at points where any two spans on a contour meet. To use
the filleting tool we select the icon from the drawing tab. Choose a radius for the fillet and the type of fillet
you would like to use.

When the mouse cursor is near a node that can be filletted, the mouse cursor changes to show a check-
mark ✓:

Not ready to fillet Ready to fillet

When the check-mark ✓ is visible, click the left mouse button to fillet the corner.

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Angle Before Filletting Angle After Filletting

Note: Fillets can only be added to spans that are part of the
same vector and as such connected, you cannot fillet
between two separate vector shapes.

As well as conventional radius filleting of corners, this tool


includes 2 special types of filleting for corners formed by two
straight lines. They will create an overcut shaped area in corners
to allow clearance for another piece of material to be slotted into
the part without being obstructed by material left by the radius of
the tool. Below left you can see a blue piece of material fitted
into a normally cut slot, this would fit no further in than the radius
of the tool would allow. Below right you can see the same
situation with a slot which has the Dog-Bone style corners
applied to it which allows the part to fit full depth into the slot.

No Filleting

Accurate fit with Filleting

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This is a very useful tool for slot-together furniture designs, model aircraft, dinosaurs etc. Below you can
see a part from a slot together dinosaur assembly, on the left is the standard part and on the right is the
same part with the T-Bone style fillets added to these slots. This type of fillet needs to be used when the
slot is close in size to the tool diameter.

No Filleting Slots Filleted

Fillet / Tool Radius

This size of this value is used to create the fillet as described for each individual type of fillet below. To
create any of these Fillets you need to select the type required, then move the mouse cursor so it is over
a corner between two vector spans. If it is a legitimate place to create the fillet then a check mark ✓ will
show and the user can click the mouse button to create it. It should be noted that sometimes unexpected
fillets will be created if the fillet size is too big for the vector shape. In that case, simply undo the change
and repeat the process with a suitable fillet size.

Fillet Type

Normal fillet

This creates a standard corner fillet based on the Radius defined, typically this would be used for design
purposes and not for editing a slot for fitting purposes. Below left the image shows the vector before
filleting the two inside radii, on the right is the filleted version.

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Straight Line Span Vectors before Filleting Straight Line Span Vectors After Filleting

Normal filleting can also be used on Bezier and Arc Spans, or a combination of all three span types
(Straight lines, Arcs, Beziers) if there is enough space to create a fillet based on the specified Radius.

Arc Span Vectors before Filleting Arc Span Vectors after Filleting

Dog-Bone Fillet

This creates a circular cut-out style of fillet, the circles will be placed so the upper right part of the circle
touches the original sharp corner and are created with the Radius specified. This option should not be
used if the slot width and the tool are similar in size. Below left is the vector showing the slot before
filleting, on the right is the filleted version using the 'Dog-Bone' option.

Vectors before Dog-Bone Filleting Vectors after Dog-Bone Filleting

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T-Bone Fillet

This creates a circular cut-out style of fillet, the circles will be created with the Radius specified. This
option should be used if the slot width and the tool are similar in size so the slot can grow out to the side
to ensure there is space for them to fit. Below left is the vector showing the slot before filleting, on the right
is the filleted version using the 'T-Bone' option.

Vectors before T-Bone Filleting Vectors after T-Bone Filleting

The placement of the fillet is an interactive process; you can choose which side of the 'corner' the T-bone
filet is placed. If you click on a 'corner' the fillet will be placed automatically on the longest side. By clicking
to the side of the corner you want the fillet placed you can choose which side the fillet is placed on.

vertical edge clicked Horizontal edges clicked


near the corner near the corner

In addition, fillet arcs can be removed by simply clicking on an existing fillet arc. This works even for
vectors that have been imported with filleted corners. This feature allows the user to easily change the
size of fillets by clicking once to remove the existing arc and then clicking the corner to insert the new
fillet. In many cases, by allowing the user to control which side of the corner the 'T-Bone' fillet is placed on
means that the fillet can be hidden when the pieces are assembled.

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Note:
You cannot remove fillet arcs from .eps files as they do not contain arcs and only contain straight
lines and Bezier Spans.

Removing Fillets

Fillets can be removed in the same way that we add fillets: move the cursor over the fillet that you wish to
remove.
If this fillet can be removed then the cursor shows a cross to indicate that it is possible to remove a fillet:

Clicking removes the fillet:

Before removing fillet After removing fillet

When removing fillets the software does not store what kind of geometry the fillet was created from. It
always defaults to using straight lines to return the fillet to a sharp corner. As such if the fillet is across
multiple spans or is derived from arcs or Bezier curves then it will not go back to its original state and
instead it will remove the radius and extend two straight lines to create the new corner. Below are images
that show this effect, the first set show the whole vector and the second show a section of the vector in
node edit mode to help show the difference. If the fillet was created recently then it may be possible to
use the Undo command to return it back to its original geometry.

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Original Vector Vector with Fillets

New Vector after Removing Fillet

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Original Vector in Node Edit Mode


Vector with Fillets in Node Edit Mode

New Vector after Removing Fillet


in Node Edit Mode

Extend Vectors

This tool allows you to extend two vector lines to their common
point of intersection. The tool form is rather sparse, but that is
because all the action occurs directly in the 2D View.

With the Extend Vectors tool active, moving the mouse pointer over the ends of open vector shapes
(without clicking) will highlight a dashed preview extension line from that shape. The line will change
dynamically as you move the mouse over the end spans of different open shapes. Clicking with the left
mouse button at this point will set it as the target line to extend and the magenta line will remain visible.

The mouse can now be moved over existing spans along the length of the preview extension line, or over
the end of another shape to create a second, intersecting, preview extension line.

Clicking on any of the intersection points indicated by the mouse cursor will extend the initial shape to that
point and complete the operation.

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First click creates a preview extension line Moving the mouse over another span
from the selected vector span. will display a second preview extension line
to the point of intersection.
Click the line to apply this change.

The tool can be closed at any time using the Close button on the form. Right-clicking in the 2D View
will reset the tool so that it is ready to select another target line to extend.

Fit Curves to Vectors

This function allows the user to fit arc, Bezier curves or straight
lines to selected vectors. The newly created vectors will be
approximated based on a user defined tolerance. Using this
function can aid with smoothness for some toolpath options and
also help to simplify data for modeling purposes.

The Curve Fitting function can be accessed from the Edit


Objects area of the Drawing Tab, the
Edit Menu ► Curve Fit Vectors in the Main Menu or by using
the short-cut-key combination Ctrl + F .

Fitting Type...

Circular Arcs

Checking ✓ this option means the selected vectors will be approximated using arcs:

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The vector before fitting The same vector fitted with arcs

Bezier Curves

Checking ✓ this option means the selected vectors will be approximated using Bezier curves.

The same vector


fitted with bezier spans The same bezier spans in Node-edit mode

Straight Lines

Checking ✓ this option means the selected vectors will be approximated using straight lines.

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The vector before fitting The same vector fitted with straight lines

Tolerance:

The value which is set in the Tolerance area determines how closely the original vectors will be
approximated. The newly created, Arcs, Beziers or Lines will be generated within a distance of the original
vector which is plus or minus the specified Tolerance value. The smaller the value the closer to the
original the new data will be but it will also mean more data points will be used. A larger Tolerance will not
be as accurate to the original but will have less data points. The diagram below shows the curve fitted to
two straight lines with the max possible distance between them defined by the Tolerance set. The
tolerance is the distance indicated with the red arrow:

The same vector fitted with straight lines

Keep Sharp Corners

Checking ✓ this option will make the Curve Fitting routine keep sharp corners which have a difference
greater than the Max Angle value specified. Any corners where the difference in angle is less than this
value will be modified within the specified tolerance. The images shown below demonstrate how this
works. The first image shows a set of straight lines before curve fitting with the angles shown between the
spans. The second image shows this after curve fitting with the Keep sharp corners set with a value of
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20°. You can see the two lines which were under the 20° difference have had a curve fitted between them
but the other corner which has been retained as the original angle is greater than 20°.

Initial Vectors

Result after Keep Sharp Corners

Replace selected vectors

Checking ✓ this option will delete the current vectors and replace them with the new curve fitted vectors.
Un-checking it will keep the original vectors as is and in addition create new curve fitted vectors. The new
vectors will always be created on the currently selected Layer.

Vector Boundary

The Vector Boundary form allows you to create boundaries


around selected vectors.

You can offset the boundary outwards and optionally create


convex or 'Rubber band' boundaries.

Offset Boundary

When this is checked ✓ the created boundary is offset outwards by the distance specified.

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Rubber Band Boundary

When this is checked ✓ the created boundary is the result of stretching a rubber band around the
currently selected vectors.

The images below demonstrate the difference between the two types of boundary that the form creates.
The picture on the left illustrates the standard offset output and the one on the right shows the result when
Rubber band boundary option is checked ✓.

Offset Boundary only Offset Boundary and Rubber Band together

Edit Picture

The Edit Picture form allows you edit the properties and border
around the selected bitmap.

Joining
and
Closing
Tools

The icons to join and


close vectors are
located under the Edit
Vectors section of the
Drawing Tab.

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Join Open Vectors

This icon opens the Join Vectors Form

Open vectors are automatically identified and closed or joined to other vectors where the end points lie
within the user definable tolerance.

Join/Close vectors with a straight line

Join with a Line finds the closest end points on 2 selected, open vectors and joins with a straight line.
Close with a Line closes a single open vector with a straight line between its two end points.

Join/Close vectors with a smooth curve

Join with a Curve finds the closest end points on 2 selected, open vectors and joins them together with a
smooth curve.

Join/Close by Moving End Points

Join Moving End Points finds the closest end points on 2 selected, open vectors, calculates the mid-point
between them and moves the end points to this position.

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The Offset and Layout Tool Group


Offset and Layout

Offset Vectors Linear Circular Copy Object


Array Copy Array Copy Along Vectors

This tool group includes tools to create offset versions of existing objects or to layout objects
automatically.

Offset Vectors

Selected vectors (open or closed) can be offset either inwards or


outwards to create new vector shapes that might be useful for
edge patterns or borders etc. To offset a vector shape, use the
following steps:

1. Select the vectors to offset


2. Select the required direction - Outwards / Right or Inwards
/ Left
3. Enter the Distance
4. Click the Offset button

Options

The offsetting options are slightly different in their behavior depending on whether the vector to be offset
is open or closed. See below for more information.

Create sharp offset corners

Will retain any sharp corners in a design.

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Offset with Sharp Corners on Offset with Sharp Corners off

Offsetting Open Vectors

When offsetting open shapes, the options are either to the Right or Left side of the selection. The direction
of open vector(s) is very important as this is used to decide the right and left side of the selection.
Selecting Node Edit mode (pressing N on the keyboard) will display a Green node at the start of the
vector. Looking along the vector(s) from the green node indicates the direction and the image below
shows offsets to the left and right of an open vector.

Notes

Square Offsetting a very acute (included) angled sharp corner will result in the corner point being
positioned a long way from the original geometry, often off the material or cutting through other shapes in
the design. To stop this happening VCarve Pro checks that the distance for the new calculated offset point
is less than 5 x the offset distance away from the original corner point.

Note: Offsetting overlapping vectors can cause unpredictable results. It is generally better to merge
overlapping vectors before offsetting them.

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Array Copy

This tool will automatically create copies of the selected object


and lay them out in a grid pattern. The grid size is determined
from the number of row and columns requested and the spacing
of the object copies can be set directly as a gap distance, or in
terms of an offset distance between each copy's position.

Note: You can use the menu item Edit ⇒ Undo or the
Ctrl + Z shortcut key to undo the action of this tool
while the form is still open. This allows you to easily
experiment with different options.

Selected Objects Size

Reports the current size of the selection that you are intending to
block copy. This is for information only, but the values can be
selected, copied and pasted to use in other calculations.

Rows and Columns

These options specify how many rows and columns of the selected object to create. The total number of
copies made will be X multiplied by Y.

Spacing...

There are two ways to specify the spacing between elements in array:

Gap
The X and Y fields will be used to specify the gap between edges of each object copy.
Offset
The X and Y fields are used to define the offset of the position of each object copy, relative to the
preceding one.

This example shows a sign blank copied to create a 3 x 3 array.


3 Rows x 3 Columns with a Gap of 0.3 inches between each object:

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Symmetry...

The symmetry area of the form gives you the ability to mirror and rotate objects. This allows for more
advanced pattern making, by default the block symmetry form is set so there is no symmetry or rotation.
To alter the pattern you can simply press the block symmetry buttons to create your desired pattern.

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Default Block Symmetry Options

Resulting Pattern

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Horizontal Symmetry Applied to Row Above

Resulting Pattern

Row/Column displacement...

Entering values in the Row/Column displacement allows you to move a row or column by the value
specified.

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Row Displacement of 1

Resulting Pattern

Group Copies

Having this option checked ✓ will group the objects that you have created in the form when you hit the
Copy button.

Circular Copy

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This tool will automatically create a repeating pattern by making


copies of the selected object and positioning them around a full
or partial circle. The number of copies to be made can be
entered directly.

Note: You can use the menu item Edit ⇒ Undo or the
Ctrl + Z shortcut key to undo the action of this tool
while the form is still open. This allows you to easily
experiment with different options.

Rotation Center

This is the absolute XY coordinate around which the objects will be rotated when copied and pasted. The
default Rotation point is the middle of the selection. You can set the rotation center coordinates explicitly
using the X and Y edit boxes on this form or by clicking the selected geometry to show the transform
grips, then double-clicking the center one to show the pivot-point and dragging the Pivot Point handle
associated with the selection in the 2D View:

Rotate Copies

This option controls whether the copied objects are each rotated as they are placed around the circle, as
shown in the diagrams below. If this option is selected, each copy is rotated according to its position on
the circle. If the option is not selected then each copy maintains the orientation of the originally selected
object.

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Rotate Copies selected Rotate Copies not selected

Angle

Note: A Negative Step Angle pastes the copies in a counter-clockwise direction.

A Positive Step Angle pastes the copies in a clockwise direction.

Total Angle

With this option selected the number of items is divided into the Total Angle to give the incremental angle
between each object.

Step Angle

With this option selected this angle is used to copy the selected vector(s) by this angle x the number of
Items.

Note: Using Edit ⇒ Undo deletes all the pasted copies and leaves the original vector selected.

Copying Multiple Vectors

The result of one array copy can be used for another to create more complex patterns, this one being
used for an engraving. The rotation point has been set by double-clicking the centre grip, then dragging to
the desired location:

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Copying multiple vectors

Result of Copying Multiple Vectors

Copy Along Vectors

This tool automatically creates repeating patterns of objects by


placing copies of them along the length of one or more selected
vectors. The tool allows any existing object to be used but it also
has an option specifically for the creation of circles, which is a
common design element for patterns of this sort.

Note: You can use the menu item Edit ⇒ Undo or the
Ctrl + Z shortcut key to undo the action of this tool
while the form is still open. This allows you to easily
experiment with different options.

To make copies of an existing object, select the item to copy,


then holding a Shift key down to facilitate multiple selection,
select the vector curve or curves you wish to paste the item
along. Make sure the Copy Object option is highlighted and
click Copy .

If you wish to create circles, then you simply need to select one or more vectors along which the circles
will be created. Ensure the Copy Circles option is highlighted and click Copy .

Copy Object

Any shape vector or group of vectors can be copied along a curve or curves. The first vector or group of
vectors selected is the object that gets copied multiple times along the curves.

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Copy Circles
Enter the diameter of the required circles

Selected Vectors Circles Copied along curves

Distance between copies

This is the distance along the selected curve between each pasted vector. The Force even spacing option
ensures that objects are pasted at the end points on the curve(s). If this option is not selected the pasted
objects will be placed at the specified distance and may not match the exact length of the curve.

Number of copies

Selecting a specific number of copies automatically sets the specified number of copies along the entire
length with an even spacing between them.

Align Objects to curve

With this option selected the pasted objects are automatically aligned 'normal' or perpendicular to the
curve they are being copied onto. If this is not selected, the copied objects stay in the orientation of the
original.

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Selected Vectors

Stars Copied along the curve

Create Copies on new layer

This option creates the multiple copies on a new layer making it much easier to select and organize the
resulting vectors for machining purposes etc.

Reverse Direction

If your copies appear upside down, this option will perform the copy operation in the opposite direction
along the selected vectors and the resulting copied shapes will be created the other way up.

Plate Production

This command is for designing and engraving multiple badges or nameplates using variables for
positioning imported data from a text file list. The production plate functionality is typically used by
engravers making badges from a database file supplied by a customer, but could also be useful for
making nameplates for hotel rooms with consecutive numbering.

Note: This function cannot be used with 3D Data or 3D toolpaths.

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Procedure

The general procedure for using the Production Plate functionality is,

Draw and Setup the Master Template

Create a New job and specify the Material Size to equal the Sheet size the badges will be cut from.

Layout the badge / plate at the required size and using the Text Tools add variables where imported data /
text is required. Variables are defined using double exclamation marks ('!!') at the start and end of the
variable name.

Calculate Toolpaths
Select and calculate the toolpaths for each of the elements on the design. For example, calculate an
engraving toolpath for the text and logos and a separate Profile cut-out toolpath around the outer edge to

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cut out the design

Note: A Profile cut out toolpath can also include Tabs and these will be added to each of the badges
holding them in place if required.

Toolpaths are optional and Production Plate functionality can be used to simply create the necessary
vectors and text etc. for a batch of plates.

Use the Plate Production Tool on the master template

With all of the vectors that make up the master template selected, click on the Plate production tool to
open the Plate Production Dialog window.

The Plate Production Dialog

The left side of the Plate Production form is used to layout the plates / badges on the selected sheet of
material, and shows the total number of plates that can be engraved / machined from each sheet of
material.

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Material Size

This is the material sheet size that the badges will be engraved onto. If the number and size of the badges
requires additional sheets of material to be used the software automatically creates a separate layer for
each sheet required.

Plate Size

This is the size of the selected Plate / Badge and is based on the bounding box of the selected vectors.

Sheet Margins

This specifies the border margin between the edge of the material sheet and the plates.

Independent margin spacing can be set for the Top, Bottom, Left and Right sides of the material

Equal Margins ensures the same space is added around all 4 sides of the plates.

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Spacing

This is the horizontal and vertical spacing between each Plate / Badge.

Number of Plates

The number of plates that will fit on to the specified material sheet size is automatically calculated. This
calculation takes the plate size and adds the Sheet Margins and Plate Spacing to determine the maximum
number of plates that can be made from each sheet.

Toolpath Options

If toolpaths have been calculated for the master Template this option is available.

Checking ✓ this option automatically calculates toolpaths for all the plates / badges in the project.

Unchecking this option only creates the vectors for each plate / badge.

Import the Data to be Merged into the Template

The right-hand side of the Plate Production form is used to select the data that will be merged into the
template, and how the data will be interpreted to create each plate / badge.

Import from file...

Import the required text / data file and select the appropriate format separator.

The data file is commonly created using a spread sheet such as Windows Excel. Use the option to Save
As or Export to obtain the required file format that includes the correct Separator information.

Separator

The separator is the method used in the data file for dividing each set of information into columns. The
most commonly used options are: Comma, Tab, Semicolon or a Space

First row is column names

It's very common for the first row of data in a file to simply show what each of the field names are, and this
information is not used on the badge or plate. Checking the box First row is column names tells the
software to start working with data from row 2

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Assign the Variables to the data in the text file

All of the variables specified on the template - text with double exclamation marks '!!' on either side '!!' are
automatically listed on the form. These variable names are each assigned to a data field (column of text)
inside the data file.

Variable Assignment
Click to select a Variable Name then select the data
field from the imported file that is required on each
badge / plate i.e. the person's name

Repeat for each of the Variable Names listed on the


form

Number Formatting

Variables can be assigned to Text from a data file -


Names, Dept., etc. or to a Counter number that can
be formatted and incremented using the Number
Format options.

Calculate

Click Calculate to create all Badges and


associated Toolpaths

If toolpaths have previously been calculated for the vectors in the Master Template, the option to
automatically Create Toolpaths for each badge / plate is switched on in the bottom left corner of the form.

Close

Click Close to finish plate production and close the form

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Multiple Sheets

Multiple Layers are automatically created if multiple sheets of material are required to engrave all of the
badge data from the imported text file. Layer named Sheet 1 is displayed in the 2D view showing the
badges on this sheet.

Each of the Sheets is on a different layer and can be set visible or invisible using the Layer Manager.

Multiple Toolpaths

When Toolpaths are automatically calculated, a separate toolpath for each operation on each sheet of
material is calculated and named using the convention 'S1 - Name', where the Name is the name of the
toolpath previously calculated for the template.

The example above shows the original 3 toolpaths calculated for the master template - Logo, Text and Cut
Out. Plus the 2 sets of new toolpaths created to engrave onto 2 sheets of material.

Sheet 1: 3 toolpaths - Logo, Text and Cut Out


Sheet 2: 3 toolpaths - Logo, Text and Cut Out

Note: Using Edit Undo directly after calculating a batch of plates / badges will automatically delete
all vectors, layers and toolpaths created by the calculate operation.

Nesting

The Nesting tool will automatically fit vector shapes within the user defined area in the most efficient way
it can calculate (based on the user defined parameters). By default the area the vectors will be fitted is the

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current Job Size but it is also possible to select a vector as the nesting area. This is a powerful way to
optimize material usage and increase toolpath efficiency when laying out and cutting a number of shapes.

The image below left show a set of letters which have been typed out using the normal Text layout tool,
the image on the right shows the same set of letters after the Nest Parts function has been used to
optimize their layout. The Nest Parts tool will be documented in detail in this section to show how the
options within the menu control the layout.

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Before Nesting

After Nesting

What kind of yield should I expect from the Nest Parts


command?

While the Nest Parts function within VCarve Pro is designed to do as good a job as possible it is important
to understand it will not always nest parts as well as an intelligent (and patient) human. The nesting in
VCarve Pro works incrementally and does not re-arrange parts it has already placed. Therefore it does
not have the ability to adjust things as the parts are being fitted that a human nester might see could be
more efficient.

The Nest Parts function excels when the parts are relatively small compared to the nesting area and there
are a large number of parts to nest.

If you have a relatively small number of shapes to nest or you plan to cut the same set of parts many
times then it may be better to take the time to manually nest your vectors. When you use the Nest Parts
function and see some obvious places that you could do better this is a good indicator that manual
placement may be better.

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Sheets

The amount of material required to Nest the selected vectors may be larger than the specified work area
(Job Setup). To cope with any 'overflow' VCarve Pro makes use of a new type of entity called Sheets.
Sheets are used for any nested shapes that will not fit within the boundaries of the specified Job Size (or
the selected vector). Additional Sheets will be created using the same parameters chosen to Nest the
vectors. These are displayed to the right and above the current Job area as can be seen in the image
shown below. The use of the Sheets will be explained in more detail in section below on choosing the
Active Sheet within the Nest Parts form.

The concept of Sheets is very specifically related to machining the finished parts and is not designed to
replace layers. Sheets should NOT be used to organize vectors for modelling or to organize vectors which
you intend to use for different machining operations, in those cases the Layers should be used to manage
the vectors.

The sole purpose of Sheets is to allow nested parts for production type machining to be laid across many
units of the same material. Only vectors on the Default Sheet can be nested so Nest Parts should be the
last command carried out on the parts before machining. As such objects should not be nested more than
once, if you do not like the nesting solution then you should use the Undo (Ctrl + Z) command
immediately and then make changes to the settings before trying the nesting again.

How Parts are Nested

Nesting shapes is a complex calculation which requires the user to make sure the vectors are in the
correct state to get the results they are looking for, this is especially important when nesting overlapping

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vectors or designs that have sets of vectors that need to stay in position with each other. In certain
situations it is necessary to group together particular vectors to get the correct result. For simple shapes
within shapes such as an 'O', 'B', 'P' etc. there is no need to group them before nesting. VCarve Pro will
keep these internal shapes in the correct position and orientation as the shapes are nested.

If the 'outer' vectors of the items being nested are overlapping (and are supposed to be overlapping) then
they should be grouped together. This will ensure that the software does not try and nest other items in
incorrect places inside of these objects or break the components apart; the nesting for these groups will
be done using the bounding box of all these grouped items.

Below you can see an example showing the value of this. The first image shows 3 parts to be nested 6
times each, they include overlapping vectors and single lines. The second image shows the parts nested
WITHOUT Grouping as you can see the parts are split apart and the single lines are deleted. The 3rd
image shows the parts Grouped before nesting into 3 specific groups, these keep all the parts in the
correct position and does not delete the individual lines.

Original Parts

Nesting without Grouping

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Nesting with Grouping

Original vector layers for grouped vectors will be remembered even if the vectors are nested. If nested
and then ungrouped the objects within them will go back onto their original layers. This can be useful if
you have arrangements of production parts which are on different layers that you need to nest. These
might be parts which use layers for different machining operations (drilling, pockets etc.). To nest these
you can do the following:

Group the complex component represented by vectors on different layers. Nest the grouped objects to
optimize placement. Select all the vectors and Ungroup to get the data back on the original layers for
machining.

Once you click the icon you will see the form shown below. You can see there are a lot of options on this
particular form, these will all have a bearing on how the parts are nested. Generally it is assumed that you
are nesting parts for the purposes of machining so a number of the options are set in regard to the tooling
you plan to use and parameters associated with cutting the parts out.

It is therefore very important to use the correct values that correspond to the machining choices you plan
to make and keep a note of these so you use the correct values when you come to actually create the
toolpaths.

Tool and Clearance Settings

The settings in this section of the form will determine the spacing which will be left between each of the
nested vectors and also control how close they are to the edge of your nesting area.

Tool Dia. (D)

Enter the diameter of the tool that you will be using to Profile (cut-out) the vectors you are nesting. This is
the minimum distance that will be left between shapes once they are nested.

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Clearance (C)

The Clearance value will be combined with the specified Tool Diameter to create the final minimum
spacing between the nested shapes. For example a Clearance of 0.05 inches combined with a Tool
Diameter of 0.25 inches would create a minimum spacing gap of 0.3 inches (0.05 + 0.25 = 0.3).

It is important to note that if you want actual material to be left between the nested shapes once they are
cut out that the Clearance needs to be larger than the diameter of the tool. In the example used above
where the minimum gap is 0.3 inches (0.05 + 0.25) the area machined by a 0.25 inches diameter tool
cutting these shapes out would overlap as shown in the image to the left below (the blue shows the area
which would be removed by the tool), this would leave no material between some of the parts.

If you wanted there to be material between the cut-out passes then you would need to specify a
Clearance value larger than the Tool Diameter. For instance a Clearance of 0.3 inches would make a total
gap of 0.55 inches, this is shown in the image below right. This would leave a minimum of 0.05 inches of
material that would be left once the tool had cut out the shapes. This would be very important if using tabs
to hold your parts in place, or if you wanted to prevent the scrap from potentially jumping off the table.

Clearance less than Tool Diameter Clearance greater than Tool Diameter

Border Gap

The Border Gap value is applied to the edge of the area which is being used to nest the vectors into. It will
be added to the Clearance value around the edge of this shape to create the minimum distance that parts
will be nested in respect to the nesting boundary.

Vectors can be nested either within the whole Job area or into another selected vector (see section below
on Last vector is nest boundary for more information on that option). The shapes will be nested as close
to the edge as possible using the Clearance specified to determine the minimum distance from the edge.
In many situations it is beneficial to have an extra gap from the edge of the material to ensure that the tool
does not overlap into an area where there may be clamps (or other obstacles) and to ensure that some
material is left for hold-down.
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The Border Gap can be used to define this extra distance. In many cases it would be defined as the tool
diameter or an even larger value. Below left the image shows no Border Gap, below right you can see a
Border Gap has been defined leaving a boundary area around the edge of the nesting area.

No Border Gap

Border Gap

Part Nesting Options

The options in this area of the form will all directly affect how many parts or how efficiently it is possible for
the software to fit shapes into the defined nesting area. The use of these options may depend on the
particular material and application you are going to be using your cut parts for. Think carefully about the
effect they will have on your shapes to ensure it does not adversely affect the finished cut parts.

Rotate Parts to find best fit

Checking ✓ this option will allow the software to rotate the


selected vectors in order to try and better fit them. The
increments of rotation the software will use is based on the
Rotation step angle which is defined in the form area shown
below.

In theory the smaller the specified angle the more options the software will have to fit the shapes together
so the more efficient the nesting will be. This does depend on the shape of the vectors though. It should
also be noted that the smaller the angle specified the longer the nesting will take to calculate. Un-
checking this option will ensure the parts keep the same orientation that they had when selected. This

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could be important if you are working with shapes that need to be oriented in a specific direction, for
instance in regard to the material grain.

Rotate Parts Enabled Rotate Parts Disabled

The image above and left shows the letters nested with 30 degree rotation and the image above right
shows the same letters nested with NO rotation. As you can see, by allowing the rotation the software can
fit the letters into a smaller area. In this case it is not a huge difference but the more shapes there are and
depending on the style of the shapes it could be a bigger margin.

Mirror parts to find best fit

Checking ✓ this option will allow the nesting to mirror (flip) the vectors in order to try and more efficiently
nest the selected shapes. This should only be checked ✓ if the direction the parts are cut in is not
important. For instance if you are using pre-finished material you would always want the face of the part to
the top of the material and so would not want to allow the software to mirror them. If the parts were being
cut-out and then finished or depending on the material being cut this may not be an issue and so could be
used to help fit more parts into the nesting area.

Allow parts inside other parts

Checking ✓ this option will allow the software to nest within the internal areas of shapes that have gaps in
the middle. This would be a good way to optimize material if you were cutting out parts but would not be a
good choice if the inside of the shapes was only going to be pocketed as it would not then be scrap
material. Grouped objects will not allow shapes to be nested within them even if they appear to have
space to fit the smaller items. They would need to be ungrouped to allow the software to use the internal
regions. Standard typed text will allow nesting on inside areas as shown in the example below.

In the two images below you can see a set of letters which are going to be cut out. The larger letters have
sizable internal areas that will become wasted scrap, using the Allow parts inside other parts option
means that VCarve Pro will use these internal areas to fit any smaller parts into them. This can be seen in
the right hand image which shows the letters after nesting, where the inside of the O's and the B have
been used to nest the smaller shapes.

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Original

Parts Nested inside other parts

Sheet Options

Nest From

This area of the form is used to define which corner the nesting
will start in. There are four options which can be selected from
the options in the form.

Each node corresponds to the respective corner of the Material or the selected boundary vector. The first
nested parts will be placed in that corner and the shapes fitted according to the Nest Direction specified
(see section below).

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Nest Direction

The options in this area of the form are used to select how the parts will progress as they are positioned
within the sheet. The best way to think of this (for the purposes of this section) is that they 'pour' out of the
selected corner filling the sheet in one axis then advancing along the other defined axis (X or Y) .

Along X

Checking ✓ this option means the nested vectors will fill the
boundary area vertically then progress horizontally along the X
axis, radiating from the corner selected in the Nest From section
of the form. The image below shows the Along X nesting option
with Nest from... set to the lower left corner.

Along Y

Checking ✓ this option means the nested vectors will fill the
boundary area horizontally then progress vertically along the Y
axis, radiating from the corner selected in the Nest From section
of the form. The image below shows the Along Y nesting option
with Nest from... set to the lower left corner.

Last vector is nest boundary

Checking ✓ this option means the last vector selected will be used as the boundary for the nesting area.
This can be useful if you need to define a non-rectangular shape to Nest Parts into, such as large off-cuts
from a previous job. It's important to note that using this option will not respect the currently defined Job
Area if the selected boundary vectors goes outside of it. If there are too many vectors to fit into the last
selected vector then additional Sheets will be created using the same boundary shape for the parts being
nested, the boundary vector will be positioned on the Default Sheet (zero) along with any items not
selected for nesting.

Not having the Last vector is nest boundary option checked ✓ means all the selected vectors are nested
into the whole of the defined Job Area (defined by the Job Setup form accessed from 'Edit - Job Size and
Position' from the menu bar).

Note: If you need to represent a sheet with holes or other features which can't be represented with a
single selected vector as the new boundary it is possible to also use a Grouped vector for the last
selected item then the shapes will be nested within the spaces in this.

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Individual Part Properties

This function is very useful if you have a number of the same part to make and need to nest many parts at
once. It allows multiple copies of the selected object/s to be nested without making the copies prior to the
operation.

If you want more than one incidence of a particular item then select it from the 2D view. In the box where
it says Number of Copies enter as many copies as you want and hit Apply and the selected vectors
will be marked with a green number indicating how many copies of that item will be made when they are
nested. Different shapes or groups of shapes can be assigned different numbers of copies. To stop an
item being copied multiple times just set the Number of Copies back to 1 and click Apply .

Active Sheet
This option lets you choose which Sheet of vectors is currently
active, either for editing or applying toolpaths onto.

The Active Sheet can also be chosen when the Nest Parts form
is not open by using the drop down option from the base of the
Layers menu - this is shown in the image below left highlighted
with a red box, the image below right shows the drop-down with
the choice of currently available Sheets.

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Layers
Vectors, Bitmaps and Component Grayscale's can be assigned to different layers. All the objects
assigned to a layer can then be simultaneously selected, labeled, colored, temporarily hidden or even
locked (to prevent accidental editing) using the Layer Management tools. Even for relatively simple
designs, organizing the elements of your artwork onto layers can make managing your project much
easier.

There are no specific 'rules' on how to use the layers -there are many ways to organize your design and
these are likely to vary between individuals and even between different jobs. The 'meaning', therefore, of
the layer organization in any particular project is entirely flexible. Some common examples of layers
include:

1. Organizing artwork according to the toolpath strategies to be created.


2. One layer for shapes to be profiled, one for those to be pocketed, one for drilling etc.
3. Coloring different parts of the design to reflect different parts of the finished piece.
4. Hiding or locking geometry used as guides or temporary stages in the construction of the final
design.

Layers can be particularly useful to organize the Grayscale Previews of 3D Components. Because 3D
Components are often positioned on top of one another (to build up the required 3D shape), it can
become awkward to see or select components that are underneath others. Component grayscale
Previews can be placed on layers and hidden temporarily while the design is built.

Note: Switching off the visibility of Component grayscale Previews using layer visibility does not
affect the associated 3D Component.

Managing Layers

You can access the tools needed to manage layers from two locations: the Layer Control on the View Tool
Bar, and the Layer List on the Layers tab.

The Layer Control on the View Toolbar

A Quick Access Layer Control is conveniently located above the Views in the View Toolbar. This tool
provides a pop-up Layer List, from which you can quickly change the selection of the active layer, add a
new layer, or modify the properties of any existing layer. When you have finished, click anywhere outside
of the Layer List window and it will cause it to close.

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The Layers Tab


To get a complete overview of the current layer structure of your
artwork while you are working, or to carry out more extensive
organization of the layers, you can also use the Layers tab. The
Layer List is identical in both the Layer Control and the Layers
tab, but the latter can control layer ordering and be left visible,
pinned or even undocked, while you continue to work on the
artwork itself.

The Layers Tab makes it very easy to work with complex designs
giving quick access to all of the layer control options.

From this tab you view all the layers in your current job and modify their properties (such as visibility and
color). You can also create, delete, re-order or rename them.

Most of the commands associated with layers can be accessed by right-clicking a layer in the list, or by
clicking on the Pop-Up Menu icon to the right of the layer name.

List Item Command and Icons

Each layer in the list has five elements:

Layer 1

Status Layer Layer Layer Pop-up


Icon Color Content Name Menu

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Status Icon

The leftmost icon indicates whether the layer is currently visible or hidden. Click on this icon to
toggle the visibility of the layer.

The presence of a padlock shows that the layer is locked and cannot be accidentally edited.

Right-click the layer in the list and select the Unlock command to alter this.

Layer Color

The color swatch can be used to color all the vectors on a layer.
Click on the swatch icon and select a pre-set color from the
color selector dialog, or choose More Colors... to create an
entirely custom color.

Layer Content

The layer content icon will be grayed-out as an additional

indicator that the layer is not currently visible. a blank white


sheet indicates that the layer does not currently contain any objects or vector geometry. If you import files
from 3rd party CAD drawing packages via DXF or DWG format it is common for the file to include empty
layers. This icon allows you to identify these empty layers and delete them.

Note: To delete a number of layers in one go, first hide all the layers you want to keep
then use any layer's Pop-Up Menu icon to select the Merge Visible command.
All the visible layers will now be merged into a single layer, which can be deleted with a single
operation.

Layer Name

To change the name of a layer, you can double click on this part of the layer item in the list to trigger in-
situ editing. This works in the same way as file renaming in Windows Explorer. Alternatively you can right-
click or use the layer's Pop-Up Menu icon to select the Rename command.

Note: Imported images are automatically placed on a layer called Bitmap Layer. This allows images
to quickly and easily be turned off in the 2D view when they are not required. The images can also
be moved onto another layer if required.

Pop-up Menu
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Click the pop-up menu icon for


access to Activate, Lock, Insert,
Delete and Merge layers as well as
further ways to choose which layers
to show and hide.

Additional Buttons and Icons

Show All / Hide All

The visibility icon to the left of the Layers List heading at the top of the Layers Tab will toggle the visibility
of all the layers in the list.
If there are both hidden and shown layers, this icon is shown as a dim lamp:
Clicking the dim lamp will show all layers and change to icon to a lit lamp:
Clicking the lit lamp will hide all layers and change to icon to an off lamp:
More options for setting the visibility of multiple items are available from the Pop-Up Menu for each layer
under the Show and Hide menu headings.

Select All on a Layer

Double-clicking on a layer in the Layers List will select all the objects on that layer. Alternatively you can
choose the Select Layer Vectors command from the layer's pop-up menu.

Layer Ordering Arrows

Adjacent to the Layers List heading label are two arrow buttons. These move the selected layer up or
down in the Layers List. This can be important to set the drawing order of objects that might otherwise
obscure one another (specifically Bitmaps and 2D Component Previews). Objects on the top layers in the
list are always drawn before objects in the lower layers and will, therefore, be 'underneath' them in the 2D
View. You can use the Layer Ordering Arrows to resolve this issue.

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Add New Layer


New Layers can be added using the Add New Layer
button. Alternatively a new layer can be created directly
from the 2D View by right-clicking an object and selecting
either the Copy to Layer ► New Layer... or
Move to Layer ► New Layer...
The dialog for adding the new layer is displayed with
options to specify the name and color of the vectors on the
new layer and an option to indicate if the new layer should
be visible.

Layer Name

It is always preferable to take the opportunity at this stage to give your new layer a meaningful name
relating to its content or purpose. Later on this name will make it easier for you to manage your layers as
your design becomes more complicated.

Drawing Color

All the vectors on this layer will be colored according to this setting. This can be a very useful way of
distinguishing between the vectors that are on different layers, directly in the 2D View.

New Layer is Visible

With this option checked, ✓ the new layer will automatically be visible as soon as it is created.

New Layer is Active

With this option checked, ✓ the new layer will automatically become the active layer and any subsequent
vector creation or manipulation will occur on this new layer.

Insert New Layer

An even quicker way to add new layers is via the Insert Layer command from a layer's right-click Pop-Up
Menu. This command will create a new layer above the selected layer which will be visible, unlocked and
colored black. After creation the new layer item's name is ready to be immediately edited by typing a new
name in.

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Moving Layers

Objects on any layer can be moved onto another layer by right-clicking the object in the 2D View and
selecting Move to Layer ► ... from the pop-up menu.

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3D Design and Management


As well as creating toolpaths directly from 2D drawings, VCarve Pro can produce extremely flexible 3D
toolpaths. These toolpaths are created from 3D design elements called 3D Components that can be
generated from models created in external 3D design packages or imported as 3D clipart.

The 3D View

The 3D View can show you the current Composite Model (which is built from all of the currently visible 3D
Components and Levels), the Toolpath Preview (a highly accurate 3D simulation of the resulting physical
object that will result from your toolpaths called the Preview Material Block). Which of these is currently
displayed will depend on whether or not you have a part which has 3D Components and Toolpaths or are
just working on something that only includes 2D Data. Whenever you have the Preview Toolpaths form
open on the Toolpaths tab, the 3D View displays the Preview Material Block instead of the Composite
Model. When this is closed if you are working on a part that only includes 2D data and 2D or 2.5D
toolpaths it will continue to display the Preview Material Block. If your part contains any visible 3D
Components then as soon as the Preview Toolpaths form is closed it will revert to showing the Composite
Model in the 3D View and hide the simulation. In addition to these items, you can see line drawings of any
calculated toolpaths in the 3D View. The visibility of these calculated toolpaths can be controlled from the
Toolpath List on the Toolpaths tab using the check-boxes next to the toolpaths name. If working in a 2
Sided environment you can view both sides of a project in the 3D View using the Multi Sided View option.

The Composite Model


VCarve Pro has been designed to work in a way which enables the user to easily create even very
complex projects. In any situation, the best approach to producing something complicated is to break it
down into smaller pieces until a level of simplicity is reached that can be understood and managed. In
VCarve Pro this is achieved by letting the user work with pieces of the design which are combined to
make the finished part. In the terminology of the software these pieces are called Components. To help
organize the Components they are assigned to Levels. Step by step, Components and Levels can be
created and modified until you have all the elements you need. In the images below you can see an
example of how this might work. On the left you can see the separate component for a model of a bunch
of grapes and on the right you can see these positioned to make the complete part - we call this resulting
combination the Composite Model.

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There is no limit to how simple or complex a Component or the Components on a Level can be (this is the
user's choice). In the example shown, you can see that a model of a whole bunch of grapes may be made
up of smaller individual components but they could also be combined to exist as one single Component
(the assembled bunch of grapes) that could then be used to lay-out a more complex part with multiple
bunches of grapes. They could also be organized so all the grapes were on one Level and leaf and stem
on another to provide a different way of managing and manipulating the shapes. Each user will find a level
of using Components and Levels they are comfortable with which may be dependent on the particular job
or level of proficiency with the modeling tools.

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3D Components and Levels


In VCarve Pro, the aim is to end up with a set of Components and Levels that when combined together
will make the finished 3D part. One way to think of this is like building a 3D collage or assembly. As the
design evolves, new Levels or shapes may need to be created or existing ones changed. The parts of the
collage are managed with the Component Tree which will be covered in more detail later.

Editing Components

An existing Component can be copied, scaled and have other edits carried out on it as an object. The
user can also change the way it relates to the other Components, for instance whether it sits on top or
blends into an overlapping area of another Component. The shape, location and relation of these pieces
determine the look of the final part.

All of these methods are covered in detail throughout the training material.

Dynamic Properties

As well as having its underlying 3D shape, each component also has a number of dynamic properties that
can be freely modified without permanently changing its true shape. These include scaling of the
Component's height, the ability to tilt it, or to apply a graduated fade across it.

These dynamic properties can always be reset or altered at any time during your modeling process, which
makes them a particularly useful way of 'tweaking 'your components as you combine them together to
form your final composite model.

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Combine Modes

The Combine Mode is a very important concept when working with 3D shapes within VCarve Pro. The
options for combine mode are presented when creating new shapes and also when deciding how
Components and Levels will interact in the Component List. Rather than cover this in every section where
it is applicable, it is worth summarizing the options here so the general concept can be understood.

When you have more than one 3D shape, where you have an existing shape and are importing a new
one, then you need to have a way to tell the software how the additional entities will interact with the first.
This can be an abstract concept for users who are new to 3D but it is an important one to grasp as early
as possible. In VCarve Pro this is controlled by a choice called the Combine Mode.

There are four options for this: Add, Subtract, Merge and Low. These determine how the subsequent
shape is combined with the previous one, for instance whether it sits on top of the original shape or
blends into it.

As modeling is an artistic and creative process, there is no general rule to describe when to use each one.
As a guide though you can assume that if the second shape's area is completely within the originals one
then you will probably be adding or subtracting and if the shapes only partly overlap that you will probably
use Merge or, very occasionally, Low.

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The four options and their specific effects are described on the following pages. To illustrate the different
effects a combination of an overlapping beveled square and a dome will be used. You can see in the
image top right how these are arranged in the 2D View and how they overlap. Then you can see each
individual shape in the images below middle and right. These shapes will be used to demonstrate the
different Combine Modes. In every case the Dome will be considered the primary shape and the square is
the secondary shape which is being combined with the first.

As well as working on individual shapes, the Combine Modes are also assigned to Levels. These will
govern how the combination of all the individual components on one Level interacts with the result of all
the Components on the Level below it in the Component Tree.

Note: There is a 5th Combine Mode available from the right mouse click menu after a component
has been created called Multiply. This combine mode has specialist applications which are dealt with
in the appropriate tutorial videos. This option will literally multiply the heights of the Component or
Levels being combined to create the new Composite 3D shape.

Add

When Add is selected, it takes the first shape and then just adds the height of the second shape
directly on top of the first. Any areas which overlap will create a shape which is exactly the height of each
shape at that point added together (see below)

Typically the add option is mainly used when the shape being added sits completely within the original
shape, this ensures that the uneven transition where the parts only partly overlap (as shown in the
example) do not occur.

The example above shows the Maple Leaf and border extrusion Components being Added to the dome
Component in the sign example from the Introduction to Modeling document.

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Subtract

When Subtract is selected it takes the first shape and then removes the height of the second
shape from the first. Any areas which overlap will be a combination of the original height/shape less the
second shape. Areas where the shape goes into the background will become negative regions. You can
see how this looks using the dome and square in the image below:

Typically subtract, like the add option, is mainly used when the shape being removed sits completely
within the original shape, this ensures that the uneven transition where the parts only partly overlap (as
shown in the example) do not occur.

The image shown above has some 'creases' to help define the muscles of the lioness. The shapes to
create these recesses were created by using the Subtract option with the Create Shape tool on the
vectors representing those recessed areas.

Merge

When the Merge option is selected any areas of the shapes which do not overlap remain the
same. The areas that overlap will blend into each other so that the highest areas of each are left visible.
This results in the look of one shape merging into the other and is in effect a Boolean union operation.
You can see how this looks using the dome and square in the image below:

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Typically the merge option is used when the shape being combined partly overlaps the original shape.
This enables a reasonable transition to be made between them.

The image above shows 2 Herons, a rope border and banner Components. Each of these overlaps with
the others and so they are set to Merge in this areas. Whatever is the higher of the two merged areas is
what is prominent. In this case the rope is lower than everything and the Banner is higher than the Herons
so the desired effect can be achieved.

Low

The Low option is only available when combining Components (not in the modeling tools). When
this mode is selected, any areas which do not overlap are left as they were in the original two shapes. Any
areas which overlap will create a new shape which is the lowest points taken from each shape, this is in
effect a Boolean intersection operation. You can see how this looks using the dome and square in the
image below:

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The Low option is used for recessing a shape into a raised shape. An example of this is shown in the
image above.

The example shown on the right above uses the Low option to combine the flat topped 'button' component
on the left with the curved top face component with the letter 'A' on the right. Combining both components
with the merge low option gives the keyboard button with the curved top you see in the bottom row.

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Combine Modes Summary

Add Subtract

Merge Low

Add Subtract Merge Low

Group

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Level Mirror Modes


Right-clicking Levels in the component tree will open a pop-up menu offering commands and operations
related to the clicked level and Mirror Modes can be set in this way. If a mirror mode is set on a Level, all
the components it contains will be continually mirrored dynamically as they are moved, transformed or
edited. The mirroring is non-destructive, that is it can be turned off or on at any time and does not alter the
underlying components in any permanent way. Working inside a Mirror modes Level is a simple way of
achieving a complicated symmetrical pattern by editing only one half (or quarter, see below) of the design.

The available Mirror Modes are broadly divided into two groups. The first group apply
one plane of symmetry:

Left to Right
Right to Left
Top to Bottom
Bottom to Top

These modes allow you to work in one half of your job and the other half will be automatically and
dynamically generated for you. For example, in Left to Right mode you would place your components in
the left half of your job and a mirrored equivalent of each would be created in the other half of the job.
This 'reflection' is updated dynamically as you work.

The other group offer two planes of symmetry (horizontal and vertical):

Top Left Quadrant


Top Right Quadrant
Bottom Left Quadrant
Bottom Right Quadrant

When using these modes your components should all be in the quadrant
(quarter) of the job. Mirrored reflections horizontally and vertically will be
created in the other quadrants of the job for you.

IMPORTANT: When a component is on a level with a Mirror Mode enabled, it will not be visible if it is
in a reflected part of the job. For example, components on the right side of your job will not be visible
in Left to Right mode because the right side of the model is being dynamically replaced by the mirror
mode. Simply switch off the mirror mode for the containing level to restore everything to its previous
layout.

Multi Sided View

When working in a 2 Sided environment you can create components independently per side or
using the Right click option you can copy or move a component to the opposite side. Selecting the option
to work in 'Multi Sided View' allows you to view components you may have on the Top and Bottom side in

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the 3D View. In the Toolpath Preview form of a project that contains toolpaths for the Top and Bottom
Sides the multi sided view presents the simulation of the toolpath preview on both sides also, if the multi
sided view is not selected you can use the 'Preview all Sides' option in the Toolpath Preview form to
display the Top and Bottom Toolpaths in the 3D view. 2 Sided Setup will be described in detail later in the
relevant section of this manual.

Import a Component or 3D Model

This command opens the File Open dialog window, allowing existing Aspire files (CRV3D extension) and
importable 3rd party 3D files to be selected and opened. If you select a 3rd party 3D model format, the
Orientate Model form will open (see below) to allow you to manipulate the 3D model before it is converted
into a Component.

V3M is a proprietary file format developed by Vectric for Vector Art 3D and Design and Make. Files
in this format can be purchased from www.vectorart3d.com and www.designandmake.com and
V3M
when imported into Aspire will create a new Component with the same name as the file. This will
be imported at the size and position the part was saved in the original file.

This is a standard format for complex 3D models, based on a triangular mesh. STL files can be
exported from many 3D design software programs such as Rhino. These models can be
completely 3 dimensional (i.e. have a front, back, etc.), this means that when this type of file is
STL opened that it must first be sized and oriented before a Component can be created (Aspire only
represents base-relief so cannot work with a completely 3D object). Once the file becomes a
Component it will have the same name as the original STL file. This file type will need to be
imported using the Orientate 3D Model to size and position it before it is brought into VCarve Pro.

3D DXF files from AutoCAD and many other CAD orientated modeling packages, these must be
DXF 3D meshes and not just wireframe data of the models vertices. This file type will need to be
imported using the Orientate 3D Model to size and position it before it is brought into VCarve Pro.

A native format from 3D Studio Max and many other animation orientated modeling packages.
3DS This file type will need to be imported using the Orientate 3D Model to size and position it before it
is brought into VCarve Pro.

A native format from Wavefront and many other animation orientated modeling packages. This file
OBJ type will need to be imported using the Orientate 3D Model to size and position it before it is
brought into VCarve Pro.

A native format from the SketchUp modeling package. This file type will need to be imported using
SKP
the Orientate 3D Model to size and position it before it is brought into VCarve Pro.

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Note: If you wish to read data from a 3D digitizer or scanning device then STL is typically the best
format that should be used to import the data into VCarve Pro. Many software packages that work
with a scanner offer an STL export option, if not then a third party software program may be required
to convert the data to an STL model.

Importing a 3D Model
(STL, DXF, 3DS, OBJ etc)

When one of these formats are chosen for 3D file Import, the
imported model needs to be oriented and scaled before it can
become a Component. A special import window is opened and a
set of orientation/scaling tools enabled which are controlled using
the form shown below. There is also a video tutorial that shows
this process.

Initial Orientation

Choose one of the 6 options to determine the most suitable


direction on the model that defines the top surface (upper Z) that
you want to use when it's converted into a Component.

You can also use the five options for Rotation about Z Axis to
modify the position of the part being imported at this stage.

Interactive Rotation

The default choice XYZ-View allows you to left-click in the 3D


View with the mouse to rotate your view so you can examine the
part from different angles. Using this will not change the
orientation of the part for import. If you select one of the other four
options above the word Model then this will adjust the actual
positional orientation of the imported part. Choosing the XYZ
option will allow rotation around all three axes simultaneously, X,
Y or Z will only allow rotation around the specified axis. This is
also done using the left-click in the 3D View with the mouse.

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Model Size

Lock XYZ ratio

Un-checking this option allows the model to be distorted from its original shape. This means independent
X, Y and Z sizes can be entered. Leaving it checked ✓ fixes the ratio so it cannot be distorted. Instead it
will automatically scale the other axes as you enter new values for X, Y or Z.

Apply

Applies the values you have entered for the X, Y or Z dimensions and scales the others if you have the
Lock XYZ ratio option selected.

Many mesh files do not inherently have the units that they were made in embossed in the files, so the
software is not able to tell if the files are supposed to be inches or metric, they will just have a particular
value. Therefore it is quite common to need to scale the part from inch to metric or vice versa. If you
import your model and you wish to work in inches and the file seems very large or if you work in Metric
and the file seems very small then you will probably need to use the Scale mm/inches option. The next
two items on the form cover this need.

Units

Choose the unit of measurement (mm or inches) that you are working in, within the part the file is being
imported into.

Scale mm/inches

Scales the X, Y and Z values up or down depending which Unit option is selected. If mm is selected then
the software assumes you want to scale the values up so multiplies the current values by 25.4, if inches is
selected it assumes you want to scale the values down and divided them by 25.4.

Zero Plane Position In Model

This slider bar determines where the 3D model will be cut-off when converting to a Component. You can
move this up and down with the mouse or use the Middle or Bottom buttons to locate the plane in the
correct position.

Note: Anything in the original model which is an undercut (goes underneath another part of the 3D
model) will be discarded and a vertical wall will be created down to the plane from the silhouette
(looking down Z axis) edge of the model.

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Discard data below zero plane

Checking ✓ this will remove any data below the original Zero level within the imported 3D model. If the
model is effectively a negative model such as a dished or recessed design with a flat plane then you
should uncheck this option to make sure you retain the 3D data below the plane.

Create both sides

If you are working in a 2 sided setup you can check ✓ this option and two components will be created -
one looking down the Z axis from above to the zero plane and one looking up from below. Each side of
the model will go onto a side. This will provide you with the geometry that can be edited to cut the original
imported 3D part as a 2-sided job.

If you were importing a model that contains a non-convex surface for instance a bowl you can import the
entire model on each side by sliding the slicing plane all the way to the bottom.

Center Model

The Center Model button which will move the center of the model's bounding box to datum position
(XYZ zero). This is particularly useful if you intend to unwrap a model for rotary machining. This may
change the Zero Plane position in the model.

Apply Perspective along Z

Checking ✓ this will enable you to apply a perspective distortion to the model along the Z axis by using
the slider. Points on the model closest to the observer will become further apart as the distortion strength
is increased - this makes the model appear as if it is coming out of the screen.

OK

Creates a 3D Component based on the settings in the form, the Component will have the same name as
the imported file. If you selected 'Create both sides' you will have two components with the name of the
imported file followed by the suffixes -Top and Bottom.

Cancel

Cancels the Import function and returns to the standard Modeling Tab icons.

The Modeling Tab


All of the tools relating to the creation, editing and management of your 3D components can be found on
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the Modeling tools page, which is normally available as a tab at


the bottom left of your screen next to the Drawing tab.

The Modeling tools tab is divided into two sections. The top
section hosts the tools that relate to 3D components (including
the relevant tools that are also accessible from the Drawing tab).
The lower section lists all the components and component groups
currently in the model - this is referred to as the Component Tree.

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The Modeling Tool Group


3D Model Tools

Import a Component Component Properties Create Vector Boundary

Smooth Components Scale Z Height Slice Model Add Zero Plane

Add Zero Plane

Creates a component that is the size of your job setup with a height of Zero.

Create Vector Boundary From Selected Components

This icon can be used to create a vector around the outermost boundary (silhouette) of one or more
selected components. The most important use is to generate a vector that can be selected as a toolpath
boundary, particularly for 3D Roughing, 3D Finishing and also Profile (cutout) toolpaths.

To use this function select one or more components and click the
Create vector boundary from selected components icon. VCarve Pro will create one or more closed
vector boundaries around the edge of the selected components. If more than one closed vector is
required to create the boundary, these will be created as a group to make it easier to select them. They
would need to be ungrouped before they could be edited individually.

Note: You can use Create vector boundary from selected components to create a vector
boundary for a composition you have created in Mirror Mode, simply select the components that are
visible in the 2D View and apply the vector boundary.

Component Properties

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The Component Properties form allows you to adjust a number of


dynamic properties for a selected Component or Level. Adjusting
these properties does not make permanent changes to your
Components and can be further edited or reset any time until the
component is Baked, in which cases they will be made
permanent in the Component shape and this form will be reset.

Note: You can only edit the Name, Combine Mode and
Base Height for the Properties of a Level.

Multiple Selections

If you have more than one component selected while using the
Component Properties tool, VCarve Pro will apply the changes
to all the selected components. Some properties where this
would be inappropriate (such as the component's name) are
grayed-out when there is more than one component selected.
These properties must be applied to components one at a time.

Combine with other components

The Combine Mode dictates how the components (or Level) are
combined with the objects below them in the Component Tree.
This is done by the software starting at the bottom of the list and
working upwards. The first level and first component's combine mode determines only how it combines
with the modeling plane. The second and subsequent components are combined with the result of
everything below them based on their Combine Mode as detailed below. There is additional information
and diagrams of the result of these choices in the 3D Design section of this document.

See Component Management from within a modeling tool for more information.

Add

Adds the selected component/s to the result of all the previous components in the list

Subtract

Subtracts the selected component/s from the result of all the previous components in the list

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Merge

Where they overlap, this Merges the selected component/s into the result of all the previous Components
in the list keeping the highest part of the overlapping area. This means the higher part of each shape will
be what remains in this area.

Low

Where they overlap, this Merges the selected component/s into the result of all the previous Components
in the list keeping the lowest part of the overlapping area. This means the lower part of each shape will
be what remains in this area.

Multiply

Where there is an overlap, this Multiplies the result of all the previous components in the list by the
heights in this component.

Shape Height

Use the slider or type in a specific percentage to scale the height of the selected Component(s) up or
down based on its current height (100%).

Enter a value in the Shape Height edit box directly, or use the slider to adjust the height of your
component selection interactively. In either case, the 3D view of the component will update automatically
as you adjust the value. The range of available heights on the slider is determined by your current
material thickness setting. If these values appear to be inappropriate you can still enter any value you like
into the associated edit box, or you can close the tool and select Edit ► Job Size and Position from the
main menu. In the Job Setup page you can then correct the current setting for the material thickness
before continuing.

Base Height

Enter a specific value into this box to raise the Component or Level up on a flat plane of the thickness you
specify. This can be useful to help move an object up so it sits proud of another component it is Merging
with. If you are not sure of the value you need, then enter an amount and hit the space bar to apply this. If
this is not correct, type in another value and hit space again to apply the new value, look at the 3D View to
judge the result - repeat until you get the value you need.

You can also apply a Base Height to a Level. Adding a base height to a level will add the same base
height visually to the components in that Level, however the components themselves will have no base
height added to them within their properties. This is useful to raise a set of objects on a Level above
things that need to appear to be behind them (for example above a textured area).

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Note: Level Base Heights are not included in Baking operations on the Components on those Levels
but are a separate value that is added on after the objects on the Level have been combined. They
are scaled proportionately though when the Scale z height of Model function is used to adjust the Z
Height of the Composite Model (visible components).

Reset Heights

The Reset Heights button will remove the dynamically applied Shape and Base height settings from the
selected component. To reset the Base Height back to zero using the slider control, double click the
central line marker above the slider bar.

Fade

When this option is checked ✓ the user can fade the Z depth of the Component. The first part of this
operation (once the option is checked ✓) is to select the Set Anchor button - then click two points in the
2D view. The first click specifies the point which will remain at the current height. The second click
specifies the point that the Component will be faded down toward. The shape will fade down from the first
point to the second by the percentage selected. Change the strength of the fade by clicking the down
arrow next to the percentage value and using the slider to move this up and down or type in a specific
value for the amount you would like to reduce the depth by. The fade will be applied linearly between the
two selected points. This is a useful tool for giving the effect of a Component fading into the distance to
help with overlapping areas of Components if you want to lower an area to give it the appearance of going
behind another one.

Tilt

When this option is checked, ✓ the user can set a direction and angle to tilt the Component up in the Z
axis. The first part of this operation (once the option is checked ✓) is to select the Set Anchor button -
then click two points in the 2D view. The first click specifies the point which will not move (the pivot point
of the tilt). The second click specifies the point that will be tilted upwards by the specified angle (the point
that will be raised up). Change the tilt angle by clicking the down arrow next to the value, you can use the
slider to alter this, or type in a specific value for the angle. This is an extremely useful function for raising a
part of one Component above another one when they overlap, without having to raise the whole
Component up using the Base Z Position option. In some cases this allows the overlapping areas to sit
proud without having to create a deep raised wall around the whole edge of the Component.

The Bake button

Sometimes it's useful to apply a component's dynamic properties permanently, one example where this is
useful is so that further dynamic changes can be applied 'on top' of previous ones. To do this, use the
Bake button.

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Appearance

VCarve Pro gives you a lot of control over the appearance of the 3D shaded image for visualization
purposes, such as customer approval proofs or marketing material. Each component can be given an
individual color or material:

Color Options

Solid Color palette with More Colors

Use Material

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When this is selected the user can choose from the list of pre-defined material effects by clicking on the
box immediately below the Appearance choice. These include many wood grains, metal effects, stone
and plastic.

Additional materials can be added to the library list by copying an image file (JPG, BMP or TIF) of the
material or image into the relevant materials folder on your computer. To find the Materials folder on your
computer, use the menu command File ► Open Application Data Folder....Then open the folder Bitmap
Textures. Either copy your new textures into one of the existing folders, or create a new folder and add
them there.

Note: You will need to restart VCarve Pro for the new material images to become available.

Color from Children

This option is used for a Group of Components and will allow the software to use the individual colors and
materials assigned to the groups constituent Components to display in the shaded image even though it is
a Group. If this option is not selected the Group will be given its selected Color or Material.

Highlight Selected Component

When choosing a material or color to use for a particular component, the red selection highlighting of the
component can prevent you from seeing your chosen material accurately in the 3D view. You can un-
check this box to temporarily disable the red highlighting while you make your selections. This option will
automatically be re-enabled on exiting the Component Properties page.

Close

The Close button will exit the Component Properties form and return to the standard set of modeling
icons.

Smooth Components

Often it is advantageous to apply a general smoothing effect over


the whole of a component (rather than smooth a particular area
with the Sculpting Tools). To use this tool, select the components
you wish to smooth and then click the
Apply smoothing filter to selected components icon on the
Modeling tab. The form will appear and VCarve Pro will take a
few seconds to prepare the model for the smoothing operation.
You will see a progress bar at the bottom of the screen while it is doing this.
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One or more Components can be selected for Smoothing. If you select multiple shapes or a Component
Group then the software will need to Bake your selection into a single Component, if applicable you
should ensure you have a safe copy of your current Components before proceeding.

If you wish to smooth individual components one after another, potentially with different amounts of
smoothing, you can do this by selecting one component, apply a suitable smooth filter value with the
slider and then hit the Bake Current Smoothing button in the form and then proceed to selecting the next
component you wish to smooth. When pick a new Component the software may take a few seconds to
pick it and apply the smoothing filter to it at the default of 50% strength. If you do not click on the Bake
Current Smoothing button before you select a new component then the effects of the smoothing will be
lost on the previously selected component.

Smoothing

This slider will allow the user to control the strength of the smoothing applied to the Component. By
default 50% smoothing is applied, using the slider different levels of smoothing can be applied to the
model. Find the strength which gives you the amount of smoothing you require. If the Max setting has not
smoothed the model enough then hit the Bake Current Smoothing button which resets the smoothing
slider to allow you to do further smoothing.

Preserve Transparency

Checking ✓ this option will keep the smoothing only on the current 3D areas of the selected shapes and
not smooth the edges into the background. Un-checking this option will smooth all the edges of the
modeled area into the background of the part, blurring the silhouette of the Component.

Bake Current Smoothing

The Bake Current Smoothing button bakes the current smoothing value into the Component and resets
the form. This means you are able to perform multiple smoothing operations without leaving the function.

Note: Smoothing should be performed with both the 2D and 3D View visible (Tile Windows), so you
can easily see the selected Component in the 2D View and also view the effects of the smoothing in
real time on the 3D model in the 3D View.

Scale Model Height

You can scale the individual heights of your 3D Components using the Component Properties form.
However, it is also very useful towards the end of your modeling process to be able to apply a global
scaling to your final composite model. This allows you to accurately fit a design within the available

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material or to manage the depth of cuts required, without having


to individually adjust each of the contributing Components.

Scale Both Sides

This option can only be selected when working within a 2 Sided


Setup. Checking ✓ this option enables you to scale both sides of
the model. If this is unchecked then you are only scaling the
model of the side you are currently working on.

Scale Height

This slider will allow the user to increase and decrease the height of the model as a percentage based on
its original height (when the Scale tool was selected).

Set Exact height...

Clicking Set Exact Height... button lets the user define a specific value (in the current working units) for
the height of the model, rather than use the proportional slider. If you are working in a two sided
environment you have the option scale both sides. Checking ✓ this option enables you to scale both sides
of the model. If this is unchecked then you are only scaling the model of the side you are currently
working on.

Apply/OK

Exits the dialog keeping the changes made to the Model

Close/Cancel

Exits the dialog discarding the changes made to the Model

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Slice Model

The slicing feature allows the user to divide the Composite


Model into Z-Slices each of which will become a Component.
This is for customers who need to cut a part which exceeds the Z
depth of their machine gantry, the cutting length of their tools or
the thickness of the material they are using. Once the slices have
been cut on the CNC then they can be re-assembled to make the
finished full depth part.

When this function is executed each slice will become a


Component in the Component Tree and can then be moved into
position and have toolpaths calculated on it. An example of this is
shown in the images below, on the left it shows a scallop shell
component that is 3 inches thick, the image below right shows
this divided into two separate components, each a 1.5 inch slice
of the original.

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Note: Before using the Slice model command it is important to make sure that you hide any
components that you do not wish to include in the operation.

When the icon is clicked the Slice Model form will appear. This can be used to control the number and
thickness of slices which will be created. At the top of the form it will display some reference information
showing the thickness of the current Composite Model and also the currently defined Material Thickness
(for machining).

Model Slicing

Slice Thickness

Checking ✓ this option will let you define a particular value for each slice. Right below this the Number of
Slices will be displayed which is determined by the Composite Model thickness divided by the Slice
Thickness. The model will be sliced from the bottom up and if the Composite Model thickness does not
divide exactly by the Slice Thickness then the top slice may not be a whole number. To help indicate how
the part is going to be divided the Top Slice Thickness is displayed in the form.

Example: If the Composite Model is 4.75 inches thick and you define a Slice Thickness of 2 inches
then the software will create 3 Component slices - the bottom and middle slice will both be 2 inches
thick and the top slice will be 0.75 inches thick.

Number of Slices

Checking ✓ this option will divide the model into a specific number of slices. The slice thickness will be
determined by the Composite Model thickness divided by the Number of Slices defined. This may be a
good option to use if the specific slice thickness is not important (for instance if it does not relate to
material thickness).

Example: If the Composite Model is 3.96 inches thick and you define 3 Slices then the software will
create 3 Component slices each 1.32 inches thick.

Create Boundary Vectors

Checking ✓ this option will cause the slicer to create vector boundaries for each slice. These can be
useful for defining the subsequent machining regions required to cut each part. The boundary vectors will
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be placed on the same layer in the 2D View as the component preview for their associated model slice.

Slice Model

Clicking Slice Model will apply the choices made in the form and create the Components which
represent each slice of the Composite Model.

Note: The Component Tree will retain a copy of the original Components in the part as well as the
new Slice Components. This may result in a very thick looking model as all the slices will be added
to the original shapes. At this point you can delete, undraw or move Components before proceeding
with any additional operations.

Close

Clicking Close will close the Slice Model form without completing the operation.

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Component Tree
Understanding the component tree and the composite
model

The model that you see in the 3D View is the result of progressively combining all of the visible
components from the bottom of the Component Tree, to the top. The resulting model is known as the
Composite Model. The order in which components are combined can have a significant impact on the
final shape of the composite model and so you will often need to move components relative to one
another within the Component Tree in order to achieve the end result you are intending.

To help you understand how the components are being combined, each component in the tree has an
icon indicating how it is currently being combined with the components below:

Add Subtract Merge Low

Group

Grouped components are also indicated by their own icon and the presence of a plus or minus control to
the left of the visibility checkbox. These controls allow you expand or collapse the group to show or hide
the group contents, respectively.

Every component exists on a single Level. These levels can be used to organize your modelling process.
During the compositing process the contents of a level are combined first before the levels themselves
are combined together.

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Currently Selected Level

Currently Selected Component

Components can be selected in 3 ways:

By left-clicking on the component's name in the Component Tree


By left-clicking on the associated grayscale component preview image in the 2D view
By double left-clicking directly on the component in the 3D view

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In all cases, the new selection will subsequently be reflected in all three locations. So, for example,
selecting a component in the Component Tree will simultaneously cause the associated 2D component
preview to become selected in the 2D View, and the same component to become highlighted in red (or
green if the selected component is obscured by another component) in the 3D View.

There are, however, some minor differences between the three methods of selection. Also, depending on
the circumstances, there may be some advantages to selecting your components using one method
rather than another. These are detailed below.

Component Selection in the Component Tree

The component tree works in a similar way to the Window's file explorer. To select a component, simply
click on it. To select multiple components, hold down a Ctrl key while clicking on each component you
wish to add to the selection. While in this mode, clicking on a component that is already selected will
cause it to be removed from the selection.

Pressing a Shift key allows you to select a range of components. Click on the first component in the
range to select it, then holding a Shift key and pressing the last component you want selected will
select all the components between the first and last selection.

Double-clicking a component or level in the Component Tree will automatically open the Component
Properties tool - see the Component Properties section for more information on how to use this tool to
modify the selected components.

Right-clicking an unselected component in the Component Tree will select it, and open its pop-up menu of
related commands. Any commands you select will apply to this selected component only.

Right-clicking a component that is already selected, and is also one of several selected components, will
open a similar pop-up menu of commands. Any commands you select from this menu will apply to all of
the currently selected components.

Component Selection in the 2D View

The 2D component previews behave exactly the same way as vectors or bitmaps. They can be selected
by a single, left-click. Several component previews can also be 'shift selected' (see above). Clicking on
selected component previews again activates their interactive transform handles. These can be used to
move, rotate or stretch the 2D component preview and its associated 3D component.

Component Selection in the 3D View

Because the left mouse button is used for twiddling the 3D view itself, a single left-click cannot be used for
component selection directly. However, Aspire's 3D view supports most of the standard selection concepts
described above, using double-clicks instead. Therefore, to select a component in the 3D view it must be
double-clicked with the left mouse button. To select multiple components in the 3D view, hold down a

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Shift key and double-click each of the components you wish to add to the selection. To access the pop-
up menu of commands associated with a component, double right-click it in the 3D View.

Because components may overlap or merge through one another when forming the composite model, you
may find that some components become difficult (or are even impossible) to select directly from the 3D
view using the double click method. In this case you may use the right click menu. If you right click on a
point above the component you wish to select then you are presented with a list of all the components
that lie under this point.

Right clicking on a point gives a list of all components under this point.
Choosing a component selects this component.

You can also double right-click the selected component (highlighted in red) in the 3D view. The options
offered include showing/hiding components, or setting their combine mode within the composite model.

In the 3D view selected object will often be tinted red. On some occasions parts of some components will
be obscured by other components. In this case then the red tint will not be seen. The parts of the objects
that are obscured will be tinted green so they are still visible from within the 3D view.

The parts of the selected component which are obscured are tinted a different color.

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Component Editing in the 3D View

Many of the dynamic component editing tools can now be accessed directly from the 3D View. Editing the
components in the 3D View makes it quick and easy to see the immediate effect of the changes to the
Composite Model. To access these editing options a component or components must first be selected.
Once selected then either clicking the component again in the 3D view or clicking the Transform Mode
icon (Move, Scale, Rotate Selection) will activate the 3D Transform Handles. These take the form of solid
and hollow blue squares around the component/s in the 3D View.

Clicking a selected component in the 3D View will activate the Transform Handles.

The majority of these will function in the same way that they do with objects in the 2D View. The hollow
square in the middle of the component can be clicked and moved to reposition it. The hollow squares on
each corner and in the middle of each side can be clicked and moved to re-size or scale the component
(holding shift anchors this edit around the center of the object). The solid blue squares in each corner can
be clicked and moved to rotate the object.

Note: When dynamically scaling a Component using these handles in either the 2D or 3D View the
software will use whatever option is currently selected on the Set Scale form for Auto Scale Z. If this
is checked ✓ the Component height will be automatically scaled up and down as the Component is
made larger or smaller in X and/or Y. If the option is unchecked then the Component will retain is
original Z-Height while being scaled.

The additional larger solid blue square below the middle of the bottom edge of the model can be left-
clicked to open a floating form that allows access to some of the components properties. This form can be
moved if it is covering an important area of the job. From this form you can adjust the Combine Mode,
Shape Height, Base Height, Fade and Tilt for the selected component/s. If you edit Fade or Tilt using this
form, then when you click the Set button you must click the positions for this in the 3D View.

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Clicking a blue square below the component opens a floating Component Property form.

See 3D Design and Management for more information.

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Toolpath Operations
See Also:
Toolpaths Overview
The Toolpath List
Toolpath Operations

Basic Toolpaths

VCarving and 2.5D Toolpaths

3D Toolpaths

Toolpath Editing Tools

Templates, Merging and Array Copy

Preview, Estimation, Tiling and Saving

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Toolpaths
The ultimate purpose (in almost all applications) of VCarve
Pro is to allow you to generate toolpaths which can be run
on a CNC machine to machine the finished part in the
material of choice. This requires, at a minimum, some
vectors to describe the area to which a toolpath will be
limited to or perhaps a combination of both vectors and a 3D
Model. The process for creating toolpath is as follows:

Prepare vectors for machining

Optionally organize the vectors you will be using for


machining onto appropriate layers.

Create outline vectors around any 3D data using the


drawing tools or the 'Create vector boundary from selected
components' icon.

Check the 3D data

Make sure you have the right combination of 3D Components displayed. Everything you see in the 3D
View - the result of all the visible Components will be machined. Check the depth of the combined 3D
model to make sure it fits into the material you plan to use, edit this using the Scale Model Height function
if necessary.

Set up the Material

Check the overall material size (Job Setup) to ensure it matches or exceeds the size of the finished
product.

Use the Material setup form from the Toolpaths Tab to set the reference Z datum for the part relevant to
the CNC machine and to position the 3D part within the material.

Create the Toolpaths

Work through the toolpath strategy icons you wish to use to machine the job to calculate all the required
toolpaths.

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Preview the Toolpaths

Either after you create each toolpath or at the end of calculating them all, the user has the option to
preview the toolpaths to see what they will actually look like in the 3D view. This is a very important step
to verify position, detail and the look of the overall finished part.

Note: The Preview is a very accurate representation of the final toolpath. If the Preview does not
look correct then you should always go back and alter the problematic toolpath. Issues present in the
Preview will almost certainly be reproduced on the CNC machine.

Save the Toolpaths for the CNC machine

After choosing the appropriate Postprocessor from the list, the toolpaths can be saved in a format which is
ready for the CNC to cut. Depending on the toolpaths calculated and the options the Postprocessor/CNC
you are using supports, you may be able to save a single file or it may need multiple files to be saved -
one for each tool type.

All the stages will be covered in the supplied Tutorial videos that include Machining. It should be noted
Stages 1 and 2 are done through icons already covered from the Drawing and Modeling Tabs. Stages 3 to
6 use icons from the Toolpath Tab (on the right hand side of the screen). These will be covered in the next
section.

Additional Toolpath Tab Features

Switch to Drawing Tab

Closes the Toolpath Tab (right hand screen form) and opens the Drawing Tab (left hand drawing form)

The pin icon is described in the section: Accessing Auto-hidden tabs

Toolpath Summary Area

When a toolpath is selected from the Toolpath list with no other function being used in the Toolpath Tab a
text summary of the toolpaths settings is shown in the body of the Toolpath Tab below the icons. This is a
very useful way to recall settings for a toolpath without opening it.
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Material Setup
The Material Setup section of the Toolpaths tab provides a
summary of the current material settings. Some of these
values will have been initially set when the job was first
created (see Job Setup for more information). When you
come to creating toolpaths, it is important to review this
information and ensure it is still valid and also to set the
machining clearances. To access all these properties for
editing, click on the Set... button to open the Material
Setup form:

Material

Thickness

Enter the thickness of the material being machined.

Show detailed summary on toolpath tab

This checkbox toggles the Material Setup summary layout


on the Toolpaths tab between simple and detailed views.

Side Z-Zero

Select relative to the Material Surface or relative to the Machine Bed. This is a very important setting
because the Tooling used on the CNC machine must be setup in the same way, ensuring the toolpaths
cut to the correct depth. If you are working in a 2 Sided environment the side you are setting up will be
displayed in brackets e.g. (Top)

Model Position in Material

The thickness of your model must be less than the thickness of the material you wish to cut it from. You
can position your model within the material block wherever you wish by defining the gap distance either
above or below your model. You can also double left click on either of the three lines next to the slider to
position the model at the top, center or bottom of the material.

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Gap Above Model

This distance positions your model according to the gap between the top of you model and the top
surface of the material.

Gap Below Model

Alternatively you can position your model by defining the gap between the bottom of the model and the
bottom surface of the material.

Model Thickness

This field simply reports the thickness of your composite model (as built from all your currently visible
components).

Scale Model Height

The Set... button can be used to change the Z Height of the Composite 3D Model (the visible
Components) if it is not an appropriate height for your material thickness. Clicking this button will open the
Set Model Height form which allows you to enter a new value for the overall height of the combined
Components. After you have entered a new value hit Apply and visually check the 3D model to ensure
it still looks correct. Once you have found an appropriate value that looks good you can hit the Close
button to continue in the Material Setup form. This height scaling function is also available from the Scale
z height of model icon on the modeling toolbar.

Modeling Plane Z

Once you have positioned your model, this field will tell you the new height of your modeling base plane.
This is for information only. It results from the gap settings above and cannot be edited directly.

Rapid Z Gaps above Material

Clearance (Z1)

This is the height above the job at which it is safe for the cutter to move at rapid or maximum feed rate.
The software will raise the bottom of the cutter to this height when it traverses the material.

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Plunge (Z2)

For all toolpaths, as well as specifying a rapid clearance gap for rapid positioning moves above the
workpiece, the user can also specify a much smaller gap that the tool will rapid down to during plunge
moves. By default the plunge gap is set to the same value as the Clearance gap which means that there
will be no rapid plunges. If you set the plunge gap to a smaller value than the Clearance gap, the tool will
plunge at rapid feed rate to the specified distance above the material surface before changing to the
specified plunge rate. For jobs where a large value for Clearance gap has to be specified to avoid clamps
etc, this feature can save a considerable amount of machining time if there are a lot of plunge moves in
the job.

Note: Some engraving machines are not able to take advantage of this feature.

Home / Start Position

This is the absolute position that the tool will start moving from and where the tool can be programmed to
return to at the end of cutting the job.

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Basic Toolpaths
The basic toolpaths section of the Toolpath Operations icons can be found on the Toolpaths tab,
underneath the Toolpath list. It includes the Material setup command, which will often need to be used
before any toolpaths are created. This section also includes Profiling, Pocketing and Drilling strategies.
The Quick Engrave strategy is a specialist strategy for some engraving machines.

Material Setup

Profile Toolpath Pocketing Toolpath Drilling Toolpath Quick Engraving Toolpath

Inlay Toolpath

Profile Toolpath

Profile Machining is used to cut around or along a vector. Options provide the flexibility for cutting shapes
out with optional Tabs / bridges plus an Allowance over/undercut to ensure perfect edge quality.

Profile toolpaths can be outside, inside or on the selected vectors, automatically compensating for the tool
diameter and angle for the chosen cut depth.

When working with open vectors the profile toolpaths can be to the Left, to the Right or On the selected
vectors.

Clicking this icon opens the 2D Profile Toolpath form which is shown at the right; the functions in this form
are described on the following pages.

If you have vectors which are nested (like the letter 'O'), the program will automatically determine the
nesting and cut the correct side of the inner and outer vectors. In addition, the program will always cut the

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inner vectors before the outer vectors to ensure the part


remains attached to the original material as long as
possible.

Cutting Depths

Start Depth (D)


Specifies the depth at which the Profile toolpath is
calculated. When cutting directly into the surface of a job the
Start Depth will usually be 0. If machining into the bottom of
an existing pocket or stepped region, the depth of the
pocket / step must be entered.

Cut Depth (C)

The depth of the profile toolpath relative to the Start Depth.

Tool

Clicking the Select button opens the Tool Database from


which the required tool can be selected. See the section on
the Tool Database for more information on this. Clicking the
Edit button opens the Edit Tool form which allows the cutting
parameters for the selected tool to be modified, without
changing the master information in the database. Hovering
the mouse cursor over the tool name will display a tool tip
indicating where in the Tool Database the tool was selected
from.

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Pass Depth Control for Profiling


When a profile toolpath is created, the Pass Depth value
associated with the selected tool (part of the tool's description in
the Tool Database) is used to determine the number of passes
needed to profile down to the specified Cut Depth. However, by
default VCarve Pro will also modify the precise step down by up to 15% in either direction, if by doing so it
is able to total number of passes required to reach the desired cut depth. It is nearly always desirable to
benefit from the significantly reduced machining time of cutting profiles using less passes if possible.
Nevertheless, there are some occasions where the exact step down for a given profile pass needs to be
more precisely controlled - when cutting into laminated material, for example. The Passes section of the
2D Profile Toolpath page indicates how many passes will be created with the current settings.
The Edit Passes... button will open a new dialog that enables the specific number and height of passes
to be set directly.

Specify Pass Depths

The Pass Depths section at the top of the


form shows a list of the current pass
depths. The relative spacing of the passes
is indicated in the diagram next to the list.
Left click on a depth value in the list, or a
depth line on the diagram, to select it. The
currently selected pass is highlighted in red
on the diagram.

To edit the depth of the selected pass,


change the value in the Depth edit box and
click Apply .

The Delete button will delete the


selected pass.

The Clear All Passes button will delete all


the passes.

To add a new pass, double left click at the


approximate location in the passes diagram
that you wish to add the pass. A new pass
will be added and automatically selected.
Edit the precise Depth value if required
and then click Apply .

The Set Last Pass Thickness option will


enable an edit box where you can specify
the last pass in terms of the remaining

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thickness of material you wish to cut with the last pass (instead of in terms of its depth). This is often a
more intuitive way to specify this value.

Pass Depth List Utilities

This section of the form includes two methods for creating a set of passes in one go.

The first method simply sets the passes according to the Pass Depth property of the selected tool. By
default, this is the method used by VCarve Pro when it creates profile passes initially. However, the
Maintain exact tool pass depth option checked, ✓ VCarve Pro will not vary the step size to try and
optimize the number of passes (see above).

The second method creates evenly spaced passes according to the value entered in the Number Of
Passes edit box.

To apply either method click the associated Set Passes button to create the resulting set of pass depths
in the passes list and diagram.

Note: Setting the number of passes with either of these utilities will discard any custom passes you
may have added.

Machine Vectors...

There are 3 options to choose from to determine how the tool is positioned relative to the selected
vectors/s.

Calculates a profile toolpath around the Outside of the selected vectors, with options for
Outside the cut direction to be either,

Climb (CW) cutting direction or Conventional (CCW) cutting direction

Calculates a profile toolpath around the Inside of the selected vectors, with options for
Inside the cut direction to be either;

Climb (CCW) cutting direction or Conventional (CW) cutting direction

Calculates a profile toolpath around the On the selected vectors, with options for the
On cut direction to be either,

Climb (CW) cutting direction or Conventional (CCW) cutting direction

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Direction

Can be set to either Conventional or Climb machining where the cutting direction depends upon the
strategy selected - see above for details. Using Climb or Conventional cutting will largely be dictated by
the material is being machined and the tooling.

Allowance offset

An Allowance can be specified to either Overcut (negative number will cut smaller) or Undercut (positive
numbers will cut larger) the selected shape. If the Allowance = 0 then the toolpaths will machine to the
exact size.

Last Pass Allowance

A separate allowance can be specified for the last pass. If this allowance is given then all but the last pass
will be undercut by the specified allowance with the final pass being the only pass which cuts to size.

The final pass (shown in blue) cuts to size.


All previous passes (shown in red) are cut with a small allowance offset

If the Reverse direction button is checked ✓ then the cutting direction of the last pass is reversed. This
feature is can be useful if for minimizing witness marks on the edge of profile cuts.

The last pass allowance will also take into account any allowance offset and so the two options can be
used together.

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The last pass allowance will respect any allowance offset also specified

Use vector start point

Use Start Point can be selected to force the toolpath to plunge and start cutting at the first point on the
shape. This is very useful if you need to ensure the cutter doesn't plunge onto a critical part of the job. For
example, setting the Start Point to be on a corner will often be the best position to plunge and cut from as
this will not leave a witness / dwell mark on the machined surface.

The Start Points are displayed as Green boxes on all vectors when this option is selected. Start Point on a
vector can be moved using the Node Editing Tools. Select Node Editing cursor or press N . Place the
cursor over the node to be used as the Start Point. Click Right mouse button and select Make Start Point
(or press P ) Remember, you can also insert a new point anywhere on a vector using the Right mouse
menu or pressing the letter P - this will insert a new point and make it the start point.

Note: Selecting Use Start Point may result in less efficient toolpaths (increased cutting times)
because it may take the machine longer to move between each shape being cut. If this option is not
selected the software will try to calculate the shortest toolpath, minimizing the distance between link
up moves. But the downside is that the cutter may plunge/mark important surfaces on the machined
edge.

Tabs (Bridges)
Tabs are added to open and closed vector shapes to hold parts
in place when cutting them out of material.

Add tabs to toolpath

Checking ✓ the Add tabs option will activate tab creation for this toolpath. The Length and Thickness
specify the size of each tab. Checking ✓ the Create 3D Tabs option will create 3D Tabs, the difference
between this and 2D Tabs is described below.

Create 3D Tabs

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When this option is selected the tab will be triangular in section. This is shape is created as the cutter
ramps up to the specified Tab Thickness then down the other side. The 3D Tabs will often allow the
machine to run quicker and smoother because it does not have to stop to move in Z at the start and end
of each tab.

3D Tabs option selected

3D Tabs option not selected

If this option is unchecked, the 2D tabs will be used. The cutter stops at the start point for each tab, lifts
vertically by the specified Thickness runs across the ramp, stops and plunges down the other side.

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This image shows how the Length and Thickness values are used when creating 3D and 2D tabs.

Edit Tabs

Clicking on the Edit Tabs... button automatically opens


the 2D window and the Toolpath Tabs form is displayed:

Add Tabs

Constant Number

Calculates the length of each selected vector and places 'X'


number of equally spaced Tabs around the shape.

Constant Distance between tabs

This option places a tab at the specified distance around the


selected shape.

If placing Tabs at the Distance around the shape results in


fewer than the Min. number, the minimum number of Tabs
are automatically equally placed on the shape.

If the number of tabs calculated using the Distance around the shape is greater than the specified
Max. number, the maximum number are placed at equal distance around the shape.

First tab at machining start point

If checked, ✓ a Tab will be placed at the start point (Green node) of a vector when the option First Tab at
Machining Start Point is selected.

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Dynamically positioning tabs in the 2D View

Interactive Tab positioning is very easy. Simply place the cursor at the point where the Tab is required and
click the Left mouse. To Move a Tab, Click and Drag with the Left mouse button on a Tab to move.

To Delete a Tab, place the cursor over an existing tab and click the left mouse button.

Note: The best place to put Tabs on a part is on the flat areas so they can easily be removed and
tidied up.

The quickest method for adding Tabs to multiple shapes is to use the automatic option to add 'X' number.
The position of these can then very easily be modified by clicking and dragging to move tabs to the 'best
positions' and also delete unwanted tabs.

Profile Options

The Profiling options section of the toolpath form contains five additional pages, each of which allows a
particular set of Profile machining options to be specified. The precise number of option pages will depend
on which Toolpath strategy you are currently using. The full range of option pages are:

Ramps
Leads
Order
Start At
Corners

These help control ways to ensure the parts are held in place and machined as easily as possible while
ensuring the highest quality edge finish.

Each set of options can be accessed by the tabs at the top of the Profile options section.

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Ramp

Ramp moves are used to prevent the cutter from plunging


vertically into the material. The cutter gradually cuts at an angle
dropping into the material significantly reducing cutter wear,
heat build-up and also the load on the router spindle and Z axis
of the machine. If multiple passes are required due to the Pass
Depth being less than the Cut Depth, the ramp moves are
applied at the start of each level. All ramp moves are performed
at the plunge rate selected for the current tool.

Smooth

This option creates a smooth ramp into the material using either the specified Distance or Angle.

When a Lead In distance has been specified, the option Ramp on Lead In disables the distance and
angle options and automatically limits the ramp moves to only be on the lead in portion of the toolpath.

Zig Zag

This option ramps into the material by Zig-Zag backwards and forwards using either the specified
Distance or Angle and Distance.

The Distance option ramps into the material, zigging for the specified distance in one direction then
zagging back over the same distance.

The Angle option is typically used for cutters that cannot plunge vertically but have an entry angle
specified by the manufacturer.

Spiral

Checking ✓ this creates a continual spiral ramp, these are only available when the toolpath does not
include lead in moves.
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This option ramps into the material over the complete circumference of the profile pass. The angle is
automatically calculated to ramp from the start point to full depth over the perimeter distance around the
job.

The rate at which the cutter ramps into the material is determined by the Pass Depth specified for the
cutter. For example, Spiral Profiling 0.5 inch deep with a cutter that has a Pass depth of 0.5 or greater will
spiral down in 1 pass. Editing the Pass depth to be 0.25 inch results in the 2 spiral passes around the
profile.

Leads
Lead in / out moves can be added to profile toolpaths to help
preventing marking the edges of components with dwell marks
that are typically created when a cutter is plunged vertically on
the edge of the job.

Straight Line Lead

This option creates a linear lead onto the cutter path using the
Angle and Lead length distance specified.

The toolpath will lead onto the selected edge at the specified Angle.

Checking ✓ the Do lead out option results in an exit lead being added at the end of the toolpath off the
machined edge.

The Overcut Distance forces the cutter to machine past the start point and is often used to help produce a
better edge quality on parts.

Circular Lead

This option creates an arc lead onto the toolpath using the
Radius and Lead length distance specified.

The toolpath will curve onto the selected edge, tangent to the
direction of the vector at the point it reaches the actual
geometry edge.

Checking ✓ the Do lead out option results in an exit lead being


added at the end of the toolpath off the machined edge.

The Overcut Distance forces the cutter to machine past the


start point and is often used to help produce a better edge
quality on parts.

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Order

The order tab allows you to specify the approaches the program will use to determine the best order to cut
your vectors. You can specify multiple options, in which case the program will calculate the result of using
each option and select the one which results in the shortest machining time.

Vector Selection Order


This option will machine the vector sin the order in which you
selected them. If you have vectors inside each other (like in the
letter 'O'), the inner vector will always be machined before the
outer one regardless of the selection order.

Left to Right

This option will join up parts on the left of the material first and
move across to the right.

Bottom to Top

This option will join up parts on the bottom of the material first and move up to the top.

Grid

This option will join use a grid based approach with the size of the grid based on the size of the parts. The
algorithm will try to join up parts within a particular section of the grid before moving on.

Shortest Path

This option use a 'shortest path' algorithm to try and determine the shortest possible path. However, for
large numbers of parts this requires an unfeasible amount of computing power so an approximation
algorithm is used. Although very good, this algorithm cannot guarantee to produce the very shortest path,
but in tests at Vectric, the results have been very good indeed. This option still takes a substantial amount
of time on slow computers of for very large numbers of parts.

Start At

Keep Current Start Points

The start point of the vector will dictate the start of the toolpath.

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Optimize Start Points

The software will automatically attempt to optimize each profile


start position based on speed of completing the job.

Closest on Bounding Box

Influence the start point by defining which part of the bounding


box of the profiled vector it should start near.

This will look for the nearest point, from all of the spans' endpoints, and will start the toolpath from that
point.

Corners
Choosing this tab and checking ✓ the option
Sharp external corners (see below) forces the cutter to
machine around the shapes and retain any square corners.

Sharp External Corners

This option makes adding beveled edges to a 2D shape very


quick and easy, this can be a good way to turn simple 2D cut
out lettering into a high quality signage products that look more
interesting or provide a different option for customers.

This is an example of the type of effect that can be created by using this option:

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Standard Profile toolpaths without the Sharp Corners switched on roll around the sharp corners. This Still
give a point on a straight sided tool but will give a radiused edge when using a V-bit.

When Sharp External Corners is selected the following change is made to the toolpath (see image below)
so it makes sharp external corners as shown in the image of the letter 'M' at the top of the page.

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Sharp Internal Corners

When Sharp Internal Corners is selected the V-Bit tool will raise up into internal corners to sharpen them
with its point. The difference between checking ✓ this and leaving it unchecked is shown in the two
images below.

Sharp Internal Corners not selected

Sharp internal corners selected

Allowance for Cut out tool

Sharp internal corners are often used when creating beveled letters. In this case, the letters usually have
straight 'returns' which are machined with a straight sided end mill. The cut out pass for the end mill needs
to be offset from the vector to allow for the bevel created by the tool. This field displays the value you will
need to enter into the 'Allowance Offset' field when you create your cut out profile toolpath for the end mill.
You can select the value with the mouse and used Ctr+C to copy it to the clipboard and then copy it into
the 'Allowance Offset' field when you create the cut out toolpath.

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Additional notes on Profile Machining

Machining Open Vectors

The direction of open vector(s) is very important when using Profile strategies as this is used to determine
which side of the selection is the right and left for machining. Selecting Node Edit mode (pressing N on
the keyboard) will display a Green node at the start of the vector. Looking along the vector(s) from the
green node indicates the direction and the image below shows offsets to the left and right of an open
vector.

The Cut Direction - Conventional or Climb controls which end of the open vector the toolpath will start.
Changing the cut direction will reverse the direction of cut.
Conventional starts cutting at the Start point Climb cutting starts cutting at the end point

In the following examples, the vector is the magenta dotted line and the arrowed line is the toolpath:

Profiling the Left of the vector using Climb cutting.

Profiling the Left of the vector using Conventional cutting

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Talk to your material and tooling suppliers for details about what is most appropriate for your specific type
of work.

Tabs can be added to open profile toolpaths Sharp External Corner options do not apply because
identifying the outside / inside of an open shape in ambiguous. Leads cannot be added to open profile
toolpaths. Ramps can be added to open profile toolpath.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

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Pocketing Toolpath

This option opens the Pocket Toolpath form for machining


2D pockets. These toolpaths automatically compensate for
the tool geometry - both diameter and angle.

Cutting Depths

Start Depth (D)

Specifies the depth at which the pocket toolpath is


calculated. When cutting directly into the surface of a job
the Start Depth will usually be 0. If machining into the
bottom of an existing pocket or stepped region, the depth of
the pocket / step must be entered.

Cut Depth (C)

The depth of the toolpath relative to the Start Depth.

Tool

Clicking the Select button opens the Tool Database from


which the required tool can be selected. See the section on
the Tool Database for more information on this.

Clicking the Edit button opens the Edit Tool form which
allows the cutting parameters for the selected tool to be
modified, without changing the master information in the
database.

Specify Pass Depths

The Pass Depths section at the top of the form shows a list of the current pass depths. The relative
spacing of the passes is indicated in the diagram next to the list. Left click on a depth value in the list, or a
depth line on the diagram, to select it. The currently selected pass is highlighted in red on the diagram.

To edit the depth of the selected pass, change the value in the Depth edit box and click Apply .

The Delete button will delete the selected pass.


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The Clear All Passes button will delete


all the passes.

To add a new pass, double left click at the


approximate location in the passes diagram
that you wish to add the pass. A new pass
will be added and automatically selected.
Edit the precise Depth value if required and
then click Apply .

The Set Last Pass Thickness option will


enable an edit box where you can specify
the last pass in terms of the remaining
thickness of material you wish to cut with
the last pass (instead of in terms of its
depth). This is often a more intuitive way to
specify this value.

Pass Depth List Utilities

This section of the form includes two


methods for creating a set of passes in one
go.

The first method sets the passes according


to the Pass Depth property of the selected
tool.

This is initially the default method used by VCarve Pro when it creates profile passes. The step size is
varied to try and optimize the number of passes (see above) unless the Maintain exact tool pass depth
option is checked ✓.

The second method creates evenly spaced passes according to the value entered in the
Number Of Passes edit box.

To apply either method click the associated Set Passes button to create the resulting set of pass
depths in the passes list and diagram.

Warning: Setting the number of passes with either of these utilities will discard any custom passes
you may have added.

Use Larger Area Clearance Tool


If this option is selected two tools are used to clear the pocket.
A large tool to do the bulk of the area clearance and a smaller
tool (the first tool selected) to remove the remaining material
and do a final profile pass.
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When a pocket toolpath is created, the Pass Depth value associated with the selected tool (part of the
tool's description in the Tool Database) is used to determine the number of passes needed to pocket
down to the specified Cut Depth. However, by default VCarve Pro will also modify the tool step down by
up to 15%, if by doing so it is able to reduce the total number of passes required to reach the desired cut
depth. It is usually desirable to benefit from the significantly reduced machining time of cutting pockets
using less passes if possible.

Nevertheless, there are some occasions where the exact step downs for a given profile pass needs to be
more precisely controlled - when cutting into laminated material, for example. The Passes section of the
Pocket Toolpath page indicates how many passes will be created with the current settings. The
Edit Passes... button will open a new dialog that enables the specific number and height of passes to be
set directly.

Clear Pocket
There are two choices of the type of fill pattern that will be used
to clear away the area to be machined with the Pocket
Toolpath, Offset and Raster.

Offset

Calculates an offset area clearance fill pattern to machine


inside the selected vector(s). Options for Cut Direction to be either: Climb (CCW) cutting direction
Conventional (CW) cutting direction.

Raster

Calculates a Raster based area clearance fill pattern to machine inside the selected vector(s). Cut
Direction for the final pass to be either:

Climb (CCW) cutting direction


Conventional (CW) cutting direction

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Clear Pocket - Offset Strategy Clear Pocket - Raster Strategy

Raster Angle

Between 0 and 90°, where 0° is parallel to the X axis and 90° parallel to the Y axis.

Profile Pass

Used to clean up the inside edge after machining the pocket. This can be done either before the rastering
(First) or after the rastering (Last). If 'No Profile Pass' is selected, you will need to calculate a profile pass
manually to machine the pocket to size.

Pocket Allowance

This option is used to leave material on the inside of the pocket for the Profile Pass to clean-up. This is
often very useful for ensuring the cutter does not mark the edge surface of the pocket when roughing out.

Note: When the stepover for a pocket fill is greater than 50% of the cutter/tip diameter the software
automatically adds 'Tail' moves to the corner regions on the toolpaths to ensure material is not left on
the job. You can see these in the diagram of a star being pocket machined below:

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Offset larger than 50% Tails to clean out corners

Ramp Plunge Moves


The cutter can be ramped over a distance into the pocket
instead of plunging vertically. This approach reduces heat
build-up that damages the cutter and also reduces the load on
the spindle and z axis bearings.

Use Vector Selection Order

If this option is checked, ✓ pockets will be machined in the


order you selected them. If the option is not checked the
program will optimize the order to reduce machining time.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

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Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

Drilling Toolpath

Drilling allows the centers of selected closed vectors to be drilled to a specified depth. The Tool Database
includes an option to specify the Drill diameter and cutting parameters.

Cutting Depths

Start Depth (D)

This specifies the depth at which the toolpath is calculated from. When cutting directly into the surface of
a job the Start Depth will often be 0. If machining into the bottom of an existing pocket or 3D region, the
depth needs be entered.

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Cut Depth (C)

The depth of the toolpath relative to the Start Depth.

Tool

Clicking the Select... button opens the Tool Database


from which the required tool can be selected. See the
section on the Tool Database for more information on this.
Clicking the Edit... button opens the Edit Tool form
which allows the cutting parameters for the selected tool to
be modified, without changing the master information in the
database.

Peck Drilling

When the option Use Peck Drilling is selected, the drill will
cut to the Pass Depth set in the Tool Database for the
selected Drill. It will then retract to the Retract Gap
according to the retract option selected (see below), before
drilling to the next depth, incremented by an additional
Pass Depth. This cycle is repeated until the hole is drilled
to the required depth. The retract moves are used to
remove any build-up of material from the hole to help with
overheating and breakage. If the Pass Depth is greater
than the required Cut Depth, the hole will be drilled in a
single cycle. However, if a Cut Depth of 1 inch with a Pass
Depth of 0.25 inch is used the hole will be drilled in 4
cycles.

Retract above cutting start

This option will cause the tool to retract fully out of the drill hole after each peck drill plunge. This is
beneficial for clearing swarf/chips completely from the drill hole during the drill cycle. With this option
selected the Retract Gap value (R) is the fixed distance above the start cut depth. Thus the total retract
and plunge distances for each peck drill cycle will increase as the hole deepens and this will generally
result in longer machining times.

Retract above the height of the previous pass

Instead of fully retracting out of the drill hole, it is also possible to retract to a height relative to the
previous cut depth. This strategy typically requires a shorter set of plunges and retracts over the course of
a peck drill toolpath because they will be constant for each peck drill cycle, regardless of the drill hole

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depth. However, it will not necessarily clear swarf/chips completely from the drill hole. With this option
selected the Retract Gap value (R) is the relative distance above the height of the previous peck drill
pass.

Dwell at the bottom of each drill pass

With this option checked, ✓ the Dwell Time value is used pause the drill at the bottom of each peck drill
pass before retracting. The dwell time value is measured in seconds.

Note: To make use of this feature your Post-Processor must support the Dwell section and may
require updating.

Use Vector Selection Order

If this option is checked, ✓ pockets will be machined in the order you selected them. If the option is not
checked the program will optimize the order to reduce machining time.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

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Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

Quick Engraving Toolpath

This form is used specifically for calculating engraving and


marking toolpaths.

Tool

Clicking the Select button opens the Tool Database from


which the required tool can be selected. See the section on
the Tool Database for more information on this. Clicking the
Edit button opens the Edit Tool form which allows the cutting
parameters for the selected tool to be modified, without
changing the master information in the database.

Depth / Pressure

When using Conventional Engraving and End Mill cutters


the Depth to engrave / mark is specified and this z depth
dimension is output in the toolpath file sent to the CNC
machine. The 3D Preview of these toolpaths shows the
specified depth of engraving.

When using a Diamond Drag marking Tool the Pressure


setting is used to pre-load the spring to ensure the tip of the
diamond stays in contact with the material surface,
especially when marking uneven surfaces. The 3D Preview
of the depth these toolpaths will mark using the Angle of the
diamond and the Width of the Line.

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For example, when using a 90° Diamond Drag Tool with a 0.010 inch Line Width specified. The depth
shown in the 3D preview will be 0.005 inch (with 90° the depth = half the line width).

Engraving Tool

The ratio of Depth to Line Width will change when using diamond drag tools with different tip angles.
When the option to use a Nose Cone is selected (see below) the actual depth specified on the form is
used when previewing the toolpath in the 3D view.

Strategy

When using the Quick Engraving Form the Stepover for the cutter is specified on the form and is NOT
automatically set from the Tool Database.

The selected text or vectors can be Outlined or Filled.

Outline

The tip of the cutter runs on the selected lines engraving / marking the material surface

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Example of outline engraving

Fill

A pattern is used to engrave / mark inside the selected text or vectors. There are 3 fill pattern options.

Fill engraving with Offset pattern

Fill engraving with 45° Hatch pattern

Fill engraving with Cross Hatch pattern.


Cross Hatch Fill pattern engraves 2 sets of lines, with the second set at 90° to the angle specified.

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Use Nose Cone

A nose cone is often used when engraving or marking material that is not flat. The nose cone is spring
loaded forcing it to slide on the surface of the material. The engraving cutter is set to extend / protrude out
of the bottom of the nose cone by the depth of engraving / marking required. This is typically set at around
0.010 inches to 0.020 inches.

When the option to use a Nose Cone is selected the actual depth specified on this region of form is used
when previewing the toolpath in the 3D view.

Number of Passes

This option runs the cutter multiple times divides over the toolpath pattern.

Output Options

Select the appropriate postprocessor and Save the Toolpath ready to send to the CNC machine, similar to
the Save Toolpath form.

If your machine can be driven using a Windows Printer driver (Roland and Gravograph / New Hermes
machines use this technique) it maybe be possible to select the installed printer driver and output
toolpaths directly from the software instead of saving an intermediate file.

Checking ✓ the option 'Output direct to machine' enables the Device option which is used to setup the
appropriate windows printer driver.

Inlay Toolpath

The Inlay toolpath functionality can be used to calculate


either profile or pocketing toolpaths with automatic
compensation for the tool radius; this allows the cut-out
parts to fit into the corresponding cavities. This is a great
feature for creating decorative woodwork and is also
particularly useful for sign makers for creating inlayed letters
and graphics.

How Inlays work

When using a CNC machine to cut out shapes then the tool
will always leave a radius on any internal corner. When

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cutting holes or pockets the tool conversely leaves a radius on the external corners. If no changes are
made to accommodate this then there would be no way to fit one part into the other. This is shown
highlighted on the letter 'T' shown in the image below. On the left you can see the internal corners with a
radius on the part being cut out (highlighted with red ovals). On the right you can see the radiused
external corners on the hole (highlighted with green ovals). As you can envisage trying to slot the 'T' into
the hole would not work as it is the proverbial square peg in a round hole!

It is not possible to avoid the added radius as it is formed by the tool size and shape. The Inlay function
though, will create toolpaths which take the tool radius into account and compensate for it by rounding off
the sharp corners so the resulting parts will fit together. This can be seen in the images shown below
where the same letter has been cut using the Inlay toolpaths, you can see all corners (internal and
external) now have the same radius so they will slot together.

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When creating an Inlay toolpath the radius is automatically compensated for, so it is very important to
make sure you specify the same tool for both parts of any inlay (male and female). If you do not do this
the Inlay will not fit together.

If creating a Pocket then the main Tool (the finish tool) not the larger (clearance) tool should be the same
as the one as used for creating the Male Inlay.

Note: You must use the same tool for both parts of an inlay for the resulting parts to fit together
correctly.

Male Inlay (Insert)

Straight

This option is for cutting out straight sided parts to act as the inserted piece of the inlay. It uses a variation
on the Profile toolpath which will automatically round the external corners of the part to allow for the radius
of the tool being used. All the standard Profile options are available in this form except there is no option
to Profile Inside or On as this does not apply to this inlay type as it has to cut outside of the vector. The
other standard option not available is the ability to add sharp Corners as again this would not apply to this
application. The image below shows how the external corners are rounded based on the tool radius being
used.

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Stepped

This option is for cutting out stepped sided parts to act as the
inserted piece of the inlay. This style of inlay is typically used
for what are referred to as 'Push Through' letters and shapes.
These are parts which are inserted from the back and use the
step as a shelf to invisibly mount them to the back of a sign.
As with the Straight Inlay option it uses a variation on the
Profile toolpath with the addition of the ability to specify a
Step Depth and Step Width.

As the diagram shows in the form, the Step Depth is the


vertical height of the step from the Start Depth down, the
Step Width is how far from the edge of the original vector the part will be cut out (creating the step).

The image shown above shows a Stepped Male Inlay created in 1 inch thick material with a 0.75 inch
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Step Depth and a 0.3 inch Step Width.

All the other standard Profile options are available for Stepped Inlays except there is no option to Profile
Inside or On as this does not apply to this inlay type and this option does not allow the use of either the
Corner or Lead functions as these are also inapplicable to this type of toolpath.

Note: It is very important when working with Stepped Inlays that you allow enough space in between
the shapes you are cutting out for the Step Width to be added. If the parts are too close then they
will not be cut-out and the steps will not be properly formed.

Female Inlay (Pocket / Hole)

Pocket

This option is selected for cutting out a Pocket to act as the cavity for the corresponding Male shape to
inlay into. It uses the same options as the standard Pocket style toolpath including the new option where
you can use a larger and smaller tool to clear the pocket (smaller tool size should match that used for the
Male Inlay). In order to make it work as an inlay pocket any internal corners will be rounded based on the
tool radius to allow the male parts to fit into them (shown in the image below).

As has been previously discussed it is common to leave an allowance on one or both sides of the inlay,
typically when working with letters the allowance would be left on the Pocket so the size and shape of the
lettering itself is not affected any more than necessary.

Hole

This option is for cutting out a Hole to act as the cavity for the corresponding Male shape to inlay through.
The standard Profile options are available for Female Hole Inlays except there is no option to Profile
Outside or On as this does not apply to this toolpath type and this option does not allow the use of the
Corner options as these are also inapplicable to this type of toolpath. In order to make it work as an inlay,

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any internal corners will be rounded based on the tool radius to allow the male parts to fit into them
(shown in the image below).

Setting Inlay Allowances


Although the radius of the tool is compensated for when using the inlay tool, this in itself will almost
always not be enough to ensure the two parts will fit together correctly. The parts will be exactly the same
size and so would not fit together without a lot of force which would damage the part or without some kind
of post-CNC hand work. Cutting the parts exactly the same size also does not allow for any kind of finish
to be applied to either side.

To enable the parts to fit extra material either needs to be cut from the Male side, the Female side or in
some applications both. This additional distance is added using the option in the toolpath form to add an
Allowance. On the toolpaths which are based on a Profile then this is done with the Allowance Offset
(Shown in the image below left - highlighted in red). For Pocket style toolpaths use the Pocket Allowance,
(shown in the image below right highlighted in red). When a value is entered it will overcut the selected
shape by this distance, this will reduce the size for male parts and increase the hole/pocket for female
parts.

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The size of the Allowance required will depend on the type of material (how much it may expand or
contract between being cut and inlayed), the accuracy of your tooling, the accuracy of your machine and
finally any finish you are planning to add to the finished parts (such as paint or varnish which will have a
thickness). In most situations where no finish is being applied before the parts are inlayed then an
allowance of 0.01 inches (0.25mm) or 0.02 inches (0.5mm) will be sufficient. If you are not sure what
value to use then you should experiment with this on a test part to get the correct sizes for your particular
setup and application.

In the majority of cases the Allowance is applied to the Female side of the inlay as it is typical to not want
to alter the actual vector shapes (the Male side) any more than is required for the tool radius. This means
the Hole or Pocket will be cut over-sized to provide the additional allowance for the parts to fit.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

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Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

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VCarving and 2.5D Toolpaths


The VCarving and 2.5D toolpaths section of the Toolpath Operations icons can be found on the Toolpaths
tab, underneath the Toolpath list. These strategies all make use of the tool's geometry to form a number of
intricate 3D shapes very efficiently. Because the range of 3D shapes that can be formed are determined
by the tool's own shape, you cannot use these strategies to cut any arbitrary 3D shape. Therefore, to
distinguish them from true 3D strategies they are often referred to as 2.5D strategies.

V-carve Toolpath Fluting Toolpath Texture Toolpath Prism Carving Toolpath

Moulding Toolpath

VCarve Toolpath

This icon opens the V-Carving Toolpath form which is used to specify the type of carving required, tooling
details, cutting parameters and name for the toolpath.

Cutting Depths

Start Depth (D) specifies the depth at which the V-Carving toolpath is calculated, allowing V-Carving /
Engraving to be machined inside a pocket region. When cutting directly into the surface of a job the Start
Depth will usually be 0.0. If the V-Carving / engraving is going to be machined into the bottom of a pocket
or stepped region, the depth of the pocket / step must be entered. For example, to carve or engrave into
the bottom of a 0.5 inch deep pocket, the Start Depth = 0.5 inches

Flat Depth (F)

Checking ✓ this option limits the depth that the tool(s) will machine to, and is used for Flat Bottomed
Carving and Engraving.

When No Flat Depth specified the toolpath will be calculated to carve or engrave to full depth as shown
below. Multiple z level passes will be automatically calculated where the tool needs to cut deeper than its
Pass Depth specified in the Tool Database.
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No Flat Depth

Single tool machines the complete job.

Multiple z level passes calculated using the Pass Depth specified for the selected tool.

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Clicking the option for Flat Depth and entering the required depth will result in flat pocket areas being
machined where the width between vectors would result in the tool cutting deeper than the specified Flat
Depth.

Flat Depth

Complete toolpath is calculated using a single V-Bit or Engraving tool.

Flat Depth Using 2 Tools

End Mill to create the flat pocket regions followed by V-Bit or Engraving tool to cut the detail and corner
regions

V Tool

Clicking the Select button opens the Tool Database from which the required VCarving or Engraving
Tool can be selected. See the section on the Tool Database for more information on this.

Clicking the Edit button opens the Edit Tool form which allows the cutting parameters for the selected
tool to be modified, without changing the master information in the database. Note that Ball nosed tools
can also be used to VCarve designs.

Use Flat Area Clearance Tool

Check ✓ this option if you wish to use an End Mill, Ball Nose or Engraving cutter to machine the large
open regions of a design. Note that this option is only available when Flat Depth is selected. If no tool is
selected here but Flat Depth is specified then the selected VCarving tool will be used to clear the flat
areas as well as for the VCarving.

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Clicking the Select button opens the Tool Database from which the required End Mill or Engraving Tool
can be selected.

Clicking the Edit button opens the Edit Tool form which allows the cutting parameters for the selected
tool to be modified, without changing the master information in the database.

Flat Area Clearance

This section of the form allows you to choose the strategy which will be used to clear the flat bottomed
area with the Flat Area clearance tool. These options are the same as those found on the pocketing form.

Ramp Plunge Moves

If this option is selected ramps are added to the plunge moves for the pocketing toolpath.

Use Vector Selection Order

If this option is checked, ✓ the vectors will be machined in the order you selected them. If the option is not
checked the program will optimize the order to reduce machining time.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.
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Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

Fluting Toolpath

Fluting Toolpaths machine along vectors while varying the


depth of the tool, creating extremely efficient machined
decorative patterns.

This toolpath is similar to the option to Profile On a selected


vector. The difference is the toolpath at the end of each
vector can be ramped to taper the cut. This can be used for
cutting standard woodworking Flutes or can be used for
artistic engraving and marking effects with other types of
artwork. In this section the options on the form will be
covered along with some examples of the use for different
applications.

Standard Straight Flutes

One of the most common applications for Fluting is straight


decorative details using a large radius Ball nose tool for
columns and posts, such as the one shown in the image
below.

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Another good application for straight flutes is the markings on a draining board (for Solid Surface
fabricators) or on a cutting block (for carving meat) such as the one shown below, sloping down to allow
liquid to be directed.

Decorative Artistic Designs

The fluting can be used to produce some interesting effects with artistic and decorative applications. The
abstract leaf pattern below left was cut with a V-Bit into a flat surface using single vector lines.

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When the Fluting Toolpath form is open, the selected vectors will have their start points indicated in the
2D View by solid square green nodes, this is important as it will determine which end the ramps are
added depending on what options are chosen on the form. An image of this is shown below where all the
start points are to the left end of the selected vectors.

If you need to move the start points, go into node editing mode (press N on the keyboard or select the
node editing icon in the Edit Vectors section on the left tab).

Select the vector you want to change the start point Move the cursor over the end you want to be the new
start point Press P on the keyboard or Right Click and select Make Start Point from the pop-up menu.
Exit node edit mode (press N again) Reselect all the vectors you want to flute

The fields on the form are as follows.

Cutting Depths

Start Depth (D)

This specifies the depth at which the Fluting toolpath is calculated. When cutting directly into the surface
of a job the Start Depth will usually be 0. If machining into the bottom of an existing pocket or stepped
region, the depth of the pocket/step that you are starting from must be entered.

Flute Depth

This is the depth of the Fluting toolpath relative to the Start Depth; the total depth will be the combination
of the Start and Flute Depth.

Tool

Clicking the Select... button opens the Tool Database from


which the required tool can be selected. See the section on
The Tool Database for more information on this. Clicking the
Edit... button opens the Edit Tool form which allows the
cutting parameters for the selected tool to be modified, without changing the master information in the
database.

Flute Type

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Ramp over complete length

Checking ✓ this option means the tool will ramp over the whole
length of the toolpath. At the start of the selected vector/s it will
be at the Start Depth and at the end of the selected vector/s it
will have cut down to the Fluting Depth.

Ramp at Start

Checking ✓ this option means the tool will ramp down only at the start of the vectors to the Fluting Depth.
The distance of this ramp can be specified using the Ramp Length or Ramp % options.

Ramp at Start and End

Checking ✓ this option means the tool will ramp down at the start of the vectors then will ramp up again at
the end of the vectors. The distance of these ramps can be specified using the Ramp Length or Ramp %
options.

Ramp Length

Checking ✓ this option means that the length of the ramp can be set to an exact distance entered into the
box. The ramp distance is measured from the start and the end of the vector/s depending what Flute Type
you have selected. If the distance entered is greater than the possible length of the ramp then the
maximum length will be used, this would be the same as choosing Ramp over complete length. When you
choose Ramp at Start it is possible to specify a ramp length which is up to the length of the vector/s.
When Ramp at Start and End is checked, ✓ the maximum length possible would be half way along the
vector/s as after that it would start to ramp up again.

Ramp %

Checking ✓ this option means that the length of the ramp can be specified as a percentage of the
maximum possible ramp length (controlled by the length of the selected vector/s and chosen Flute Type).
When you use this with Ramp at Start selected then 100% would be the whole length of the selected
vector/s, the ramp length would be a percentage of this distance for each one. When you use this with
Ramp at Start and End then 100% would be the half length of any of the selected vector/s. The ramp
length would be a percentage of this half-length. In this situation using a 50% value would give you a
Ramp from the start which was ¼ of the vector length and a ramp from the end which was also ¼ of the
vector length.

Ramp Type

Linear
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Selecting the Linear type will create a ramp which is a diagonal line (following the vector) from the Start
Depth to the Flute Depth. Below you can see a Linear Ramp Type shown from the side. This ramp is set
to only ramp from the start and to go 50% of the flute length.

Smooth

Selecting the Smooth type will create a curved ramp (following the vector) from the Start Depth to the
Flute Depth; this will smoothly transition from the ramp into the full depth of cut. You can see an example
of this shown in the image below.

Note: The two images shown above illustrate how multiple passes may be used to get to full depth.
Multiple passes are generated when the Flute Depth exceeds the Pass Depth specified for the
selected tool. In these cases the tool will make multiple passes no deeper than the Pass Depth of
the tool. As you can see from the images the ramps are graduated based on how many passes are
needed. This ensures that the final pass will always be cutting material along its full length to give a
nice even finish on the part.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

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Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

Texture Toolpath

The 3D Texture Machining functionality uses a specialized toolpath algorithm and the shape of the tool to
generate a textured finish on the part. It should be noted this is a different technique than creating a 3D
texture using the 3D model.

Textures can be calculated inside any selected vector boundaries or if nothing is selected the complete
job size.

Large Ball nosed cutter and V-Bits typically give the best results when using this strategy.

The texturing options are based on calculating random patterns and the variables required may at first
appear a little complicated. The best way to see what effect each variable has on the texture is to simply
change the numbers, calculate and preview the results. It's important to note that the toolpath algorithm
uses a random combination of the variables specified on the texturing form to calculate the toolpath.

Tool

Clicking the Select button opens the Tool Database from which the required tool can be selected. Clicking
the Edit button opens the Edit Tool form which allows the cutting parameters for the selected tool to be
modified, without changing the master information in the database.

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Use selected vectors as pattern

By default this option is unchecked and the texture form will


generate a random texture pattern using any selected
vectors as a clipping area. If this option is checked, ✓ the
currently selected vectors will be used as the pattern for the
texture and the only options available will be 'max. Cut
Depth' and 'min. Depth' to control the depth of the cuts
along the selected vectors.

Ramp at start and end

This option is only available when using selected vectors as


patterns. If this option is checked ✓ each of the selected
contours is cut using a fluting move, otherwise each of the
contours is cut with a regular profile move. The resulting
textures may look very different because of this small
change.

Ramp at start and end switched on

Ramp at start and end switched off

Ramp at start and end switched on

Ramp at start and end switched off

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Texture Settings

Max. Cut Depth

The maximum depth any of the carved scallops will be machined to and is specified in the job units.

Min. Depth

Using the slider this is specified as a percentage (%) of the Max. Cut Depth and controls the minimum
depth any of the scallops will be machined to.

Note: For example, with a Max Cut Depth = 0.200 inches and a Min Cut Depth of 0.050 inches, the
depth of the carved scallops will range randomly between 0.200 inches and 0.050 inches.

Max. Cut Length

Specifies the maximum length for any of the carved grooves and is specified in the job units.

Max. Cut Length between the lines

Min Length

Using the Slider this is specified as a percentage of the Max Cut Length and controls the minimum length
any of the carved grooves.

Note: For example, with a Max Cut Length = 3 inches and a Min Length of 0.150 inches, the length
of the randomly carved scallops will range randomly between 3 inches and 1.5 inches long.

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Max. Overlap %

The percentage (%) of the Max Cut Length that each scallop is allowed to overlap the adjacent scallop
running along the cutting direction. Where, 1% will result in almost zero overlap of adjacent scallops 50%
will result in some of the scallops being machined half way over the adjacent scallop.

Variation

Using the slider this is specified as a percentage of the Max Overlap. Overlap variation of 100% = the
Max Overlap and random pattern Overlap variation of 1% = No Overlap and an almost constant pattern.

Note: For example, with a Max Cut Length = 1 inch, Max Overlap = 25% and Overlap Variation =
50%, the random overlap pattern calculated will range between 0.25 inches and 0.125 inches.

Stepover

The distance between each parallel set of lines of carved scallops.

Variation

Using the slider this is the percentage used to randomly change the stepover between each scallop. If a
variation of 0% is specified the scallops will all be parallel to each other. And a variation of 50% will result
in some scallops overlapping half way over others.

Angle

The direction the texture is machined across the surface, an angle of zero is parallel to the X axis,
examples of setting the angle to 45 and 90° can be seen below.

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45°

90°

Boundary Vector Offset

If you enter a value in this field, the texturing will be offset from the boundary by the specified amount. If
you are texturing in a recess, you should enter a value here up to the radius of the tool to avoid the walls
of the recess being damaged by the tool.

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Note: As Texturing Toolpaths are calculated using a Random combination of the parameters and
variables listed on the form the toolpath will change very slightly every time a toolpath is calculated.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

Prism Carving Toolpath

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Prism carving gives a raised 'bevel' effect to shapes and


letters similar to a 'hand carved' look.

Prism Carving uses an angled tool to create a raised prism


shape on the top of the selected vectors. The tool will
profile at a given depth creating a nice sharp finished
shape such as the lettering shown in the image below. This
is often paired with a Profile or Pocket toolpath to carve the
vertical edge around the shapes or clear out the material
between them. This type of toolpath is often, though not
exclusively, used on lettering.

Cutting Depths

Start Depth (D)

Start Depth (D) specifies the depth at which the Prism Carving toolpath is calculated from. When cutting
directly into the surface of a job the Start Depth will often be Z0. If machining into the bottom of an existing
pocket or stepped region, the depth of the pocket/step that you are starting from must be entered here.

Prism Depth

This sets the depth of the Prism Carving toolpath relative to the Start Depth, the total depth of the base of
the prism shape (within the material) will be the combination of the Start and Flute Depth. This depth is
particularly important to set correctly as if it is too shallow then the prism shape may be truncated so it will
have a flat top (shown in the image below right). The minimum depth needed to avoid this is determined

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by the widest point on the vector/s selected (W) and the angle of the tool (A). This can be calculated
automatically by using the Set Depth for Full Prism function (see below for more details).

Full Prism Truncated Prism

Set Depth for Full Prism

For this button to work you both need to select the vectors you plan to toolpath and also have selected the
tool you are going to use, then when you click it, the Prism Depth will be set to the minimum required to
ensure a full point on the prism for the current selection/tool.

Tool

Clicking the Select button opens the Tool Database from which the required tool can be selected. See
the section on the Tool Database for more information on this. Clicking the Edit button opens the Edit Tool
form which allows the cutting parameters for the selected tool to be modified, without changing the master
information in the database.

Note: Prism Carving requires accurate tool sizing and quality, it is essential that the parameters of
your tooling are measured and entered precisely.

Prism Carving is predominantly cut using a V-shaped cutter, having sharp tooling which is accurately
sized is very important to getting good results. You should measure your cutters to make sure the size
and angle of the v-bit are as per the manufacturers specifications as a variation of even 1 or 2° on the
angle can make a big difference to the quality and precision of Prism carved shapes.

Direction

The direction of cut can be set to either Conventional or Climb machining, the choice for this will largely
be dictated by the material being machined and the type of tool being used. See the section on Profile
Toolpaths in the Reference Manual for more information on the differences between these.

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Use Vector Selection Order

If this option is checked, ✓ the vectors will be machined in the order you selected them. If the option is not
checked the program will optimize the order to reduce machining time.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

Moulding Toolpath
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This icon opens up the Moulding Toolpath Form. This form


is used to create a toolpath from a drive rail and a profile.
The result of machining the toolpath is the extrusion of the
selected cross-section profile along the pre-selected drive
rail. Although strictly speaking the result of this is a 3D
shape because it does not use a 3D model it is classified as
a 2.5D Toolpath.

Drive Rail Selection

From the 2D view, select the drive rails for the toolpath
followed by the profile you wish to extrude. You may select
multiple rails. The last selected vector is the Profile that you
are extruding.

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In the 2D view your rail vector will now be colored orange and will show a green square indicating the
start point, along with arrows along the vector showing you the direction.

The direction and start point may not be what you intended, you can change the direction (and start point
location on an open vector) by right clicking in the 2D View on the vector and choosing Reverse Rail .

The Clear Rail button on the form can be used at any time to empty your current selection; this will
deselect the drive rail and if already selected the cross section too. This can be used if you want to
change the selection without exiting the form.

Cross Section Selection

After you have chosen your drive rail the next step is to select a cross section that will be swept around
the drive rail to create the moulding. The cross section needs to be an open shape in order for this to
work.

To select a cross section click on the appropriate vector in 2D View and it will turn orange as with the drive
rail, arrows and a green square will appear on it. In addition the drive rail will now have red lines shown on
it. These indicate the side of the vector that the shape will be swept along. If this is not correct you will
need to reverse the drive rail vector as documented in the previous section.

The arrows and green square on the cross section indicate the direction and the start point. The start
point of the cross section will be attached to the start point of the drive rail. If you need to change the start
point of the cross section you can do so by selecting the cross section with a right click and choose to
Reverse Profile as shown in the image below. Doing this will change the arrow direction and move the
green square and also change which end of the cross section is effectively hung on the drive rail when the
toolpath is created.

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Note: On a closed vector shape the cross section profile will always be hung on the outside of the
shape, it is not possible to change this to the inside so your drive rail vector should always represent
the inside edge of the border/frame shape you are creating a toolpath for. Clicking the Reverse Rail
option on a closed vector drive rail will change the direction that the toolpath is created in.

Toolpath Position

You now need to determine the toolpath position within the


material. The Z Height of the toolpath is determined by the
height of the selected cross section. You can interactively
position the toolpath by pulling on the slider or you can enter
exact values in the edit boxes.

Note: If the cross section you have selected is higher than the material thickness then you will need
to change your material thickness in the material setup form to accommodate the profile height, or
exit the form and edit the height of the cross section vector you are using to create the Moulding
Toolpath to fit within the material block.

Selecting a Tool

The next step in this form is to select a tool to finish-cut the moulding shape. This would typically be a
ball-nose or tapered ball-nose tool but that may vary depending on the shape you plan to cut. To select a
tool use the Select... button to access the Tool Data Base. If the tool you require is already shown as
the selected tool, you can use the Edit option to check and/or modify the tool settings for this particular
toolpath.

Note:

The generated toolpath will follow the shape and direction of drive rail vector.

At the end of an open vector it will lift by at least the stepover distance, step over and then come
down to the surface again, returning along the vector in the opposite direction, this small lift is
designed to avoid leaving connecting marks on the surface of the part and so improve the potential
finish quality.
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On a closed vector after completing a pass the length of the vector it will lift, step-over, return the tool
to the profile shape and continue cutting in the same direction - this direction can be reversed by
right clicking the drive rail vector and using the Revers Rail option to change the direction of the
arrows on the vector.

Close up of calculated toolpath


showing lifts at ends of an example created with an open drive rail.

Preview of toolpath created from the cross section


and drive rail shown on the previous page.

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Vary Step Over

Typically the Stepover value specifies the horizontal distance that the tool will step over and this is
projected onto the 3D model. Checking ✓ the Vary Step Over option will instead adjust the step over
based on the shape of the cross section profile vector rather than just projecting the standard pattern
down Z. In cases where there are steeply curved, angled or near vertical edges this should result in
passes that are closer together, in most situations this will improve the finish quality but also potentially
increase the machining time.

Toolpath calculated with standard Stepover.

The same shape with the Vary Step Over option checked ✓.

Skip Flat Regions

This choice will only become available when the option is checked ✓ to Machine Flat Regions when
using the Larger Area Clearance Tool in the next section of the form. When this is active the software
will look to identify flat areas of the cross section profile that can be machined with the larger tool. If these
regions are detected and Skip Flat Regions is also checked ✓ then the finish tool will avoid re-machining

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those flat areas as in most cases they should already have been completely finished by the
Larger Area Clearance Toolpath.

Finish toolpath calculated with Skip Flat Regions.


This avoids machining these areas if the Larger Area Clearance tool can fit and is selected.

Use Larger Area Clearance Tool

If this option is selected, then two tools are used to cut the shape. In effect the
Larger Area Clearance Tool is similar to a 3D Z Level Roughing toolpath and would be cut first. It will
use the tool parameters to generate multiple depth 2D pockets following the direction of the selected rail
to clear away excess material. This should be used if the material is too deep and/or hard to cut directly
with your selected finishing tool. As documented above and below using this option with a flat shaped tool
can also be very beneficial to the machining time and finish on cross section profile shapes with
flat/horizontal regions.

Machine Flat Regions

If this option is checked ✓ then the software will try to detect flat/horizontal areas in the cross section
profile. If the specified Larger Area Clearance Tool can fit into these areas then they will be machined as
part of the roughing operation. When using a flat tool this should give both a superior finish and also help
to reduce the cutting time. Having this option checked ✓ will also allow you to choose the option Skip Flat
Regions in the finish tool section which will stop the secondary toolpath from re-cutting these areas.
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Note: This option will override the Machining Allowance value in the flat areas of the shape to
ensure they are machined to the correct depth and not left with additional material on.

Areas shown by the arrows would be pre-finished


during the Larger Area Clearance Tool stage
if Machine Flat Regions is checked ✓.

Ramp Plunge Moves

The Larger Area Clearance Tool can be ramped over the specified distance instead of plunging
vertically into the part. For some tool types and shapes, this approach can reduce the heat build-up that
may damage the cutter and also reduces the load on the spindle and z axis bearings.

Machining Allowance

The machining allowance is a virtual thickness which is added to the moulding profile when the
Use Large Area Clearance Tool is calculated. This ensures that the toolpath leaves some extra material
on the part cut with a larger tool.

This is beneficial for two reasons, the first, is that when the larger area clearance tool is used, it tends to
be done with a relatively large tool with aggressive cuts and so is more prone (depending on the material)
to chip, the skin left by the Machining Allowance helps to prevent chipping the finished surface. The
second reason is that most tools cut well when they are constantly removing material. Therefore leaving
an allowance of material on ensures that there is always some material left for the finish toolpath to
remove with the smaller tool.

Note: If you have the option selected to Machine Flat Regions the Machining Allowance will only
be applied to the other areas of the cross section profile, on the detected flat regions the software

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will cut down to the actual surface and ignore the Machining Allowance value within those areas
ensuring that they are cut to the thickness specified by the cross section profile vector.

When you use the option to Use Larger Area Clearance Tool, the software will calculate two toolpaths,
the first will have [Clear] in its name to differentiate the two, [Clear] being the toolpath associated with the
Use Larger Area Clearance Tool and the other, is the finish toolpath using the smaller tool. The [Clear]
toolpath should be run first on the machine:

Create Sharp Corners

This option can be checked ✓ when working with rails that have sharp corners, allowing you to force the
software to try and emulate these in the Moulding toolpath. Below you can see the effect of checking ✓
this option on a closed vector shape with the standard corners option on the left showing the toolpath
rolling around the shape edge and the Sharp Corners option on the left where it has forced mitre style
corners in the machined shape.

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Moulding Toolpath - Create Sharp Corners Un-Checked

Moulding Toolpath - Create Sharp Corners Checked ✓

Boundary Offset

This option can be used to force the toolpath to cut past the edge of the part that is parallel to the drive
curve vector. By default the center of the tool will go to the edge of the ends of the selected profile vector
as its extruded along the drive rail. It may be desirable to extend this distance to either force the tool down
the edge of the profile shape with vertical or steep edges or to ensure the toolpath has gone far enough
past the edge to cleanly cutout the final shape with a profile toolpath. The value entered for the Boundary
Offset will force the tool past the ends by the specified amount. As such if you want to ensure a vertical or
very steep edge at your profile ends is machined you will need to specify a value which is at least the
radius of your tool plus a small additional amount (say an additional 10% of the radius). For example if
you are using a 0.25 inch (6mm) diameter ball-nose tool for the finish cut then you would specify a
minimum of 0.15 inch or 3.6mm (= tool radius + 10%) to ensure the tool would be forced down the edges
of your shape. If you wanted to ensure the roughing had also been able to machine these areas then the
value should be based on your Larger Area Clearance Tool size instead.

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With no Boundary Offset the toolpath will not cut down the front and back vertical faces of the shape.

With a Boundary Offset value specified you can see the toolpath cuts over the edges.

Note: The Boundary Offset value will only extend the toolpath past the edges of the shape that are
parallel to the Drive Rail vector. If you have an open Drive Rail vector then the toolpath will always
stop at the ends. If you planned to cut out the shape then you may want to extend the drive rail
vector to add length to the toolpath in that direction as well as specifying a Boundary Offset.

General Toolpath Settings

This section of the toolpath form is common to a number of


toolpath strategies.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max feed rate. This dimension
can be changed by opening the Material Setup form.

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Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Project toolpath onto 3D Model

This option is only available if a 3D model has been defined. If this option is checked, ✓ after the toolpath
has been calculated, it will be projected (or 'dropped') down in Z onto the surface of the 3D model. The
depth of the original toolpath below the surface of the material will be used as the projected depth below
the surface of the model.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates.

Name

The name of the toolpath can be entered or the default name can be used.

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3D Toolpaths
The 3D toolpaths section of the Toolpath Operations icons can be found on the Toolpaths tab, underneath
the Toolpath list. These strategies are capable of cutting any shape that can be represented by the
composite model. For this reason they are the most flexible machining strategies in

Note: When deciding how to cut your design it is always worth verifying that a particular 3D effect
that you are trying to achieve (3D engraved text, for example) cannot be matched closely enough
using a 2.5D strategy (see <

3D Rough Toolpath 3D Finish Toolpath

3D Rough Toolpath

Rough Machining is used when carving 3D parts to clear away excess material when the part is too deep
for the finishing tool to cut in a single pass.

Clicking on this icon opens the toolpath form shown to the right; the functions available within this are
described below.

Tool

Clicking the Select button opens the Tool Database allowing the selection of a tool for this operation. As
with other toolpaths the Edit button allows the tool parameters to be changed for this specific toolpath.

Machining Limit Boundary

The machining limit boundary is the area in which we perform the Rough machining. There are several
options:

1. Model Boundary:
The combined boundaries of all the components in this job are used. This is the area of the
composite model which has components on it. Note: this is not the boundary of the selected
models.

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2. Material Boundary:
The boundary of the entire material block is used.
3. Selected Vector(s):
Selected vectors are used as the machining
boundary.
4. Selected Level:
The combined boundaries of all the components on
the specified level. This is similar to Model
Boundary, but only specific to the named level.

Boundary Offset

The center of the tool will go to the edge of the specified


boundary. If you are machining a raised object, this often
means that the tool won't fully machine down the edge. This
field is used to specify an offset to the selected machining
boundary to increase its size to allow the tool to go past the
actual edge if needed.

Machining Allowance

The machining allowance is a virtual thickness which is


added to the 3D model when the Roughing Toolpath is
calculated. This ensures that the toolpath leaves some extra
material on the roughed part.

This is beneficial for two main reasons, the first is that when
roughing it tends to be done with relatively large tool and
aggressive cuts and so is more prone (depending on the
material) to chip, this skin helps to prevent the chipping
affect the finished surface. The second reason is that most
tools cut well when they are constantly removing material.
Therefore leaving an allowance of material on ensures that there is always at least some material for the
finishing toolpath to remove.

Z Level Strategy

Z Level Roughing essentially uses a series of 2D Pocket toolpaths which take into account the 3D model
and hog-out the material around it within the specified boundary. There are two settings that must be
chosen to define this type of toolpath. The first box lets you choose the main direction of the cuts in the
toolpath; either Raster X which fills each pocket with a raster pattern mainly parallel to the X axis or
Raster Y which fills each pocket with a raster pattern parallel to the Y axis.

The second setting is the choice of Profile, this controls whether each level has a profile cut around its
boundary or not and if so whether it cuts before the raster or after it. First does the profile before the

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Raster on each level, Last does the profile cut after the raster and None eliminates the Profile cut leaving
only the raster pattern. These choices depend a lot on the material and tooling being used. For example,
more brittle material may benefit from the profile first option to reduce chipping.

3D Raster Strategy

The 3D Raster strategy is a 3D cut which passes over the whole model. This will leave a more even
amount of material for the finish cut to remove but depending on the depth and style of the part it may
take significantly longer to run. In shallower parts where the roughing is only taking one or two passes
then this may be a better choice. For deeper parts then typically the Z Level rouging is a more efficient.
There is only one option with this strategy is to define the main cutting direction. Raster X uses a raster
pattern parallel to the X axis or Raster Y uses a raster pattern parallel to the Y axis.

Ramp Plunge Moves

The cutter can be ramped over a distance into the pocket instead of plunging vertically. This approach
reduces heat build-up that damages the cutter and also reduces the load on the spindle and z axis
bearings

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max federate, this value can be
changed by opening the Material Setup form.

Home Position

This is the position that the tool will travel to and from before and after machining, this dimension can be
changed in the Material Setup form.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or position. It is also the method by which you can create Toolpath Templates to re-use your
toolpath settings on similar projects in the future. For more information, see the sections Vector Selector
and Advanced Toolpath Templates

Name

The name of the toolpath can be entered or the default name can be used.

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3D Finish Toolpath

Finish Machining is used to machine the final pass on the


finished 3D part.

Clicking on this icon opens the toolpath form shown to the


right; the functions available within this are described below.

Tool

Clicking the Select button opens the Tool Database from


which the required tool can be selected. Clicking the Edit
button opens the Edit Tool form which allows the cutting
parameters for the selected tool to be modified, without
changing the master information in the database.

For most 3D Finishing cuts a Ball Nosed end mill is used


with a reasonably small stepover (8 - 12% of the tool
diameter is typical). Variations on this tool type such as a
tapered Ball Nosed cutter will also work and may offer more
strength with smaller tool sizes. The size of tool will depend
on the size of the part and the detail within the 3D part. Use
the preview function to check the finish quality and detail; if
they are not to a high enough standard then the job may
require smaller tooling or a smaller stepover. 3D cutting is
always a tradeoff between time and quality and an optimum
balance of tool size, finish quality, and time to cut. The
choices made will always depend on an individual's
personal preferences or the specifications of the job.

Machining Limit Boundary

The machining limit boundary defines the area cut by the Finish machining, there are three options:

Model Boundary This uses the combined boundaries of all the visible components in the job. This is
defined by the silhouette of the composite model. Note: This is the boundary of all currently visible
components and is not controlled by selecting specific objects.

Material Bound ary This uses the boundary of the entire material block (job setup area).
Selected Vectors This uses any selected vector or vectors as the machining boundary.

Area Machining Strategy

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There are two choices of the type of fill pattern that will be used to machine the area with the toolpath;
Offset and Raster.

Offset

Calculates an offset pattern projected onto the 3D surface and machined inside the selected vector(s).
The cutting direction can be set to either Climb (CCW) or Conventional (CW).

Your choice of Climb or Conventional cutting will largely be dictated by the material that is being machined
and you're tooling options. Talk to your tooling suppliers for details about what is most appropriate for your
specific application.

Example of an Offset pattern

Raster

Calculates a raster pattern (lace cut) projected onto the 3D surface and machined inside the selected
vector(s), with control over Raster Angle - Between 0 and 90°. 0° will give you a pattern that is mainly
parallel to the X axis and 90° is mainly parallel to the Y axis.

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Example of a 3D Raster toolpath at 0°

Stepover Retract

In the Finish Machining Toolpath form a Stepover Retract Value can be applied to the Offset Machine
Strategy. If the value you enter is greater than 0 then the tool will lift off the surface of the composite
model by this amount when stepping between each offset contour. Depending on your material and
tooling, adding a small lift will eliminate perpendicular tool marks between the toolpath contours to
potentially improve the finished surface.

Note: If the Stepover Retract Value specified is not large enough to allow the machine to lift the tool
over the previous cusp height then you will receive a warning. This warning is simply informing you
that with a Stepover Retract value of this size then you will not eliminate perpendicular tool marks.

Safe Z

The height above the job at which it is safe to move the cutter at rapid / max federate. This dimension can
be changed by opening the Material Setup form.

Home Position

Position from and to that the tool will travel before and after machining. This dimension can be changed
by opening the Material Setup form.

Vector Selection

This area of the toolpath page allows you to automatically select vectors to machine using the vector's
properties or layer.

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Name

The name of the toolpath can be entered or the default name can be used.

Vector

Selector
This tool allows you to easily select vectors which meet a set of criteria, such as open, closed, circular
and also matching constraints based on layers. The dialog can be accessed from the
Edit ► Vector Selector menu item, or from the Selector... button on each toolpath form. When the
command is executed the dialog shown is displayed.

The dialog is used to configure a set of 'filters' that determine which vectors will be selected. A filter is
enabled by clicking on its check box, or selecting a 'radio button' option, the current selection will be
updated with all the objects in the file which match the current filter options.

Generally you will start at the top of the dialog and work downwards, specifying more and more explicit
filters to determine the required selection exactly.

The simplest option is just to use the form to Select Closed Vectors in the job or Select Open vectors (you
can specify both, in which case all vectors will be selected as long as they are on a visible layer).

The most common way to use the Vector Selector is to select all the vectors on a given layer as shown
in the screenshot of the dialog below.

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In this example, the dialog has been used to select All Closed Vectors on the layer with the name Pocket.

Note: When opened from Edit ►Vector Selector, the options Associate with toolpath and Set
toolpath Cut Depth from imported vectors are not available. These options are only usable when
applying the vector selector from a toolpath form.

Selection

The Selection: section at the top of the dialog is continuously updated to show the results of the current
filter and the 2D view is also updated to show what is currently selected. The Objects: entry shows the
total number of objects selected, if these objects include Text or Groups, this number may be less than
the total of Closed and Open vectors displayed on the following line. For instance, a block of text is one
object but will usually consist of many closed vectors. If a group contains both open and closed vectors, it
will be selected as matching both Open and Closed filters.

Geometry Filters

The Geometry Filters section is used to specify constraints on the type of vectors to select. You can
choose to select open vectors and/or closed vectors. Instead of selecting All Closed Vectors, the dialog

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can be used to select Only Circles and can even be used to specify an exact diameter and tolerance for
the circles to be selected. This can be very useful for selecting vectors for drilling toolpaths, particularly if
the vectors have not already been sorted into layers.

Layer Filter

The Layer Filter section allows you to pick one or more visible layers on which to select vectors which
match the geometry filter. Alternatively, the All visible layers option disables the filtering by layer and
selects all vectors which match the geometry filter regardless of the layer they are on, as long as that
layer is visible.

The Associate with toolpath option will be explained in the next section.

Advanced Toolpath Templates

By associating a template with the result of a Vector Selector filter, we can make a template to
automatically select the vectors it is intended to machine. A simple case would be to create a template
which consisted of a Pocketing toolpath set up to machine all closed vectors on a layer called Pocket.
After loading this template into a new job and choosing Toolpaths ► Recalculate All Toolpaths , the
toolpath would be recalculated automatically selecting all closed vectors on the layer called Pocket.

The advanced templates are created by selecting the vectors for a toolpath using the Selector... button
on the toolpath form. When a toolpath form is first opened, the Vector Selection: section on the form will
show that vectors are being selected manually as shown below...

Pressing the Selector... button will display the Vector Selector form as shown previously. After making
your geometry selection and before you close the form, select the Associate with toolpath option on the
form as shown below.

After the Vector Selector form closes, the Toolpath form will indicate that Vector Selection is now
'Automatic' as shown below...

IMPORTANT: Calculate the toolpath to apply the changes you have made.

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When you re-calculate or edit a toolpath that has the Vector Selection mode set to automatic, the vectors
which match the filter when the toolpath is re-calculated or edited will be selected. To cancel the
Automatic vector selection mode, you can just select the vectors to machine normally with the mouse, or
use the Selector... button to bring up the Vector Selector dialog again (the settings are remembered)
and uncheck the Associate with toolpath option.

If toolpaths with the Vector Selection mode set to Automatic are saved as templates, these setting are
saved with the template. When the template is re-opened and the toolpaths recalculated, they will
automatically select all vectors which match the filters specified with the Vector Selector for that toolpath.

If you load a toolpath template which has toolpaths associated with layers which don't exist in the current
file, the Missing Layers for Template dialog will be displayed. It lists all the missing layers and offers you
the choice of having them created automatically, deleting toolpaths associated with missing layers or just
loading the toolpaths as is.

Choosing to allow the dialog to automatically create the missing layers allows a toolpath template to be
used to create 'standard' layers for machining operations and load the toolpaths ready to be calculated. All
you then need to do is move vectors to the appropriate layers and recalculate all the toolpaths.

Choosing the Delete all toolpaths associated with missing layers option allows you to create a single
template with many toolpaths and have the ones which aren't appropriate to the current job automatically
deleted.

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Toolpath Editing Tools

The Tool Database Edit Toolpath Duplicate Toolpath Delete Toolpath

Recalculate All Toolpaths

Edit Toolpath

This option is used to modify an existing toolpath. Click to select a toolpath in the list then click the edit
option to open the form.

The vectors associated with each toolpath are automatically remembered, so editing a toolpath will
automatically select the vectors in the 2D window.

Make the required changes to the toolpath parameters Click the Calculate button to update the toolpath

A toolpath can also be edited by double-clicking on its name in the toolpath list.

Duplicate Toolpath

The Duplicate Toolpath option creates and adds a copy of the selected toolpath to the Toolpath List. An
index number is automatically added to the name of the new toolpath. For example:

Cut out - 1/4 inch End Mill will create a copy with the name Cut out - 1/4 inch End Mill (1)

Copying externally generated 3D toolpaths (as, for example, from PhotoVCarve) will also create a
duplicate grayscale thumbnail image in the 2D View, which can then be used to position the toolpath
within your job.

Delete Toolpath

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This tool is used to delete calculated toolpaths from the Toolpath List. Simply select the toolpath to be
deleted and click the Delete Toolpath button to remove it.

Alternatively you can delete one or multiple


toolpaths in the Toolpath List by right mouse
clicking on a toolpath. Then from the drop-
down menu click on the Delete option.
This will present the options as shown in the
image: Delete This, Delete All Invisible,
Delete All Visible, Delete All.

Delete This will delete just the toolpath


whose name you right mouse clicked on.

Delete All Invisible will delete any toolpaths


in your Toolpath List that do not have a check-
mark ✓ next to their name and are therefore
currently not visible in the 2D or 3D Views.

Delete All Visible will delete any toolpaths in


your Toolpath List that have a check-mark ✓
next to their name and are therefore currently visible in the 2D or 3D Views.

Delete All will delete all the toolpaths in your Toolpath List.

If you have incorrectly deleted a toolpath (or multiple toolpaths) then you have the option to Undo the
toolpath(s) deletion via the Undo command on the Edit drop-down menu, the Undo icon on the
Drawing Tab or the Undo shortcut key combination Ctrl + Z.

Recalculate All Toolpaths

This command forces a recalculation of all the toolpaths in the Toolpath list. It is useful when the artwork
used by the toolpaths has been modified, or the material block settings have changed.

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The Tool Database

The Tool Database is used to make cutter management and selection very quick and easy, and reduces
the possibility of programming jobs with incorrect cut depths and speeds and feeds. The Tool Database is
accessed from the Select... button every time you create a new toolpath and allows pre-defined tools
and settings (speeds, feeds, stepover etc.) to be selected from a list.

New tools can be added, copied from existing tools, deleted and organized. All of the cutting parameters
are stored in the database.

Opening the tool database

To access the Tool Database you can click on the Database icon on the Toolpaths Tab:

Alternatively, select Toolpaths ► Tool Database from the main menu bar.

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A window similar to that shown will appear displaying a list of the tools that are currently defined on the
left and the parameters for the currently selected tool from the list over on the right. Below this image is a
list of all the actions that can be executed from this dialog:

Tool List

The Tool List is located on the left-hand side of the Tool Database. Click on items in the list to see or edit
their properties using the Tool Info section of the database window. The Toolpath list is arranged
hierarchically to allow you to organize your tools according to common properties or use.

You can click and hold down the left mouse button to drag items up or down in the list. If you drag
them into a tool group, they will be placed inside the group.

Tooltip of group hierarchy

When a tool is selected within a toolpath strategy page, the tool name does not always provide enough

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information for you to know whether the tool's settings are


appropriate. This will become particularly significant if you
import a toolpath template (see Toolpaths Templates) with a
tool that has been pre-defined (perhaps by a 3rd party) when
the template was created. It is always possible to click Edit
and see the full set of the tool's properties and settings.
However, if you hover your mouse over the tool's name, a
tooltip will pop-up telling you what the location of this tool was in the tool group hierarchy when it was
added to the toolpath strategy or template. This can be extremely useful for quickly distinguishing
between tools in your database that have similar names, but have been grouped according to their
properties.

Adding a New Tool

Selecting New... creates an empty tool in the list that can have any user definable name.

Copying a New Tool

Copy adds a duplicate of the selected tool to the list and prefixes the original name with (1). Edit the
Name and properties for the new tool and click the Apply button to save the changes to the list.

Deleting a Tool

Deletes the selected tool from the database.

Note: Take care when deleting tools as this operation cannot be undone.

Creating a new tool group

Click on the add New Group button then give your new group a name and press Apply to add it to
the database. Click and drag tools from the database over the top of the newly created group icon in the
tool database tree to add them to the group. Alternatively, select the group and then click the New...
button to create a new tool directly within the selected group.

Importing and Exporting tools

Individual tools or complete tool group hierarchies can be saved to disk using the Export... button.
Similarly, you can import previously saved tools, groups or even entire tool databases using the
Import... button.

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Note:VCarve Pro will import database files from earlier versions, so you can easily add any
previously defined tools to your new database. Please note, however, that you will not be able to
open the new VCarve Pro database files in earlier versions.

Tool Info

When a tool or group is selected in the Tool List, its properties are displayed in the Tool Info section on the
right-hand side of the Tool Database.

Here you can modify any of the properties of the currently selected Tool or Group. Click the Apply
button to save the changes to the Tool List.

Note: If you modify the Tool database, your changes will only be saved if you click OK . If you
exit the Tool Database window using the Cancel button, any changes you have made since
opening the Database will be discarded.

Name

Use this field to enter a suitable name to describe your cutters.

Tool Type

Various cutters can be specified in the database.

V-Bit
Engraving Tapered Ball Nose

Note:

When specifying the geometry for a tool, the angle specified is different for V-Bit and Engraving
Tools.

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V-Bit Tools are defined using an Included Angle (A)


Engraving Tools are defined using the Half Angle (A) and the Flat Diameter (F)

Ball Nose End Mill Radiused End Mill

Form Cutters Diamond Drag


Drills

Notes

The tool notes section simply allows you to save any additional text descriptions, special instructions or
relevant information you may require, within your tool definition.

Geometry

Diameter

The diameter of the tool in either inches or mm. The tool image will indicate where this dimension is taken
from. If you change the tool diameter but do not change the tool name then you will be warned.

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Cutting Parameters

Pass Depth

The maximum depth of cut the tool can cut. The Pass Depth controls the number of z level passes that
are calculated for a toolpath. For example, creating a pocket 1 inch (25.4 mm) deep using a tool that has
a Pass Depth of 0.25 inches (6.35 mm) will result in the toolpath making 4 passes.

Stepover

The distance the cutter moves over when doing area clearance cutting. For example, when raster
machining the cutter will machine along the X axis, stepover in the Y direction and return parallel to the
first line of cut. The greater the stepover the faster the job will be machined, but this must be balanced
with the material being cut and the tooling being used, to ensure that the tool does not break.

When stepover's greater than 50% of the cutter / tip diameter are used the software automatically adds
'Tail' moves in the corner regions of toolpaths to ensure material is not left on the job for offset based
strategies. When using V-Bit Tools, the Stepover fields automatically change to use the following options.

Final Pass Stepover

The distance the cutter moves over when finish machining and is usually set to be a relatively small
distance to produce a smooth surface finish on the job.

Clearance Pass Stepover

Only used when a V-Bit tool is being used to rough machine at multiple Z levels down to a specified flat
depth. This stepover can be much larger than the Final Pass Stepover because the tool is only rough
machining material away. Increasing the Clearance Pass Stepover will reduce the machining time, but
you must be careful to ensure it is not too great for the material being cut.

Feeds and Speed

Spindle Speed

Speed of tool rotation, specified in revolutions per minute

Feed Rate

The surface cutting rate at which the cutter is moved in the material. The units can be specified in
distance per second or minute.

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Plunge Rate

The cutting rate at which the cutter is moved vertically into the material or during ramping moves. The
units can be specified in distance per second or per minute.

Note: The Feed rate and Plunge rate you should use will vary depending upon the material being
machined and the tooling being used.

Tool Number

This is the number of the tool needed to machine the job. When using a CNC machine with an Automatic
Tool Changer (ATC), it is critical that the correct tool required to cut the job is located in the corresponding
carousel location.

Using Form Cutters


Form Cutters can be added to the Tool Database so that industry standard Ogee and Round-over type
cutters, plus user definable custom shapes can be used for edge profiling and decorative carving.
Examples of these types of cutters and the kind of cuts they can be used for are shown in the images
below:

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Round-over Ogee

Profile Cutting Strategy with Form cutter

Adding your own custom form


cutters

Adding a Form cutter to the Tool Database is straightforward and


the procedure is,

Before opening the tool database, draw to exact scale the Right
side of the cutter geometry in the 2D Window Use the Node Editing
tools to create the arcs and curves etc.

Only draw the Right-hand side of the cutter geometry to the correct size and scale as shown in the image
above.

The shape can be a combination of Lines, Arcs and Bezier spans. With the vector Selected open the Tool
Database (using the command icon on Toolpaths tab or from the main menu,
Toolpaths ► Tool Database In the Tool Database window, click New... Select Form Tool

The selected geometry will be imported and a profile displayed in the window.Give the Cutter a
meaningful name and enter the cutting parameters - speeds and feeds etc. Click the Apply button to
save the new cutter into the database list so it can be used at any time.

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Note: Cutter geometry can be imported as dxf, eps files and used to create Form Tools in the
database.

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Toolpath Templates

Toolpath templates allow you to improve the efficiency of your production processes by saving the
complete toolpath settings for common operations. These settings can then be re-used at any time on
different design geometry. Frequently used strategies and tooling can thus be applied to similar jobs,
quickly and easily.

Simple Toolpath Templates

Save Toolpath Template

Using the Toolpaths ► Templates ► Save Selected Toolpath as Template menu command (or the
associated icon), all the settings for the currently selected toolpath can be saved as a template.

Load Toolpath Template

When you load a previously saved toolpath template (using


Toolpaths ► Templates ► Load Template...) you will have an empty toolpath which can be edited by
double clicking on its name in the toolpath list or selecting the Edit Toolpath icon in the Toolpaths tab.
Once the toolpath form is open, the vectors to be machined can be selected and the toolpath calculated
using all the saved settings.

Save All Visible Toolpaths as a Template

The Toolpaths ► Templates ► Save All Visible Toolpaths as Template menu command (or the
associated icon) allows a group of toolpaths to be saved as a single template. As an example, the
toolpaths may have all the settings used for Profiling and Pocketing operations for a particular type of job
and material combination. These toolpaths settings can then be recalled simply by opening the template
and selecting the appropriate vectors for each toolpath.

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If toolpaths with the Vector Selection mode set to Automatic are saved as templates, these setting are
saved with the template. When the template is re-opened and the toolpaths recalculated, they will
automatically select all vectors which match the filters specified with the Vector Selector for that toolpath.

If you load a toolpath template which has toolpaths associated with layers which don't exist in the current
file, the Missing Layers for Template dialog will be displayed. It lists all the missing layers and offers you
the choice of having them created automatically, deleting toolpaths associated with missing layers or just
loading the toolpaths as is.

Choosing to allow the dialog to automatically create the missing layers allows a toolpath template to be
used to create 'standard' layers for machining operations and load the toolpaths ready to be calculated. All
you then need to do is move vectors to the appropriate layers and recalculate all the toolpaths.

Choosing the Delete all toolpaths associated with missing layers option allows you to create a single
template with many toolpaths and have the ones which aren't appropriate to the current job automatically
deleted.

Create Merged Toolpath

When using the same tool for different types of toolpath (eg. Pocketing and Profiling) those toolpaths can
be merged to create a single toolpath which performs the same cutting operations more efficiently.

The process of toolpath merging starts with the creation of two or more toolpaths which use the same
tool. Once you have created the toolpaths you want to merge, click on the toolpath merge button, or
select Toolpaths ► Merge Visible Toolpaths from the Main Menu.

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The toolpath merging form will give you an overview of the


toolpaths that you are about to merge.

Choosing Toolpaths to Merge

The toolpath merge tool will always try to merge all visible
toolpaths. To toggle the visibility of the toolpaths click the
corresponding check boxes for each toolpath in the toolpath
list shown below the form. The toolpaths to be merged will
appear in the box marked Toolpaths to be merged...

If fewer than two toolpaths are visible then the list of


toolpaths to be merged will display a warning. If two
toolpaths which use different tools are visible then the list of
toolpaths to be merged will display a different warning
explaining that only toolpaths with the same tool can be
merged.

Ordering

The toolpath merge tool has a number of checkboxes which


allow different orderings of the resulting merged toolpath.
When the toolpaths are merged each of these ordering
strategies is calculated and the quickest strategy chosen.

Merging by Part

When the Merge By Part check box is selected, the toolpath merge not only tries to optimize the whole
toolpath, it also tries to group related geometry to cut together.

To see this in action consider the following example file, this contains two toolpaths: a pocket toolpath for
pocketing inside the circles to the correct depth; and a profile cut out toolpath. Both of these toolpaths use
the same tool.

Without merging, the Circles are all pocketed before profiling around each of the squares. Merging the
toolpaths with the Merge By Part option checked ✓ will cut all of the pockets within a single square
followed by the profile for this square and repeat this pattern for each circle-filled square:

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Circular Pockets in Square Profiles Merge By Part option unchecked:


The Squares profiled after all
the Circles have been pocketed.

Merge By Part option checked ✓:


Each Square is cut after its
circles have been pocketed.

Merging by part tries its best to respect the ordering of the toolpaths in the toolpath list, and the order of
contours within a given toolpath. In particular, if contours of two different toolpaths lie within the same part,
the contour of the first toolpath will be cut before the contours of the second toolpath. The following
examples show how the toolpath order in the main toolpath list alters the results of toolpath merging.

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Merged from main toolpath list going A ► B ► C

Merged from main toolpath list going B ► C ► A

If the Merge By Part option is not selected then no attempt is made to preserve either the toolpath order
or the order of contours within the same contour, this simply aims to get the same end result as quickly as
possible. Because of this, it is best to use this option with caution, particularly if one of your toolpaths
must be performed before the other, and you will be warned when using this option.

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Toolpath Name

Enter a name for the newly created merged toolpath.

Click on the Merge Toolpaths button. This creates a new toolpath. It does not modify the chosen
toolpaths.

Note: It is often a good idea to choose a name which describes the toolpaths to be merged. If one of
these original toolpaths is then modified it is easier to recall which toolpaths need to be merged
again.

Recalculating and Editing Merged Toolpaths

Once a toolpath has been created using the merge toolpaths tool then it cannot be recalculated or edited.
If you modify one of the original toolpaths then you must perform any merges again.

Feeds and Speeds

It may be that the toolpaths to be merged have different feeds and speeds. Toolpath merging will
automatically change the feeds and speeds for the different parts of the toolpath but you should check
that your post -processor supports this.

Create Array Copy Toolpath

Using the same approach as the Array Copy Tool for vectors in your drawing, this toolpath operation
allows you to duplicate one or more toolpaths into a grid of copies. One of the key benefits of this
approach is that it allows you to subsequently edit your original toolpaths and the software will
automatically update the associated array of copies.

To use the Array Copy Toolpath, open the form and turn on the visibility for each of the toolpaths you wish
to be part of your array using the visibility checkbox next to each toolpath in the list below the form. The
current selected toolpaths appear in the Toolpaths list at the top of the form.

The position of the resulting grid of toolpaths is always created to the right and above the source
toolpaths. Therfore, you should always position your source toolpaths in the bottom left corner of the area
you wish the array to fill.

Use the Rows (Y) and Columns (X) boxes to specify the size of your grid and thus the total number of
copies of the original toolpath(s) that will result.

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The spacing between the copies of the toolpath within the


grid are controlled using the Offset and Gap radio button
options. The X and Y edit boxes determine the offset
between the start point of each toolpath or the spacing
between the bounding boxes of the copy, depending on the
radio button option selected.

The final option, Minimize tool changes, will only be


available if the source toolpaths are using different tools.
This will group toolpaths with the same tool geometry across
the copies so that they can be output together. By grouping
in this way, the parts of each copy using the same tool are
cut together and the entire array can be cut with the
minimum number of tool changes. If this option is not set,
then the toolpaths for each copy will be cut individually, with
tool changes required for each. See the The Array Copy
Toolpath Cut Sequence section for a detailed discussion of
how this option affects the toolpath sequence.

Click the Calculate button to create the grid array of 'child'


toolpath copies of the 'parent' toolpaths you have selected.

Working with Array Copy Toolpaths in


the Toolpath List
Array Copy Toolpaths are
displayed in the Toolpath
List in different way to
other toolpaths. The
source toolpaths (the ones originally selected as the basis of the array) are now shown below the array
copy toolpath item in a tree structure. For complicated jobs you can hide the source toolpaths in the list
using the small + and - controls next to the Array Copy Toolpath in the Toolpath List. The usual
visibility checkboxes are also available for both the array copy toolpath and its source toolpaths.

You can rearrange the order of the source toolpaths within the array copy group either by dragging them
up or down using the mouse, or by click the up and down ordering arrows at the top of the Toolpath List.
These features give you total control of each toolpath type within the array and are particularly important
for saving the toolpaths in precisely the form and sequence you need.

Editing an Array Copy Toolpath

The tree layout of items in the Toolpath List also means that you can still be access the source toolpaths
independently for editing. Any changes you make to a source toolpath will automatically be reflected in all
the child copies in the array. To edit a source toolpath, double click on it to open the toolpath form from
which it was originally created. Make any changes you need in the form and click the Calculate button to
apply the changes throughout the array of copies. To edit the number of copies, grid spacing or any other

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aspect of the array copy operation, simply double-click the array copy toolpath item containing the source
toolpaths. Edit and recalculate in the usual way.

The Array Copy Toolpath Cut Sequence

By default the array copy toolpath will cut all of its source toolpaths in the order they are specified in the
Toolpath List. All the toolpaths in each array copy within the grid will be cut before moving on to the next
grid copy. If, however, the Minimize tool changes option is turned on, then every effort is made to reduce
the number of tool changes (whilst still maintaining the toolpath list cutting order) for the whole array.

As an example let's assume that we have three source toolpaths forming our array: A, B and C. A and B
use the same tool, but C uses a different tool. We create a 2 by 2 array copy toolpath resulting in 4 copies
of the source toolpaths in total.

Initially the array copy is created without the Minimize tool changes option selected. Previewing the
resulting array copy toolpath will demonstrate that the toolpaths are cut per copy in the order they are
listed i.e. the sequence will be ABC ABC ABC ABC. In other words, all the toolpath strategies are cut for
each copy completely before moving on to the next copy. Because the tool required for C is different than
for A and B then each copy will require the tool to be changed and for the whole sequence this will result
in 7 tool changes as you move from copy to copy.

If the array copy is re-calculated with the Minimize tool changes option selected then a toolpath preview
will reveal a different sequence. Now the example array will be cut AB AB AB AB C C C C. The C
toolpath, requiring a different tool, is now cut separately. You will note that this now means that only one
tool change will be required to cut the whole set of copies.

Saving an Array Copy Toolpath


As far as possible, array copy toolpaths are saved in exactly
the same way as other toolpaths except that each source
toolpath in the list represents all of its copies. If you switch
off the visibility of a source toolpath before saving, none of
the copied instances of that toolpath will be included in the
saved toolpath. Thus you can use the visibility controls to
save a toolpath that will cut all of the copies, but limited to a
particular subset of the source toolpath types.

In general, the sequence of cutting will be to cut all of the included toolpath strategies for each copy in the
grid before moving on to the next copy.

IMPORTANT: If the array copy toolpath contains more than one source toolpath using the same tool,
then the sequencing within the array copy toolpath as a whole can be affected by the Minimize tool
changes option setting when it was first created.

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Preview Toolpaths

Calculated toolpaths can be previewed to see exactly what


they will produce when cut into the material. The 3D
preview mode also allows the job to be viewed in different
material types with the option to paint the machined regions
with a Fill Color.

Material and Rendering Settings

The pull-down list offers a range of material types to shade


the 3D model. The first entry in the list is 'Use Solid Color'
and if this is selected the color for the material can be
selected from the color picker form.

See Adding Custom Materials below for adding your own


materials.

Machined Area Color...

Material Color

With this setting, the areas of your preview will simply be


colored using the material defined above. Effectively this
switches off independent material settings for your
machined areas.

Global Fill Color

Paints all the machined regions with the selected color. Selecting the associated pull-down list opens the
default color selection form. Click on one of the preset colors, or click More Colors... to create a
completely custom color.

Toolpath Color

If this option is selected, each toolpath can have a different color assigned. If the 'No Fill' option is
selected from the color picker form, the current toolpath will be shown in the material color.

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Animate preview

This option will show the material being removed by the cutter as the preview is drawn.

Draw tool

This option will show a wireframe animation of the tool (to scale) cutting the job.

Toolpath Preview Tools

Preview Toolpath

This option animates the selected toolpath cutting into the material

Preview Control Simulation

The preview controls provide full video-like playback control of your toolpath. You can use this mode to
analyze the tool moves in detail, step-by-step. To begin using Preview Control, click on either the Run,
Single Step or Run to Retract buttons.

The Preview Control buttons are summarized below:

Run Begins Preview Control simulation

Temporarily halts the tool in its current position and enables the Stop button so you
Pause
can exit Preview Control mode

Single Step Moves the toolpath on by one tool move.

Run to Retract Runs the toolpath to the next retract move, then pauses the tool.

Stop Exits Preview Control mode.

Note: To cancel the process of previewing a toolpath using Preview Control, first click the Pause and
then the Stop buttons.

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Preview All Sides

This option animates all calculated toolpaths cutting into the material on both sides if working in a two
sided environment without being in the 'Multi Sided View' mode (This option will be grayed out if working
in a single sided setup)

Preview All Toolpaths

This option animates all calculated toolpaths cutting into the material

Preview Visible Toolpaths

This command allows you to identify a subset of toolpaths to be simulated, quickly and easily:
Isolate the toolpaths you wish to preview by un-ticking the visibility checkboxes of the other toolpaths in
the Toolpath List.

Verify that the 3D View is only displaying the toolpath previews of the toolpaths you are interested in.

Click Preview Visible Toolpaths to begin the simulation.

Delete Waste Material

If a profile toolpath is calculated the excess material around the edges of the job can be automatically
removed to show the finished job.

Reset Preview

Resets the material back to a solid block

Save Preview Image

Saves an image of the 3D window as a BMP, PNG, JPG or GIF file

Note: Saving the image as a PNG without the Color Shaded Background is often useful when the
image will be used on its own in a brochure or on a web site etc.

Adding Custom Materials


Additional materials can be added to the library list by simply copying an image file (JPG, BMP or TIF) of
the material or image you wish to render the job with into the Textures folder within the 'Application Data
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Folder'. You can open the Application Data Folder from within the program using the
File ► Open Application Data Folder menu command. The location of this folder is different on different
operating systems, but as an example for \ProgramData\Vectric\VCarve Promust be restarted when new
materials are added.

Shading textures can be obtained from sources such as the internet, clipart libraries or simply create your
own from a digital or scanned photographs. For good quality results the image needs to be approximately
1000 pixels x 1000 pixels. The texture image is simply scaled proportionally in X and Y to fit the longest
side of the job.

Multi-Colored Toolpath Preview

When previewing the effects of each toolpath it is possible to assign different colors to each one. This can
be used to simulate the effects of differently painted areas both as a way to verify what is being cut by the
toolpaths and also to provide an image than can be emailed or printed for customer approval.

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Shaded Preview Image

Finished Sign

The different colors can be set from the Preview


Toolpath form - this appears automatically when a
toolpath is calculated or can be accessed anytime by
clicking the bottom, left icon in the Toolpath Operations area
of the Toolpath Tab:

When this icon is clicked (or immediately after a toolpath is


calculated) then the Preview form will be shown. The
options for defining the fill color are contained in the
Machined Area Color area of the form:

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Solid Material Color

Before the individual toolpath color fill is covered it is worth


pointing out another feature within the preview form. There
is the option at the very top of the Material List to select a
Solid Color for the surface of the part. Once this is selected
the color choice can be made from the drop-down Solid
Material Color area. This allows material with a different
solid color surface and core to be easily represented.

Machined Area Color

Use Material Color

Checking ✓ this option will use the same


color/material for the fill as you have
selected for the material itself:

Use Global Fill Color

Checking ✓ this will use the same single


fill color for all toolpaths:

Use Toolpath Color

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Checking ✓ this will let you select


different colors for each toolpath in your
list:

To set the color individually, first select


the toolpath from the Toolpath List and
then click on the drop down arrow next
to the color block to show the form:

Choose the color you want for the fill of that toolpath and it
will be applied to the areas that the toolpath has carved
when they are previewed. Once you assign an individual
color a small square of that color will be displayed next to
the name in the toolpath list. This can be seen top left of
each tool icon:

If you click the option at the top of this form where is says
No Fill then this will leave that toolpath in the selected Preview Material Color.

Set All

Clicking the Set All button will set all the toolpaths in your Toolpath List to the currently selected color.
ONLY click this if you want to change all toolpaths to have the same color as you cannot undo this
operation.

Using the Multi Colored Toolpath Preview option with


3D toolpaths

When assigning an individual color it will be applied to the whole toolpath. If you are cutting a part in
VCarve Pro with a number of 3D shapes in it you would only be able to assign different colors to them if
they were cut with individual toolpaths. In most cases with 3D parts it would probably be better to create a
multi-colored image for a customer by shading the components and saving an image of the 3D model
than trying to assign different colors to the toolpath preview. This will also allow the use of not just solid
colors but the materials for the different parts.

It is worth repeating with regard to the 3D toolpaths that there is the ability to select the No Fill option from
the color choice to keep the toolpathed area in the same finish as the material surface.
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Estimating Machining Times

This option estimates the machining times for all calculated


toolpaths based on the feed rates specified for each tool.
The estimates for individual toolpaths plus the overall
machining time of all visible toolpaths are calculated using
the user defined Rapid Rate moves and Scale Factor.

Times

The estimated machining times are displayed in Hours:


Minutes: Seconds

Rapid Rate

The maximum feed rate at which the machine runs for rapid
moves, typically specified using a G0 or G00 move

Scale Factor

The nature of different styles of toolpaths means that they


may be simple 2D cuts or require simultaneous 3-axis
moves, the more complex the toolpath then the more chance the CNC machine may not actually achieve
the programmed feed rates. This can be compensated for by multiplying the times by the Scale Factor.

The inaccuracies generally come from the acceleration / deceleration of the machine. If the program tells
a machine to move at 200 inches / min along a 200 inch straight line the machine will probably take pretty
close to a minute.

If instead of a straight line we ask the machine to cut say a gear wheel with a total circumference of 200
inches, the machine is likely to take considerably longer. This is because the machine will have to slow
down to go around the tight curves of gear tooth profiles and will probably never reach its programmed
speed before having to slow down again for the next change in direction.

The scale factor in the program lets you approximate this slowdown for your machine, but it will vary
depending on the type of work you are doing. Many people will use one scale factor for simple 2d work
and another for 3d or VCarving. The best way to calculate it is just to take a note of estimated and actual
machining times of a period of time.

If a job actually takes 6 minutes to cut and the estimate was 3 minutes, the scale factor would be set to 2
(actual time / estimated time = 6/3).

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For machines where the controller provides an estimated machining time, these should be more accurate
as the controller can determine where the machine is accelerating / decelerating and take account of this.

Note: The information displayed on the form for each toolpath can be selected, copied and pasted
into another document.

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Toolpath Tiling

Using the Toolpath Tiling options it is


possible to machine objects and designs
that are many times larger than the
available area of your CNC machine bed.
This process is also invaluable if the
maximum size of your material pieces are
limited. In both cases, a much larger
project can still be achieved by breaking
the toolpath down into manageable tiles or
strips, each of which can fit within the
machinable area of your CNC machine, or
on the available material blocks. Once cut,
the tiles can then be re-assembled to form
the finished piece.

The process of tiling begins by creating


toolpaths based on the final object entirely
as normal - at this stage you do not need
to take any account of the available
machining bed size. Once you have
calculated required toolpaths, click on the
toolpath tiling button in the toolpaths pane
to open up the toolpath tiling form.

The Toolpath Tiling


Manager

The toolpath tiling form will 'split' the full-size toolpaths into a number of discrete, but precisely aligned,
toolpath tiles as soon as you click the Update Tiles button. Any toolpath arcs spanning a tile boundary will
remain as arcs after tiling.

While the Tile Toolpaths mode is enabled (using the checkbox on this form) any toolpaths that you save
will automatically be divided into tiles.

The top section of the tiling form allows you to set the type of tiling you require (see below for more
information) and the appropriate settings for each tiling strategy.

The lower section of the tiling form allows you to select and activate each of the tiles. The currently active
tile can be previewed in either the 2D or 3D View.

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Tiling Options

There are three layout strategies for tiled toolpaths, the most appropriate one will depend on your
machines capabilities and the available material.

Individual Tiles

The first tiling option is for individual tiles. This splits the current job in both X and Y, to form a series of
entirely separate toolpaths. This is generally the preferred option if you have independent pieces of
material to machine, or if you have a moving-bed type CNC machine that will not allow you to 'overhang'
material outside of the machinable area.

With this option selected, you are asked to specify the width and height of each tile, and the required
overlap (which will be applied in each direction). Tiles are created from the bottom left of your model. The
overlap for independent tiles is particularly important for 2.5D toolpaths that utilize the shape of your tool
bit (such as V-bit carving). 2.5D toolpaths will need to 'overrun' the edges of your tile in order to complete
their cuts using the side of the bit. For this reason, the overlap distance for Independent Tiles will typically
need to be at least equal to the radius of your tool bit.

Feed-through in X or Feed-through in Y

Instead of cutting a series of individual pieces of material and assembling them later, it can also be
convenient to cut a single strip of material using a series of set-ups - moving the material through the
machinable area between cuts. VCarve Pro specifically supports this technique using the Feed-through in
X/Y options. In these cases you will only need to define either the Tile Width or Height (which corresponds
to your intended feed-through distance), as the other dimension is assumed to correspond to the shorter
side length of your material and will match the equivalent current job dimension. Similarly, the overlap
distance is only applied in the direction of the draw-through. Because you will typically be cutting the
same piece of material with each toolpath tile, the overlap distance for Feed-through is not as critical as
for Individual tiles and is typically used to allow for a margin of error in your set-up accuracy.

Once you have set your tiling option, click the Update Tiles button to see your settings reflected in the Tile
Previews in either the 2D or 3D Views.

Tile Previews

The 2D View indicates how the model area is split into tiles. The yellow lines indicate the tile sizes, but the
light red areas also indicate the overlap region for each tile. You should pay particular attention to the fact
that this overlap can take the toolpath outside of the tile boundary - this is necessary to ensure that 2.5D
toolpaths, in particular, form the correct shapes at the tile edges.

An independent toolpath tile preview in the 2D View. The light red areas indicate the current overlap
settings for this tile.

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This image shows the same toolpath tile's 3D preview, positioned relative to the machining origin. You
should note that the tool will machine negative, as well as positive, relative to its origin in this case. You
must allow for this necessary effect when setting up your material and origin for machining.

When you come to machine these tiles you should take care to allow for the overlap distance when
setting your machining origin on your material. Internal tile toolpaths can machine negative, as well as
positive, relative their origin.

The currently active tile can be set directly from the 2D View by double-clicking on the background of one
of the indicated tile regions.

Simulating Tiled toolpaths

You can also view and simulate individual toolpath tiles in the 3D View. To view the toolpath tiles, simply
ensure that the toolpaths are visible (checked ✓ in the Toolpath List) and then select the tile you wish to
see either from the Tile Toolpaths form, or the 2D View (see above).

Since tiles are created so that they will all be cut within the same machinable area (i.e. they are all located
in a similar position relative to the machining origin), this can make them difficult to visualize using
Preview Toolpaths. Simulating each toolpath tile in its absolute position will result in the toolpaths being
cut in the same region of your preview block and they will overcut the same area. The Tile Toolpaths form
has an option Draw toolpaths in original position for visualization to allow you to simulate the tiles as if
they were arranged in their final pattern. With this option enabled, you can visualize how your final piece
will look by previewing all your toolpath tiles together, but you should note that it will not reflect the true
offset of each toolpath from your machining origin.

Saving toolpath tiles

Provided you have created toolpath tiles using the Tile Toolpaths form, an additional option, Output Tiled
Toolpaths, will be available in the toolpath saving form.

It will be checked ✓ or unchecked to match the current state of the Tile Toolpaths check box in the Tile
Toolpaths form.

Note: If the Output Tile Toolpaths option is grayed-out this means that no tiles have been created.
You will need to close the Save Toolpaths form and use the Tile Toolpaths form to create the toolpath
tiles before continuing.

Create Job Sheet

See Also:
Example Output
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Job sheets contain a summary of the information you will need when you come to run the toolpaths for
your project at your CNC machine. VCarve Pro will create a self-contained HTML document that can be
viewed using most web browsers, including Internet Explorer, Chrome or Firefox. To create a job sheet for
a given project, simply select Create Job Sheet from the Toolpaths menu and then select a filename
and location to save the document. If your job contains multiple sheets, VCarve Pro will automatically
create a Job Sheet for every sheet that contains toolpaths. If you are working on a two sided job you will
need to create a job sheet for both sides by simply switching between the sides and selecting the create
job sheet icon, when you save the .html file the software will automatically add “_Top” or “_Bottom” to the
name to differentiate between the two sides once the file has been saved.

Note: If you wish to automatically open the Job Sheet after creation, simply hold down the CTRL key
on the keyboard as you select the Create Job Sheet option from the menu.

Each job sheet document comprises the following information:

Job Layout

A thumbnail image representing the vectors on your current job / sheet, surrounded by an outer rectangle
representing your material size.

Material Setup

A summary of the important pieces of information you will need to correctly position and datum your work
piece at your CNC machine. This includes the dimensions of the material block used within VCarve Pro to
create and simulate your toolpaths. The home position from which your machine will start and return to.
The clearance above the material for any rapid moves between plunges. For Two Sided Jobs you will also
be displayed which side the setup sheet belongs to (top or bottom) along with the flip direction.

Toolpaths Summary

A summary of each of the toolpaths in the file, including the name of the toolpath, the tool required and an
estimate of how long it will take to cut.

Toolpaths List

Details of each toolpath, including feed and plunge rates plus the intended spindle speed.

Job Setup Sheet

2-Sided_Machining_Getting_Started
Job Layout

Material Border
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Material Setup
Job Type: Double Sided
Side of Material:Top

Flip Direction: Horizontal

Material Block:

(X):24" (Y):5.5" (Z):0.5"

Home / Start Position:

X:0" Y:0" Z:1.5"

Datum Position:
Z-Zero:Top of Material

XY: Bottom Left Corner

Clearance Z1: 0.3"


Toolpaths Summary
Toolpaths : 3
Horizontal Pockets
Vertical Pockets
Dowel Holes
Tool Name:
[1] End Mill (0.25 inch)
[1] End Mill (0.25 inch)
[1] Drill (0.250")
Time Estimate : 00:05:49
00:00:42
00:04:55
00:00:12
Toolpath: Horizontal Pockets

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Toolpath Info
Time Estimate: 00:00:42
Toolpath Type: Pocket Toolpath
Feed Rate: 100 inch/min
Plunge Rate: 30 inch/min
Spindle Speed: 12000
Tool Info
Tool Name: End Mill (0.25 inch)
Tool Type: End Mill
Tool Number: 1
Max Cut Depth: 0.125"
Pass Depth: 0.125"
Stepover: 0.1"
Toolpath: Vertical Pockets
Toolpath Info
Time Estimate: 00:04:55
Toolpath Type: Pocket Toolpath
Feed Rate: 100 inch/min
Plunge Rate: 30 inch/min
Spindle Speed: 12000
Tool Info
Tool Name: End Mill (0.25 inch)
Tool Type: End Mill
Tool Number: 1
Max Cut Depth: 0.25"
Pass Depth: 0.125"
Stepover: 0.1"
Toolpath: Dowel Holes
Toolpath Info
Time Estimate: 00:00:12
Toolpath Type: Drilling Toolpath
Feed Rate: 3.123 inch/sec
Plunge Rate: 1 inch/sec
Spindle Speed: 12000
Tool Info
Tool Name: Drill (0.250")
Tool Type: Drill
Tool Number: 1
Max Cut Depth: 1"
Pass Depth: 0.25"
Stepover: 0.025"

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Saving Toolpaths

This option allows toolpaths to be saved in the appropriate


file format needed to drive the CNC machine. Toolpaths can
be saved as individual files for each tool used or as a single
file containing multiple toolpaths for CNC machines that
have automatic tool changers.

Individual Toolpaths

CNC machines that require the tooling to be changed


manually will typically need a separate toolpath for each
cutter used. The procedure for saving this type of toolpath
from VCarve Pro is to:

1. Select the toolpath to save from the Toolpath List


2. Click on the Save option and the Save Toolpaths form
is displayed.
3. Select the correct Postprocessor for the CNC
machine from the pull-down list
4. Click the Save Toolpath(s) button
5. Enter a suitable Name and click the Save button

Note: When multiple toolpaths are created using the


same tool geometry and tool number, they can be
saved into a single file by selecting the option to -
Output all visible toolpaths to one file.

Automatic Tool Changing Support

CNC Machines that have Automatic Tool Changing (ATC) capabilities can work with a single file that
contains multiple toolpaths, each having a different tool number.

The postprocessor must be configured to support ATC commands for your CNC machine. Contact your
software or machine supplier for more details.

The procedure for saving these toolpaths is,

Use the Up and Down arrows to order the toolpath list in the cutting sequence required.

Tick each toolpath to ensure it is drawn / visible in the 3D window as shown:

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Click on the Save option and the Save Toolpaths form is


displayed. Select the option
Output all visible toolpaths to one file

The names of the toolpaths that will be written into the file are displayed along with the tool number in
square brackets [1]. If a calculated toolpath is not required, simply tick to undraw it.

Click the Save Toolpath(s) button Enter a suitable Name and click the Save button

Error Messages

The postprocessor automatically checks to ensure:

It has been configured for saving files that include ATC commands
A different tool number has been defined for each different cutter being used.

An error message will be displayed to indicate the problem if either of these items is not correct.

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The Toolpath List


The Toolpath List is located at the bottom of the Toolpath Tab
(toggle tab visibility using Shortcut key F12 ).

This area displays in a list, the name of each calculated


toolpath with a check-box to turn the visibility of the toolpath
in the 3D View on and off. The icon next to the check-box
shows the type of tool selected for that particular toolpath.

Double clicking the name of any of the toolpaths will open up


the toolpath strategy window for that toolpath and allow edits
to be made to it.

The up and down arrow icons to the right of the window


allow the user to move a toolpath up and down in the list.
This will affect the order the Toolpaths are previewed in and
if multiple toolpaths are saved as a single file, then this will
be the order that the machine cuts them in.

You can adjust the space available for the Toolpath list by
clicking and dragging the divider that separates the Toolpath
List from the Toolpath Operations section, up or down.

Resizing the Toolpath List

The toolpath list can be resized by clicking on the divider between the toolpath list and toolpath
commands area and dragging.

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Rotary Machining and Wrapping


VCarve Pro can 'wrap' flat toolpaths around a cylinder to provide output to CNC machines which are
configured with a rotary axis / indexer. The image below shows a flat toolpath wrapped around part of a
cylinder.

Note: It is important to note that wrapping works in conjunction with specially configured post-
processors which take the XYZ 'flat' toolpaths and wrap them around a rotary axis, replacing either
the X or Y moves with angular moves.

The toolpaths can be visualized wrapped within the program:

VCarve Pro can also visualize a wrapped model within the program by drawing the shaded composite
model wrapped.

Note: The wrapped model preview requires the origin of the model to be in the center to produce the
correct result.

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Cross section of a table leg modeled flat

Toolpath wrapping switched on

VCarve Pro also has the ability to draw the toolpath simulation wrapped. Although this is very useful for
getting a feel for how the finished product will look, it is important to realize that the wrapped simulation

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may not be a 100% accurate representation of how the finished product will look. An example of potential
difference would be if you drilled holes in your rotary job. In the actual work piece these will obviously just
be round holes, in the wrapped simulation these may appear as distorted ovals due to the 'stretching'
process which takes place when we wrap the flat simulation model for display.

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Simulated fluting toolpath flat

Toolpath wrapping switched on

All the wrapped toolpath and model drawing is controlled using the 'Toolpath Drawing' options on the
Toolpaths menu. To switch on wrapped toolpath and model drawing use

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Toolpaths Menu ► Toolpath Drawing ► Wrap Y Values (around X axis):

Note: If your rotary axis is aligned along your Y axis you would choose the
Wrap X Values (around Y axis) menu item. All the examples in this document will assume that the
rotary axis is aligned along X.

It is important to realize that there are a huge number of possible combinations of machine controller and
axis orientations for rotary axis / indexers. This means it is impractical for Vectric to supply a pre-
configured post-processor for every possible combination as standard. We include some wrapping post-
processors in the default post-processor list as standard.

We also ship a copy of those post-processors in the Application Data Folder which can be accessed from
the File Menu ► Open Application Data Folder.
Under this folder (shown as C:\ProgramData\Vectric\[ProductName]\V[ProductVersion] in the example
shown below, this will be different on different operating systems) copies of the wrapped post-processors
are stored in a sub-folder called 05-Wrapped:
C:\ProgramData\Vectric\VCarve Pro\V[ProductVersion]\PostP\05-Wrapped

Examining these posts may be helpful if you need to configure a post of your own. If Vectric have not
supplied as standard a post for your machine configuration please refer to the Post Processor Editing
Guide accessible from the Help menu of the program for information on how to configure a post-processor
and also look at the standard rotary posts Vectric supply.

You should also look at the Vectric forum (www.vectric.com/forum) to see if anyone else has already
configured a post for your configuration or one similar. If, after looking at these resources you are still
unsure of what needs to be done for your machine, please feel free to contact support@vectric.com for
help. However, please note that we cannot guarantee to write a custom rotary post-processor for every
individual requirement.

Creating a file for rotary / wrapped machining


To simplify working with rotary / wrapped machining, VCarve Pro is supplied with a number of 'gadgets' to
automate many of the common processes used in creating a job for rotary machining.

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The first step for any rotary machining job is to run the 'Wrapped Job Setup' gadget before you open a
new or existing file by selecting Gadgets ► Wrapped Job Setup from the main menu.

The Wrapped Job Setup dialog shown below will be displayed

The form is divided into two main sections which we will discuss separately. The top part of the form
allows you to enter details about the cylinder you will be machining on and your machine configuration.
The bottom section of the form offers options on how the 2D view will be laid out.

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Cylinder Dimensions - Here you specify the size of the finished cylinder you will be working on. From
these dimensions the gadget will calculate the circumference of the cylinder surface which along with the
length of the cylinder will control the width and height of the 2D job. The diameter will also be used to set
the thickness of the job in the program to the radius of your cylinder.

Cylinder Orientation Along - This section is used to tell the program how you have your rotary axis aligned
on your machine. The images show the two supported options. If the centerline of your rotary axis is
aligned along the X Axis of your machine pick the first option, otherwise the second. The gadget will
remember your choice the next time it is run, so you should only have to make this choice once.

XY Drawing Origin - Here you can specify where the XY zero origin will be placed on your job. These
options correspond to the same fields on the normal 'Job Setup' form within the program. Most people
would use the default Bottom Left Corner, but for some jobs you may prefer to have the XY origin in the
Center.

Z Origin On - This section determines whether the Z Origin is set to the surface of the material or the base
(center of cylinder). These settings can be over-ridden when the toolpath is actually saved, but we would
strongly recommend the 'Cylinder Axis' is selected for rotary machining. The reasons for this are detailed
in the note below.

Note: Z Origin for Rotary Toolpaths

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When you output a toolpath via a wrapping post-processor the form shown at the left will be displayed
(this is for a post processor which wraps Y values around a cylinder aligned along the X axis) ...

You have the choice of specifying if the tool is being zeroed on the center of the cylinder or the surface.
When you are rounding a blank, you cannot set the Z on the surface of the cylinder, as the surface it is
referring to is the surface of the finished blank. We would strongly recommend for consistency and
accuracy that you always choose 'Center of Cylinder' when outputting wrapped toolpaths as this should
always remain constant irrespective of irregularities in the diameter of the piece you are machining or
errors in getting your blank centered in your chuck.

A useful tip for doing this is to accurately measure the distance between the center of your chuck and a
convenient point such as the top of the chuck or part of your rotary axis mounting bracket. Write down this
z-offset somewhere, and zero future tools at this point and enter your z-offset to get the position of the
rotary axis center

Another reason for choosing 'Center of Cylinder' is that some controls will be able to work out the correct
rotation speed for the rotary axis based on the distance from the center of rotation. If the Z value is
relative to the surface, the control would need to know the diameter or radius of the cylinder at Z zero.

The bottom section of the form offers two choices for how the job will be set out.

As well as working with a simple unwrap of a cylinder into a flat sheet; this gadget can create a layout for
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wrapping a 'spiral' around the cylinder. This can be extremely useful if you have a design which wraps
multiple times around your cylinder, as you can lay out the design as a continuous strip which will be
wrapped in a spiral fashion when the toolpaths are created. To use this feature you must ensure that all of
the design AND toolpaths remains within the area bounded by the vector created on the Spiral Wrapped
Area layer.

If you choose the 'Spiral Wrap' option, enter the number of times you want your design to wrap around the
cylinder. The screenshot below shows a simple 3 turn wrap in the 2D view and the wrapped toolpath.

Vector Layout

As well as creating a job at a suitable size for wrapping


toolpaths, if this gadget is run from VCarve Pro, it will create a
number of vectors which can be very useful when creating your
wrapped job.

The vectors are created on their own individual layers and by


default these layers are switched off to avoid cluttering up your
work area. To switch on the layers, display the 'Layer Control'
dialog ( Ctrl + L is the shortcut to show / hide this). To show /
hide the layer simply click on the check box next to the layer
name.

2Rail Sweep Rails - This layer contains two straight line vectors
which can be used to sweep a profile along if you are creating a
shaped column.

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Bounding Box - If you have chosen the 'Simple Cylindrical Wrap' option, this layer contains a rectangular
vector covering the entire job area. This vector is useful if you are going to machine the complete surface
of the cylinder.

Spiral Wrapped Area - If you selected the 'Spiral Wrap' option, this layer (which is visible by default) holds
the vector bounding the area your design should be placed in to wrap correctly. This vector should also be
used as a machining boundary if you are machining the complete surface of the cylinder.

In addition to the vectors created on layers, if you selected the 'Spiral Wrap' option, the gadget will create
a series of horizontal and vertical guidelines to assist you in laying out your project.

Creating a Simple Wrapped Toolpath - Step by


Step
1) Ensure you have a wrapping post processor for your controller and axis configuration installed in the
PostP folder (see above).

2) Start a new job using the Wrapped Job Setup gadget - This must be run without a file open. When
you start the program, before opening a new or existing file, select Gadgets ► Wrapped Job Setup from
the main menu.

3) The Wrapped Job Setup dialog shown below will appear...

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This dialog lets you specify the size and orientation of the cylinder you are machining on and also the axis
the rotary axis is aligned with on your machine. After filling in the values and pressing OK the form will
close and a new job will be created within the program. The size of the job will match the size of a sheet
of paper wrapped around the surface of a cylinder of the size you specified. The thickness of the material
will be set to the radius of your cylinder.

4) You can now create toolpaths within the job as normal. The example below demonstrates a piece of
text machined with a pocketing toolpath 0.1 inch deep.

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In the 3D view you will see the normal 2d toolpath ...

5) We can now see what this toolpath will look like when it is wrapped for output on a rotary axis.
Select Toolpath Menu ► Toolpath Drawing ► Wrap Y/X Values (Around X/Y Axis) from the Main
Menu.

Note that for clarity we have un-checked View ► Color Shaded View. Depending on your machine
setup, you should choose either 'Wrap Y Values (around X axis)' or 'Wrap X Values (around Y axis)' and
this choice should match the choice you made for cylinder orientation in the 'Wrapped Job Setup' gadget
in step 2.

6) In the 3D view you should now see your 'flat' toolpath wrapped around the axis of your choice. To help
with visualization, check ✓ the menu option 'View - Draw Material Block' as shown in the screen shot
below.

7) Now you can save the toolpath using the wrapping post-processor copied into the PostP directory in
Step 1. Select your 'Wrapping' post-processor and the 'Wrapped Output' dialog will appear as shown
below ...

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Note that in the example wrapping post-processor is selected (it has 'Wrap' as part of the name to
distinguish it from a normal post-processor). Normally you will not need to change the values on this form
other than possibly 'Z Zero Position On Cylinder' the first time you run it. The rest of the values are filled in
automatically based on the settings from the post-processor and the material thickness which should have
been set to the radius of your cylinder by the 'Wrapped Job Setup' gadget in step 2.

For the Z-Zero position, we would strongly recommend that you choose 'Center of Cylinder' as this should
always remain constant irrespective of irregularities in the diameter of the piece you are machining or
errors in getting your blank centered in your chuck. A useful tip for doing this is to accurately measure the
distance between the center of your chuck and a convenient point such as the top of the chuck or part of
your rotary axis mounting bracket. Write down this z-offset somewhere, and zero future tools at this point
and enter your z-offset to get the position of the rotary axis center. If you are roughing an oversize blank,
you MUST zero from the center of the cylinder, as the 'Surface of Cylinder' option refers to the surface of
the final blank NOT your rough blank.

This has just been a brief overview of how wrapped machining works, and Vectric supply a number of
other 'gadgets' to help perform common rotary machining tasks such as rounding square stock, creating
fluted columns, laying out 'barley-twist' spirals etc. See Gadgets for more information.

Gadgets
VCarve Pro supports extensions to its core functionality through add-in tools called Gadgets. Gadgets can

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be downloaded and installed at


any time. Installed Gadgets are
accessible from the main
Gadget menu, which is built
dynamically each time VCarve
Pro starts up.

Additional Gadgets become


available from time to time, and
are available for download from
http://gadgets.vectric.com.

Gadget
Shortcuts

Shortcut can be set to run a


chosen gadget from the list of
gadgets. To set the gadget
shortcuts select the Gadget
Shortcuts button from the
Gadgets menu.

You may then assign one of the


predefined shortcut keys to run a chosen gadget. The available shortcut keys are Ctrl and a function key.

Preinstalled Gadgets

A number of Gadgets are included as part of the default installation of VCarve Pro. These are all available
from the Gadgets menu:

Dragknife Toolpath
Keyhole Toolpath
Setup Sheet Editor

Job Setup Sheet Editor


The Job Setup Sheet Editor is a gadget which enables you to personalise the existing Job Setup Sheet
that you can generate from the Toolpaths Menu. You can access the gadget from the Gadgets Menu.

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Change Logo

, press the Browse... button. This will open a dialog box


To change the logo from the default Vectric logo
enabling you to search your local computer for images to select. Images in landscape are better suited as
they will be scaled down to W165 x H52 pixels. Images must either be JPG, PNG or GIF file format.

Title

To change the default title of “Job Setup Sheet”, enter the desired title in the edit box.

Color options

There are two options to change the color of the Header and Footer blocks, you can either: Point and click
the mouse in the colored edit box, this will bring up the color selector, select a color and then click
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anywhere outside of the selector to


accept this. Type a colors hex value
directly into the edit box.

Add or Remove Setup


Sheet Information

Each of the 5 sections of the Job Sheet


can either be included or removed to
display as much information as required.
The image to the left, represents a
default Job Sheet which includes the
following 5 sections:

Job Layout
Job Notes
Material Setup
Toolpaths Summary
Individual Toolpath Summaries

Restore to default sheet

Upon first successful run of this gadget, it


will detect if you have already created a
modified version of the Job Setup Sheet
within the public gadgets directory, if so it
will backup this Gadget so you could, if
required restore it at a later date. If no
modified gadget is found, it will backup
the software default "Job Setup Sheet" so
you have a copy if you want to revert
back to the standard layout at a later
date.

Keyhole Toolpath
Gadget
This gadget simplifies the
process of creating 'keyhole'
toolpaths which are cut into the
back of a sign or plaque to allow easy hanging on a wall. These slots are cut using a 'keyhole'
cutter as shown on the left. The toolpath for these slots needs to plunge into the material at the
mounting screw entry point to a depth that will ensure that the wide part of the cutter is below the

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material surface. The tool then moves along the 'slot', once it reaches the end of the slot, the tool retraces
its path back along the slot to retract at the original plunge point.

Like all Vectric Gadgets, the top of the form gives brief instructions on how it should be used. For this
gadget, you need to select one or more circular vectors in your design to indicate where you want the
entry points for the keyhole slots to be before the Gadget is run. If you start the gadget without selecting
one or more vectors to indicate these positions, the following warning will be displayed...

Once the form is displayed


you can enter the
parameters for your
keyhole toolpath.

The data to be entered falls


into three separate
categories.

Slot Parameters

In this section of the form


you specify the direction
the slots will be machined
and also the depth and the
length for the slots.

Preview Drawing

To help with visualisation of


the slot, the gadget can
draw a vector outline of
how the slot will appear on
the surface of your job.
This drawing is optional
and if you un-check the
Create Preview Vectors for
outline on surface check
box you do not need to fill
in the parameters in this
section. If you do want
previews drawn, you can
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specify the entry hole diameter which will be created by your keyhole cutter and also the diameter of the
slot the tool will create on the surface. You can also specify the name of the layer the vectors will be
created on.

Toolpath Parameters

The final section of the form is used to specify a tool which the feed and plunge rates are picked up from,
and also a name for the toolpath which will be created. As keyhole cutters are not supported natively by
the program, just set up an end-mill with the required feed rates to use.

After entering all your parameters and pressing OK , the gadget will create a toolpath within the
program to machine your slots and also the vector preview if you enabled this option. The screen shot
below shows the preview vectors in the 2D view along with the toolpath in the 3D view.

Drag Knife Toolpath


This Gadget supports drag knife tooling in your CNC machine. It uses the selected vectors in the 2D View
as the basis of a centerline profile-type toolpath that incorporates swivel moves at corners to ensure the
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drag knife blade remains properly aligned throughout the cut.

Blade Offset

The tip of a drag knife is offset by a small amount from the pivot center of the tool to allow it to swivel as it
cuts. This value specifies the distance and will be provided by your tool manufacturer.

Tolerance angle

This value determines when a swivel move needs to be used on a corner. Changes in tool direction, or
corners, with angles less than this value will not generate swivel moves.

Cut Depth

This value sets the final cut depth of the toolpath. It defaults to be the current material thickness.

Swivel Depth

The knife must remain in some contact with the material in order to swivel correctly, but a small retraction
is generally used to lift the knife blade slightly to minimize marking the material during the swivel action.
This value must, therefore, be less than the cut depth and appropriate for your tool and material.

Passes

This value determines the number of passes used to cut down to full depth. The depth of each cut will be
specified cut depth divided by the number of passes.

Use Vector Start Points

If Use Vector Start Points is checked ✓ then the gadget will use the existing vector start points to begin
cutting vectors. Please note that this gadget assumes that the blade starts parallel to the positive x-axis. If
this is option not checked the gadget will attempt to find what it thinks are sensible start positions.

Feed and Plunge Rates

These are the rates that the machine will push the knife through the material during a cutting pass, and
the rate of descent of the tool into the material at the beginning of a cutting pass. Please ensure that the
values are appropriate for your machine tool and the material you are cutting.

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Warning! When machining please ensure you have the spindle switched off.

Create Rounding Toolpath Gadget

This gadget is used to simplify the task of creating toolpaths to machine a rough blank to a finished
diameter for users with a rotary axis / indexer. It supports rounding from either round or square stock and
creates the toolpaths directly from the gadget. The gadget is designed to be used in conjunction with the
Wrapped Job Setup gadget and if the file has been set up by the Wrapped Job Setup gadget, the default
values for axis orientation and final cylinder diameter will be picked up automatically from the job. When
this gadget is run the following form is displayed...
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As with all Vectric gadgets, the first part of the form gives an overview of the gadgets purpose.

The start of the form also makes a VERY important point


about where the Z origin should be set when the toolpaths
are output via a wrapping post-processor. When you output
a toolpath via a wrapping post-processor the dialog box on
the right will be displayed (this is for a post processor
which wraps Y values around a cylinder aligned along the
X axis)...

You have the choice of specifying if the tool is being zeroed


on the center of the cylinder or the surface. When you are
rounding a blank, you cannot set the Z on the surface of
the cylinder, as the surface it is referring to is the surface of
the finished blank. We would strongly recommend for
consistency and accuracy that you always choose 'Center
of Cylinder' when outputting wrapped toolpaths as this
should always remain constant irrespective of irregularities
in the diameter of the piece you are machining or errors in
getting your blank centered in your chuck.

A useful tip for doing this, is to accurately measure the


distance between the center of your chuck and a
convenient point such as the top of the chuck or part of your rotary axis mounting bracket. Write down this
z-offset somewhere, and zero future tools at this point and enter your z-offset to get the position of the
rotary axis center

The Create Rounding Toolpath form is divided into 4 logical sections.

Blank Size and Shape

The gadget supports creating a toolpath to machine either a square blank or a round one. In this section
you specify the shape of your initial blank and its dimensions. The diagrams show which dimensions are
being specified.

Machining Method

The gadget offers a choice of three types of machining and for all types you can enter an allowance that
will be left on the final shape if required. The Radial and Raster options can be used with either square or
round blanks, the Optimized Raster can only be used for square blanks.

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Radial (around cylinder)

This option creates a toolpath which rotates the blank around its axis 360° before stepping over to the
next pass by the tool stepover distance and rotating the blank back again.

Raster (along cylinder)

This option machines along the length of the cylinder before incrementing the rotary axis round by an
amount equal to the tool stepover and then returning the tool back along the cylinder axis. For many
machines where the rotary axis is often slower than the X or Y axis, this strategy may allow shorter
machining times.

Optimized Raster (along cylinder)

If you are machining a square blank into a round shape, the previous options generate a large number of
wasted toolpath moves, because for much of the machining process they are machining 'fresh air'. The
'Optimized Raster' strategy only creates the toolpaths where there is actually material on the blank and
hence is much more efficient for square stock.

After choosing your machining method, the next section on the form allows you to pick the tool you will be
machining with. The tool is selected from the standard Vectric tool database and will control the stepover,
step down and feed rates for the toolpath. It is important to note that after choosing the tool you will not be
able to edit the parameters, so you must set up the tool with the correct parameters in the tool database
to begin with. This section also allows you to specify a name for the toolpath which will be created.

The values in the final section of the form should not need to be modified as they are picked up
automatically if the Wrapped Job Setup form is used to initially create the job.

After filling in all the values (all values will be remembered as the default values to use the next time the
gadget is run), press the OK button and the toolpath will be generated within the program. The screenshot
below shows the 'Optimized Raster' toolpath.

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The toolpaths will appear 'flat' by default within the program unless the visual wrapping is turned on in the
Toolpaths Menu ► Toolpath Drawing ► Wrapping Section:

You should choose the wrapping option which matches the orientation of your rotary axis. After doing this
the toolpath will be shown wrapped:

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You can now save your toolpath using a suitable rotary post processor. For information on how to set up a
rotary post processor please refer the Toolpath section Rotary Machining and Wrapping as shown in the
screen shot below details of the wrapping post processors.

Wrapped Fluting Layout

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This gadget is used to simplify the task of creating toolpaths to machine flutes and coves on a rotary work
piece. The gadget is designed to be used in conjunction with the Wrapped Job Setup gadget and if the
file has been set up by the Wrapped Job Setup gadget, the default values for axis orientation and final
cylinder thickness will be picked up automatically from the job

This gadget does NOT create toolpaths directly. It lays out vectors in the 2D view which can then have
toolpaths created using either the Profile or Fluting toolpaths within the main program. The top part of the
form allows the user to specify how many flutes to create and how far from the start and end of the work
piece the flute should start and end. Flutes are laid out evenly spaced based on the circumference of the
cylinder. If the user chooses to create coves at either or both ends, extra vectors will be created which can
be machined with the Profile toolpath and the Machine Vectors On option to create the coves.

The bottom section of the form contains details about the cylinder dimensions and should be filled in
automatically from the data saved with the job by the Wrapped Job Setup gadget.

After the gadget has run the vectors required for machining will be visible in the 2D view. If you are using
Aspire and are creating a 3D form for your rotary piece, you can use the
Project toolpath onto 3D model option on the toolpath forms to have your fluting toolpaths follow the
work piece surface.
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Wrapped Job Setup


This gadget is used to simplify the task of setting up a job for machining 'flat' toolpaths wrapped on to a
rotary axis / indexer. We highly recommend that you use this gadget to set up your job for rotary
machining wherever possible as a number of other gadgets supplied by Vectric rely on information added
to the job when this gadget is run.

It is also important to note that all the wrapping gadgets work in conjunction with specially configured
post-processors which take the XYZ 'flat' toolpaths and wrap them around a rotary axis, replacing either
the X or Y moves with angular moves. The toolpaths can be visualized wrapped within the program using
the toolpath menu as shown below...

To save the toolpaths in a format suitable for your machine control and rotary axis configuration you must
have installed a suitable rotary post processor. Please see the Reference Manual section Rotary
Machining and Wrapping for more information on the wrapping post processors.

The Wrapped job Setup gadget must be run before starting a new job. As soon as you start the program,
before opening a new or existing file, select Gadgets ► Wrapped Job Setup from the main menu.

Note:

If you attempt to run the gadget with a file already open the following dialog will be displayed:

Running the gadget with no file open displays the form shown below.

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The form is divided into two main sections which we will discuss separately. The top part of the form
allows you to enter details about the cylinder you will be machining on and your machine configuration.
The bottom section of the form offers options on how the 2D view will be laid out.

This section allows you to specify the size of the finished cylinder you will be working on. From these

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dimensions the gadget will calculate the circumference of the cylinder surface which along with the length
of the cylinder will control the width and height of the 2D job. The diameter will also be used to set the
thickness of the job in the program to the radius of your cylinder.

This section is used to tell the program how you have your rotary axis aligned on your machine. The
images show the two supported options. If the centerline of your rotary axis is aligned along the X Axis of
your machine pick the first option, otherwise the second. The gadget will remember your choices the next
time it is run, so you should only have to make these choices once.

Here you can specify where the XY zero origin will be placed on your job. These options correspond to
the same fields on the normal 'Job Setup' form within the program. Most people would use the default
Bottom Left Corner, but for some jobs you may prefer to have the XY origin in the center.

This section determines whether the Z Origin is set to the surface of the material or the base. These
settings can be over-ridden when the toolpath is actually saved, but we would strongly recommend the
'Cylinder Axis' is selected for rotary machining. The reasons for this are detailed in the note below.

Note: Z Origin for Rotary Toolpaths.

When you output a toolpath via a wrapping post-processor the following form will be displayed (this
is for a post processor which wraps Y values around a cylinder aligned along the X axis) you have
the choice of specifying if the tool is being zeroed on the center of the cylinder or the surface.

When you are rounding a blank, you cannot set the Z on the surface of the cylinder, as the surface it
is referring to is the surface of the finished blank.

We would strongly recommend for consistency and accuracy that you always choose 'Center of
Cylinder' when outputting wrapped toolpaths as this should always remain constant irrespective of
irregularities in the diameter of the piece you are machining or errors in getting your blank centered
in your chuck.

A useful tip for doing this is to accurately measure the distance between the center of your chuck
and a convenient point such as the top of the chuck or part of your rotary axis mounting bracket.

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Write down this z-offset somewhere, and zero future


tools at this point and enter your z-offset to get the
position of the rotary axis center.

The bottom section of the form offers two choices for how the job will be set out:

As well as working with a simple unwrap of a cylinder into a flat sheet; this gadget can create a layout for
wrapping a 'spiral' around the cylinder. This can be extremely useful if you have a design which wraps
multiple times around your cylinder, as you can lay out the design as a continuous strip which will be
wrapped in a spiral fashion when the toolpaths are created. To use this feature you must ensure that all of
the design AND toolpaths remains within the area bounded by the vector created on the
Spiral Wrapped Area layer.

If you choose the Spiral Wrap option, enter the number of times you want your design to wrap around the
cylinder. The screenshot below shows a simple 3 turn wrap in the 2D view and the wrapped toolpath.

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Vector Layout

As well as creating a job at a suitable size for wrapping toolpaths, if this gadget is run from VCarve Pro it
will create a number of vectors which can be very useful when creating your wrapped job.

The vectors are created on their own individual layers and by default these layers are switched off to
avoid cluttering up your work area. To switch on the layers, open the Layers control in the View Toolbar:

or go to the Layers Tab ( Ctrl + L is the shortcut to show / hide it).

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To show / hide the layer simply click on the check box next to the layer name.

Bounding Box

If you have chosen the 'Simple Cylindrical Wrap' option, this layer contains a rectangular vector covering
the entire job area. This vector is useful if you are going to machine the complete surface of the cylinder.

Spiral Wrapped Area

If you selected the 'Spiral Wrap' option, this layer (which is visible by default) holds the vector bounding
the area your design should be placed in to wrap correctly. This vector should also be used as a
machining boundary if you are machining the complete surface of the cylinder.

In addition to the vectors created on layers, if you selected the 'Spiral Wrap' option, the gadget will create
a series of horizontal and vertical guidelines to assist you in laying out your project.

Unwrap Vectors
This gadget is used to 'un-wrap' a vector to create a profile for a shaped cylinder in VCarve Pro. This is
easiest to explain using images, so we will show the steps you would need to take to create a hexagonal
shaped column:

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If you have downloaded the gadget from the Vectric website, you will need to copy it into your installation
of VCarve Pro. The gadget belongs to the 'Wrapping' tools family of gadgets, so we would suggest that
you copy it into the Gadgets\Wrapping folder under your VCarve Pro installation. For a normal installation
of VCarve Pro [ProductVersion], this path will be

C:\Program Files\VCarve Pro V[ProductVersion]\Gadgets\Wrapping

You will need administrative right to copy the file to this folder.

The Process

The first step is to run the 'Wrapped Job Setup Gadget' to specify the size of the material you are
machining and the orientation of your rotary axis (Gadgets - Wrapping - Wrapped Job Setup from the
main menu with no file open).

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In this example we are creating a job 20 inches long with a diameter of 6 inches.

The cylinder is aligned along the X axis, so we are wrapping the Y values in the job around our cylinder.

The Z origin is set to the cylinder axis (bottom of material)

Most importantly, we are doing a simple cylindrical wrap.

After hitting OK, a new blank job will be created in VCarve Pro.

In order to help visualize the unwrapping, we strongly recommend that you draw a circle the same
diameter as you job in the center of your work area to act as a reference for the unwrapping. Go to the

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'Draw Circle' tool and draw a circle of the required diameter (6 inches in this case). After drawing the circle
and closing the form, select the circle and press F9 to center it in the job.

We are now ready to draw the vector which will represent the cross section we want to machine. Use the
'Draw Polygon' tool and set the Number of Sides field to 6. You can snap to the centre of the circle with
the cursor and then enter the radius on the form (2.95 inches in this case as our material is 6 inch dia = 3
inch radius and we want to make sure we stay inside the cylinder). Alternatively, for a symmetrical shape
like a hexagon you can center the vector after drawing it with the F9 key.

We are now ready to 'unwrap' the hexagonal vector to get the shape we will need to extrude flat and then
wrap back again to get our original shape. With the hexagonal vector selected go to the
Gadgets Menu ► Wrapping ► Vector Unwrapper.

If this gadget isn't shown in the menu, please review the instructions above for installing it.
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The gadget is unusual as if it works no interface is displayed, the unwrapped vectors and some
supporting data are created automatically as shown in the screen shot below.

This example shows the unwrapped vector for a cylinder aligned along the X axis. If your rotary axis is
aligned along Y the unwrapped vector will be horizontal. For clarity here, I have also selected the
unwrapped cross section and moved it down slightly so that you can see the straight 'legs' which have
been added to each end of the unwrapped vector to get the correct height when it is used as a cross-
section for the 2 rail sweep command. As well as creating the unwrapped cross-section, the gadget will
also automatically create two drive rail vectors on a layer called "Unwrapped Vectors Drive Rails" which
can be used directly to create the base shape for our hexagonal column.

The screen shot below shows the vectors selected and the Two Rail Sweep form open.

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Press the 'Add' button and you will create a shape as shown below.

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Although this may look strange in the 2D view, shown flat, when
the toolpaths for this shape are wrapped they will create our hexagonal shape. To show this, in the screen
shot below I have created a coarse 3d toolpath over the complete model and switched on the wrapped
toolpath visualization (Note: remember to deselect the vectors you used for the Two Rail Sweep before
calculating the toolpath otherwise you will get a warning about open vectors being selected as the
machining boundary).

However, before creating a toolpath we need to ensure that the model is positioned correctly within our
block. When the gadget creates the unwrapped cross-sections, it adds 'legs' to either side of the
unwrapped vector to ensure that the swept shape is the correct height from the center of the cylinder.

Therefore when using this gadget you must ensure that the model you create is at the BOTTOM of your
block of material. The Gap Below Model field must say 0.0 and the easiest way to ensure this is to just
drag the 'Model Position in Material' slider to the bottom of its range.

Once you have set the model position you can calculate the 3D toolpath and view it wrapped as shown
below.

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You are not restricted to simple shapes for your cylinders. The example below from one of our testers
shows a heart profile unwrapped. This example has been created for a rotary axis aligned along Y.

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The screen shot below shows the wrapped toolpath - the view has been rotated to show this orientation.

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Advanced Techniques

The examples above have shown a single cross-section being used to define your base shape. As we are
using the Two Rail Sweep command we can use a different cross-section for the end of the sweep to the
one we use at the start. In the screen shot below we have unwrapped two vectors, the heart shape and
the hexagon. The unwrapped hexagon vector has been nudged up after wrapping for clarity.

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The screen shot below shows the 'flat' model created from the two rail sweep, and you can see the
unwrapped heart shape blending into the unwrapped hexagonal shape along the length of the job.

Finally, the screen shot below shows the wrapped toolpath (again with the view rotated).

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Modeling 'Twisted' Shapes

A fairly common style of column has a constant profile which 'twists' along its length. The 'Vector
Unwrapping' gadget can be used to help with the construction of these models but more work is required
to achieve the desired result. We will look at the example of a square column with a 45° twist along its
length. The screen shot below shows the two square cross-sections drawn in the center (one rotated 90°)
and either side I have placed the unwrapped vectors from the gadget.

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As you can see, both vectors unwrap to similar shapes BUT the alignment is different as you would
expect. If we just try to sweep these sections as they are we get the following result.

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The cross sections have blended smoothly between the two ends but we don't get our 'twist' effect
because in this case, we don't want the points on the left section to blend into the points the same
distance from the start on the opposite section, we want them to blend across to the matching rotated
piece.

If both sections had the same number of spans and they matched, we could have used the 'Sweep
Between Spans' option on the Two Rail Sweep form but unfortunately they don't.

Although it is a little hard to see from a static view (it's much easier to see when you can twiddle the
model), the screen shot below shows that we aren't getting a 'twist' just a blend like the previous example
with the heart and hexagon.

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There are a number of possible approaches to this problem, and I will demonstrate here the one that
needs no node editing. We are going to 'skew' our sweep, which will leave parts of our model uncovered.
We will then create another drive rail and 'fill in' the missing portion.

To layout our 'skewed' drive rails we can use the 'Spiral Layout' gadget to do the hard work for us. From
the main menu, use Gadgets - Wrapping - Spiral Layout to run the gadget and the form below will be
displayed.

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Set the Number of Starts / Strands to 2

Set 'Twist Direction' to 'Create Left Hand Twist' only

Ensure that 'Use Spiral Pitch or Spacing' is set to 'Spiral Pitch'

The next part is the important part, The 'Spiral Pitch' edit field should be set to the length of your column *
(180 / Twist Angle). So for this example where we are rotating by 45° on a 20 inch long cylinder

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Spiral Pitch = 20 * (180 / 45)

= 20 * 4

= 80

Set the offset from start/end to zero and don't create coves.

Press the OK button and two lines of the required angle will be created in your job as show below (the
lines have been selected). Note: we are only unwrapping a single cross section as we are doing the 'twist'
with the two rail sweep.

These lines are at the correct angle and length for our sweeps, but they are grouped and the upper one
needs to be moved to the top of the work area. To ungroup the vectors, make sure they are selected and
either press 'U' as the shortcut for ungroup or right click and choose 'Ungroup Objects' from the pop-up
menu.

Once the vectors are ungrouped, click off them to de-select them and then click on the upper vector twice
to select it and go into 'transform' mode. Click on the vector near the end and drag it to the corner of the

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drawing you want the end at, it will 'snap' into position when you get the end of the vector over the corner
(the cursor will change to the snap cursor when it can snap). The screen shot below shows the vector
dragged into position. Note that this example is for a rotary axis aligned along X, if your rotary axis is
aligned along Y your vectors will be more vertical and you will be dragging the vector to the bottom right
corner instead of the top right.

We are now ready to create our Two Rail sweep the same as previously, but this time we select our
angled lines as the drive rails and our single cross-section.

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Hitting 'Add' on the form will give us the following shape in the 3D view

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As you can see this looks right for the 'twist' that we want but we have a section missing in the bottom
right corner due to the 'skewed' sweep. To fix this we need to do another Two Rail Sweep in that area.

To create the second sweep we need another drive rail the same distance below the bottom drive rail.
This distance is actually the circumference of the piece and is the height of the job if your rotary axis is
aligned along X and the width of the job if your rotary axis is aligned along Y.

To create this line, first make a copy of the bottom drive rail, click on it and select Edit - Copy and then
Edit - Paste (or Ctrl+C followed by Ctrl+V). Then go to the 'Job Setup' form (Edit - Job Size and Position),
make a note of the Height or Width which corresponds to your circumference (you can just use Ctrl+C to
copy the value form the edit field after selecting the text). Close the 'Job Setup' form and re-select the line
we are going to move (we copied this above).

Open the 'Move Selection' form ('M' is the keyboard shortcut). We are now going to move the vector a
relative amount in the -Y direction (or - X if your rotary is aligned along Y). In the required field type in the
circumference we got from the 'Job Setup' form - if you copied this you can just 'paste it into the field with
Ctrl+V. Remember to make the value negative. The screen shot below shows the values for this example
- a 6 inch diameter cylinder with the rotary axis aligned along X. Note the '-' sign in front of the 18.8496
value and that we have selected Relative for the 'Type of Move'

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Pressing the 'Apply' button will move the vector down in Y by the value we entered (or left in X if your
rotary axis is along Y).

Your screen should now look like that shown below. Select the upper drive rail, then the lower and finally
the cross section and open the Two Rail Sweep form. This time make sure you press the 'Merge' button
in-case there are any slight overlaps between the sweeps.

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After pressing the 'Merge' button you should see the full model in the 3D view as shown below.

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You now have the base shape for your column to work on. Creating a coarse 3D toolpath to visualize the
shape will give results similar to that shown below.

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Error Messages

If the shape you are trying to unwrap will not fit within your cylinder diameter the following error dialog will
be displayed.

To identify the problem, make sure you have drawn a circle representing your cylinder diameter and
centered it in your drawing area (use F9 to center it). The above error message indicates that some
part of the vector you are unwrapping goes outside of the circle.

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Main Menu
Clicking on any of the options on the title bar (File, Edit etc.) will result in a drop-down menu appearing
with choices related to that topic.

Many of these are just an alternative way to access functions also accessed through the icons. However,
there are a few commands that are unique to the Drop Down menu. Each menu and its contents are
discussed later in this section of the manual.

Only unique items which do not have an equivalent icon that has already been discussed in the manual
will be dealt with in detail.

File Edit Model Toolpaths View Gadgets Help

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File

New Creates a New VCarve Pro job.

Open... Opens an existing VCarve Pro job

Close Closes the current file but leaves the software running

Saves the current VCarve Pro file over the last saved version of the file.

Note: This command will overwrite the old file with any changes
Save made since the last save. If you are not sure of your changes then
use the File ⇒ Save As... command instead option and give the file
a new name.

Opens the standard File Save dialog so you can save the current file with
Save As...
a new name.

The Increment and save operation allows you to automatically number


iterations of files you are working on. If you select this operation when
editing a file which ends with an underscore, or a hyphen followed by a
number, then the number will be increased by 1 and the file will be saved
using this number.

For example, MyFile_1.crv3d becomes MyFIle_2.crv3d MyFile-1.crv3d


Increment and Save
becomes MyFile-2.crv3d

Note: The increment and save option will keep incrementing until it
finds a file that does not currently exist. It will not overwrite an
existing file.

Print Opens the Print Setup box to Print your design


Print Preview Displays a Preview of the design to print
Print Setup Opens the Print Setup box to Print your design
Import... ► Import various entities into the job
Export... ► Export vectors from the job
Open Application
Data Folder... Opens the Windows folder where files used by the software are stored.
This is useful for adding to the default files installed initially.

Application files include: Bitmap textures for creating custom materials.


Gadget scripts for customized automation of the software.
Postprocessors The Tool Database Default toolpath strategy settings
Vector texture files.
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Exit Closes the job and exits the software.

Import

Import Vectors... Import Vector data.

Import Bitmaps... Import Bitmap data

Import Component / 3D Model... Import 3D Model or Component

Import a toolpath file created in another Vectric


Import PhotoVCarve or Cut3D Toolpaths...
application, such as, Cut3D or PhotoVCarve.

Export

Allows you to export selected Vectors as either an eps, dxf, ai, svg or pdf format vector file. If
EPS no vectors are selected, the all visible vectors will be exported.
DXF
AI
SVG Note: When exporting in DXF format, the layer information relating to the exported
PDF vectors is preserved.

Printing and Print Preview

The contents of either the 2D or 3D view can be printed using the Print... command on the File menu.
Simply select the view you wish to print (2D or 3D) and then click the Print... command. The standard
Windows printer dialog allows you to select the printer and adjust its properties. When the OK button in
this dialog is clicked, the view will be printed. To adjust the printer settings without printing, you can open
the same dialog using the Print Setup... command on the File menu. When used in this way, the OK
button on the dialog will store the settings without printing immediately.

Note: By default printing the 3D view does not print the shaded background; this behavior can be
changed using the Options dialog, which is opened using the Options command on the Edit menu.

The Print Preview... command on the File menu allows you to check the layout of your page before you
print. If you are happy with the preview, use the Print... button to begin printing the document directly
from the Print Preview page.

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Note: The printed view is always scaled to exactly fit the currently selected page size (including
allowance for margins). Drawings are not, therefore, printed at actual size and are not printed across
multiple pages.

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Edit

Undo Steps backwards through the last 5 changes made by the user.
Steps forward through design steps that have been Undone using the
Redo Undo command (see above) to get back to stage that the user started
using the Undo function.
Removes the selected objects from the job and places them onto the
Cut
clipboard.

Copy Copies selected objects to the clipboard, leaving the original in place
Pastes the contents of the Clipboard into the model (see cut and copy
Paste
above).
Deletes the selected object - same as hitting the delete key on your
Delete
keyboard
Selection ► Select various types of vectors

Give the user all the options covered under the Align Objects section
of the menu.
Align Selected Objects ►
Opens the Alignment Tools form.

Joins open vectors.


Join Vectors
Opens the Join Vectors form.

Allows arcs, Bezier curves or lines to be fitted to existing vectors to


Curve Fit Vectors 'smooth' them.

Opens the Fit Curves to Vectors form.

Nest Selected Vectors Opens the Nesting form.

Job Size and Position Opens the Job Setup form.

Opens a text box where you can record notes regarding this job, such
as customer name, material required, special setup instructions or any
other relevant text information you would like to keep when you save
the job.
Notes If the text starts with a period/full stop/dot '.' , the Notes dialog will be
displayed automatically each time the file is opened. The text from the
Notes dialog can also be optionally output into the toolpath as a
comment field. See the
Help Menu ► Post-Processor Editing Guide.

Document Variables Opens the Document Variables dialog.

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Opens the Snap Options dialog. See Rulers, Guidelines and Snapping
Snap Options
for more details.
Opens the Program Options dialog to allow the customization of
Options
certain aspects of the program.

Selection

Selects all the currently visible vectors in the part (vectors on invisible
Select All Vectors
layers are not selected).
Select All Open Vectors Selects all the currently visible Open vectors in the part
Selects all the currently visible Duplicate vectors in the part - these are
vectors which are exact copies of each other in terms of shape and
Select All Duplicate
location so that visually they appear to be only one vector. These can
Vectors
cause problems for some toolpath and modeling functions so it can be
useful to delete them or move them to a new layer.
Select All Vectors On
Selects all the vectors on the selected layer.
Current Layer
Unselect All Deselects all the currently selected vectors in the part
Vector Selector... Opens the Vector Selector dialog.

Model Menu
Create Component ►

Add Zero Plane: Creates a component that is the size of your job setup with a height of
Zero.

Create Component From... ►

Slice Model

Import Component / 3D Model

Smooth Selected Components

Create Vector Boundary Around Selected Components: Creates a new vector that matches the
edge of the selected component.

Scale Model Z Height

Selected Component Properties

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Toolpaths Menu
Show Toolpaths Tab Can be checked ✓ on or off to pin the Toolpath Tab open or unpin
and hide it.

Tool Database Opens the Tool Database Dialog.

Recalculate All Toolpaths Recalculates all the Toolpaths in the part.

Toolpath Drawing ► Opens the Toolpath Drawing Pop-up Menu.

Preview Simulation Quality ► This controls the resolution (number of points) in the Toolpath Preview
simulation model governing the amount of detail that the model will display when you Preview and
toolpath. The higher the quality, the slower the speed of simulation will become. Guidelines are given on
how much slower you should expect it to be but these will depend upon the performance of the PC and
relative size of the tool being used to your job (the larger the tool, the slower the performance). Opens the
Preview Simulation Quality Pop-up Menu:

Standard is the fastest mode and recommended for low performance PC's.

High (2 x Slower) displays better quality images and is for general use.

Very High (4 x Slower) displays good quality images, but will run a little slower.

Extremely High (8 x Slower) gives good quality images but will run slower on old PC's.

Maximum (25 x Slower) gives the best quality image, but could take a lot longer on any PC.

Templates ► See the section on Toolpath Templates for more information. Opens the Toolpath Templates Pop-up
Menu:

Save Selected Toolpath as Template... Saves the toolpath that is currently selected

as a template for use in another project.

Save All Visible Toolpaths as Template... Saves all of the currently visible toolpaths

as a single template for re-use in another project.

Load Template... Loads a previously stored template containing all the settings for

one or more toolpath strategies.

Merge Visible Toolpaths Opens the Create Merged Toolpath Form to merge different toolpaths

that use the same tool into one optimised toolpath.

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Create Job Sheet Creates a job setup sheet which gives an overview of all of the toolpaths in the

job. This opens a File Save As dialog prompting for a place to save the created sheet. The created job
setup sheet is a single page of HTML, suitable for viewing in a web browser of your choice, or for printing.
This can also be customized with the Job Setup Sheet Editor in the Gadgets Menu.

Install Post Processor Opens a File Open dialogue box where you can install a post processor.

Toolpath Drawing sub-menu

Draw 2D Previews Can be checked ✓ on or off to display the toolpath previews in the
2D View.

Make 2D Previews Solid Can be checked ✓ on or off to switch from the wireframe view
to a solid view.

Auto Open 3D View Selects whether the 3D view and Preview Toolpaths Form are
automatically shown after toolpaths are created.

Draw rapid moves Toggles the visibility of red rapid-speed move lines on the 3D view
when toolpaths are visible.

Draw plunge moves Toggles the visibility of cyan plunge-speed move lines on the 3D
view when toolpaths are visible.

Draw retract moves Toggles the visibility of green retract-speed move lines on the 3D
view when toolpaths are visible.

Draw join moves Toggles the visibility of purple join move lines on the 3D view when
toolpaths are visible. A join move is a purely 2D move between toolpath contours, these are
typically seen in Offset pattern Pocket Toolpaths.

View

Zoom to Drawing Use when you need to see the whole drawing and material as large as will fit in
the 2D View window.

F5 Refresh 2D View Shortcut key for this is F5 . In situations where the complete vector geometry
represents a very large job and the user zooms into a small region, the shape of arcs and curves may
look faceted. This is only a display issue and will not impact on the quality of toolpaths. This command will
rebuilds the display information to correct the graphics being drawn on the screen so curves are drawn
smoothly again.

Guide Lines ► For more details see the section on Rulers, Guidelines and Snapping at the end of the 2D
Design part of this manual. Opens the Guide Lines Pop-up Menu:

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Guides Visible: Toggles the visibility of Guide Lines in the 2D view.

Delete All Guides: Deletes all the Guide Lines in the 2D view.

Lock All Existing Guides: Locks the position of all the Guide Lines in the 2D view.

Unlock All Existing Guides: Allows all the locked Guide Lines in the 2D view to be moved
again.

Draw Origin: XYZ origin arrows can be toggled on and off in the 3D View to show exactly where the X0,
Y0 and Z0 origin is position is relative to the material.

Draw Modeling Plane: This option controls the display of the semi-transparent 'modeling plane' which
shows the position of the working model base plane.

Draw Material Block: Toggles the drawing of a wireframe representation of the limits of the material
block. This is useful for seeing how the 3D model will be positioned in the block of material it is being cut
from.

= Multi Sided View: Allows you to view both sides in the 2D and 3D view when working in a multi
sided environment.

Color Shaded View: Draws / Undraws the color shaded job in the 3D window.

Use Shaded Background: Shows either the default gradient filled color background or a solid light blue
color background. The solid color is very useful for saving images that need to be cropped out of the
background in a graphics software package.

Light follows viewer: The default light setting for the 3D window shines a light onto the job from the top
left corner of the material bounding box. Checking ✓ this option can sometimes be used to help visualize
the job more easily.

Save Shaded Image: Saves a color shaded image of the 3D view as a BMP, JPG, PNG or GIF file.

Note: Saving the image without the color shaded background is often useful when the image will be
used on its own in a brochure or on a web site etc. If you select PNG as the file type with the shaded
background switched off the image will be saved with a transparent background. To switch the
shading off, go to Edit ► Options ► Use Shaded Background and set Use Shaded Background
to No.

Page
Down Tile Windows Horizontal: Tiles the 2D and 3D View Horizontally, 2D View at the top and 3D at
the bottom.

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Page
Up Tile Windows Vertical: Tiles the 2D and 3D View Vertically, 2D View on the left and 3D on the
right.

Cascade Windows Cascades the 2D and 3D View so they overlap.

To Maximise the windows again, double-click the title-bar of either view.

Gadgets
Gadgets are small programs that add additional functionality to Cut2D Pro, VCarve Pro and Aspire. They
can be used to add new features to the software or automate common sequences of tasks. Examples
include adding the ability to cut dovetail style joints with a standard end mill and applying toolpath
templates to every sheet in a nested job followed by automatically post-processing and saving the files for
your machine tool.

A select number of Gadgets come preinstalled with the software, these can be found in the Gadgets
menu on the main menu bar. All preinstalled Gadgets can be found under the following location,
(C:\ProgramData\Vectric\VCarve Pro\V#.#\Gadgets). If you wish to delete a Gadget, simply delete the
gadgets folder from the above location. See the section on Preinstalled Gadgets for more information.

You can expand your Gadgets library by


downloading and installing more from the
Gadgets website at http://gadgets.vectric.com ►

These Gadgets will install into your public


documents folder (Public
Documents/Vectric/VCarve Pro/Gadgets). If you
wish to delete any of these Gadgets, simply
navigate to the location above and delete the
folder.

Each Gadget has specific requirements in order


for it to run, it is recommended that you read the
instructions in full before use. Some Gadgets
require that you select vectors before running
the Gadget, others may need to be run before a
job in the software is created. When there is a
requirement that has not been met before running, you will receive an error message like the one below,
stating which requirement has not been met.

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Gadgets can also be created by our users using the LUA scripting language, we provide an SDK and
tutorials on the gadgets website at http://gadgets.vectric.com/developerinfo.html

Please Note: This will require knowledge of programming

The SDK and the Tutorials are provided as is, Vectric cannot provide support on the development of user
Gadgets.

Gadgets have their own section on the Vectric Forum, you can get news on the latest releases from
Vectric and fellow users. http://forum.vectric.com/viewforum.php?f=46

Note: It is important to point out that the gadgets are NOT as polished as functionality which has
been integrated into the main program. The gadget concept is intended to allow Vectric to produce
simple add-ons which address minority requirements without cluttering up the main interface. As the
Gadget library grows over time, we do not expect users to install every gadget, but only those that
may be relevant to tasks they actually perform. We ship some gadgets which help perform common
tasks for people with rotary axis. If a user has no interest in rotary machining, they can delete the
'wrapping' gadgets from their gadgets folder and those options will no longer be available from the
Gadgets menu.

Help
Help Contents: Displays an online version of the full reference manual that documents every feature and
option available in the software.

Note: The reference manual is not intended as a User Guide or introductory training resource -
please don't forget about the Getting Started guides and the extensive video tutorial library on your
install DVD.

Keyboard Shorcuts: Displays the Shortcut Keys available in the software.

Video Tutorial Browser...: Access the tutorials

What's New: See a summary of the new features added in major updates.

Release Notes: See the list of issues fixed and enhancements in patch updates.

Enter License Code The license details provided when you purchase VCarve Pro

View the Vectric Online FAQ...: Displays the Frequently Asked Questions (FAQs).

View the Vectric User Forum...: Opens the Vectric User Forum in your Web Browser if you have an
Internet Connection. Everyone should join the Forum to engage with other users and benefit from each
others tricks and tips!
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Visit Vectric Support online...: Opens the Vectric Support Website in your Web Browser if you have an
Internet Connection.

Visit Vectric User Portal...: Opens theVectric User Portal in your Web Browser if you have an Internet
Connection. Download software installation files, activation codes and Clip Art included with the software.

Post Processor Editing Guide: Opens a PDF manual explaining how to create and edit your own post
processors.

Migrate From Older Version Opens a dialog to enable the settings in the last version of VCarve Pro to
be copied to the latest version:

Check for Updates Try this periodically to check (through the Internet) if an update is available for your
software.

About VCarve Pro... This window displays the version of the software being used, to whom the software
is license and the type of license.

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Right Mouse Click menus


Clicking the ►RIGHT hand mouse button in different places in VCarve Pro will display a menu
with choices which depend on the area of the software being clicked on and/or the object or
selection that the mouse cursor is positioned over. This document details some of these areas and the
menus that you will see when RIGHT mouse clicking.

2D View Right Mouse Menu

This menu is displayed when you Right mouse click in 2D


View either in the white background of the part or over a
selected vector. Most of these options repeat functions and
icons described elsewhere in this manual, you should refer to
the appropriate section to view how these work.

The Copy to Layer, Move to Layer and Move to Sheet options


are unique to this Right click menu. Copy to Layer allows you
to copy an object onto an existing Layer or to create a New
one to copy it onto. Move to Layer gives you the same choices
but moves the original object rather than making a copy. Move
to Sheet can only be used if you have generated additional
Sheets through the Nesting process, in that case it allows you
to move objects from one Sheet to a different one from the list available.

Span Editing Menu

If the currently selection mode is set to Node Editing, one of 2 different menus will appear when the user
clicks the RIGHT mouse button depending on whether the cursor is currently over a vector Node or a
Span in the selected vector in the 2D View. These menus have functions in them that correspond
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specifically to this selection and position. The menu below will appear
when the cursor is over the Span of a vector in Node editing mode.
You can see a variety of choices: to convert the span to a Line, Bezier
(curve) or Arc, Insert a Point, Cut the Vector at that point, Delete the
Span, or Insert a Midpoint. All these have corresponding Short Cut
keys (shown to the right of the command in the menu) which can be
selected from the key-board when the mouse is in position (over a
node-edit vector span) instead of Right Clicking the mouse button to
access the menu.

Node Editing Menu


This menu will appear when the cursor is over the Node of a vector in
Node editing mode. You can see a variety of choices to convert the
span to Delete the Point, Smooth it, Cut the vector at that point or
change the point to be the Start Point on the vector. From this menu
you can also close the vector, Exit the node editing mode and lastly see
and edit the exact XY co-ordinate position of the node by selecting
Properties. All these have corresponding Shortcut keys (shown to the
right of the command in the menu) which can be selected from the key-
board when the mouse is in position (over a node-edit vector node)
instead of Right Clicking the mouse button to access the menu.

Bitmap Properties Dialog

When a Bitmap or Component Grayscale is the selected item in


the 2D View and the RIGHT Mouse menu is activated then there
will be an additional option in the pop-up menu called
Object Properties. This will open the dialog shown below which
can be used to fade the Bitmap or Grayscale object strengthen or fade the detail in it when it is not
selected. This can be helpful to make it easier to see features perhaps to help you manually trace vectors
over it or to fade them so its easier to see vectors that overlap the object.

Level Menu

When a Level in the Component Tree is selected and you RIGHT mouse click on it then the menu shown
below will appear.

The first section allows you to make alterations to the selected level where you can change how the level
combines with levels below it, you can choose to show or hide the levels visibility (and consequently the
Components on it). Using the Select components option will select all the components within the level.
The next section allows you to insert new levels, delete the level and rename the selected level. The final

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section of the menu allows you to export the complete contents


of the Level as a .3dClip file - when re-imported this would come
into VCarve Pro as a Group.

Component Menu

This menu appears


when a Component
is selected in the
Component Tree and
you RIGHT mouse
click on it:

The first option


allows you to select
the way the
component combines
with the other objects
on its Level. You then
have the option to
position the
components
grayscale in the 2D
View, by moving that
to the Front or the
Back. You then have
the options to Copy and duplicate a component along with the option to Export the selected component
as a .3dClip file. If you have more that one component selected you have the option to Group/Ungroup
the components. You can delete and rename a component. There is also the option to show components,
where you can choose to Show This, Show Only This, Show All But This and Show All. You can Hide a
component, where an extra menu allows you to Hide This or Hide All. You can open the properties form
for the selected component and the last option allows you to move the component to a new or existing
Level within the Component Tree.

Component Grayscale Menu

When a Component Grayscale is the selected item and Object


Properties is selected it opens the Bitmap Properties slider,
allowing you to change the fading of the grayscale component.
Two other options are also available on the Right mouse click
menu for a selected Component Grayscale. Move to Front and
Move to Back. Clicking Move to Front will make the selected
Grayscale appear over all the other Grayscales on the same layer
so you can see the selected one more easily. Move to Back will send the selected one behind all the
others on the same layer so that it is easier to see all the other Grayscales in the part.

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Component Menu in the 3D View -


Selected Components

When a component(s) is selected in the 3D view you can RIGHT mouse click
and make changes to that selected component(s). You can check the
combine mode of a component. You can Unselect a single component or
Unselect All depending on how many components you have currently
selected. You can hide and delete a component. You can open up the
properties form for that component and you have the option to move the
selected component(s) to an existing or new Level.

If you choose New Level you will be presented with the box below, where you
simply add in the name for the new level and choose a combine mode from
the dropdown menu.

Component Menu in the 3D View - Non Selected


Components

When you RIGHT click on a component without selecting it first the menu will display the names of the
components that are positioned at the point your cursor is within the job space. Selecting the name of the

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component will select it and open up the Properties form for that selected component.

Clipart Menu

When you RIGHT click on a piece of clipart in the clipart tab you
have the option to import it to a new or existing level in your job.
This will position the object in the center of the workspace and add
it to the top of the list of Components on the selected Level or if
you choose New Level will allow you to enter a name and
Combine Mode.

Toolpath List Menu


When you RIGHT click on a toolpath name within the Toolpath
List there are various options you are presented with to alter this
toolpath. You can show a toolpath where you have the option to
Show This, Show Only This, Show All But This and Show All.
This toggles the visibility of the Toolpaths according to your
choice. The next option allows you to Hide This or Hide All your
toolpaths. You can Edit, Rename or Duplicate the selected
toolpath. Selecting Recalculate All will work through the toolpath
list recalculating each toolpath with any updated geometry
selections. The last option allows you to delete one or more
toolpaths, where you can Delete This, Delete All Invisible,
Delete All Visible and Delete All.

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Glossary
2D View

Shows the workspace defined when you create a new file. This is used to control the XY layout of vectors
, bitmaps and the Component Grayscales. Typically you select an item from this view by clicking on it or
dragging a box around it with the mouse. To move it you can click a selected item a second time to go into
Transform mode. Some items when double clicked will open a form relating to the object and many have
functions related to them displayed when you right mouse click over them.

3D View

This shows the Composite Model, visible Components and any visible Toolpaths. Also used to display the
currently selected component.

Bitmap

Generic term used to describe any raster (pixel) based image which can imported into VCarve Pro using
the Import Bitmap For Tracing icon. File types supported are: .bmp, .jpg, .gif, .tiff, .png and .jpeg. Bitmaps
are primarily used for tracing vectors over to create toolpaths or to use with the modeling tools.

Combine Mode

Used to describe how different 3D entities combine with each other where they overlap in the model. The
Combine mode is used to control how Components relate to other components in the Component Tree.
The order in which components are combined can have a significant impact on the final shape of the
composite model and so you will often need to move components relative to one another within the
Component Tree in order to achieve the end result you are intending.

The four Combine Modes are:

Add:
Adds together any overlapping areas. Typically used when the shape is completely inside of the
shape it is being combined with.
Subtract:
Subtracts any overlapping areas. Typically used when the shape is completely inside of the shape it
is being combined with.
High:
Merges the overlapping areas together using the Modelling Plane as a base, what's left are the
parts of each shape which stick up the highest from the Plane (The union of the two 3D shapes if

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you think of a Boolean operation). Used in most cases where only part of each shape overlap.
Low:
Merges the overlapping areas of each part so only the lower parts of the overlapping areas are left,
the intersection of the two 3D shapes if you think of a Boolean operation. Typically used when
adding a dished or negative shape) to an existing shape.

Component

The building blocks of VCarve Pro, a Component is a 3D shape, or set of shapes, which are combined
with other Components to make the finished 3D part (for machining). Controlled mainly from the
Component Tree control on the drawing tab, position, size and orientation can be controlled by editing the
Grayscale preview in the 2D View or the model itself in the 3D view. Components can be created from
bitmap images, vectors or can be imported from other Vectric files such as .CRV3D, .3DClip, .V3M files or
files from other CAD modeling programs such as .STL.

Component Tree

General name for the Modeling Tab area of the Design Panel which includes the 3D Modeling tools
Component Tree and where the ordering, combining and management of the 3D Components can be
controlled. Multiple Components can be selected using by holding a Ctrl key as you select them.

Group

When you want to manipulate a number of objects together you can Group them. This is a temporary
operation to ease the selection, movement, scaling, and rotation etc. of several objects at once. It is
reversed by Ungrouping.

Ungroup

Separates a set of Grouped Objects so that they can be manipulated independently again.

File

Generic name most often used to describe a complete VCarve Pro project (CRV3D file) which contains all
the 2D, 3D and Toolpath information in a single saved file - also sometimes referred to as a Part.

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Grayscale

2D View representation of a Component to allow selection and editing of size, position, rotation etc. Many
of the Vector Editing tools also work with the Grayscale's.

Composite Model

Generic name for the whole 3D part of an VCarve Pro file comprising all of the currently visible
Components and Component Groups, which are combined using their current combine modes.

Modeling Tools

A selection of functions used to create and edit the shapes in the Working Model and ultimately to turn
these into a new Component.

Shape

Generic name used in the documentation to refer to a 3D object, often used interchangeably between the
Working Model and Components.

Short Cut Keys

Keys on the keyboard which will activate certain commands when pushed. Example F4 to activate the
Snapping Options Dialog. You can find a full list of all the Shortcut Keys in the online reference manual in
the Frequently Asked Questions section.

Vector

A 2D object represented by lines, arcs or curves.

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Frequently Asked Questions


Navigating this Document

Click ► Arrow Triangles to open a fold in the document.

Open all folds before printing or searching for text in this document.

[Close All Folds] [Open All Folds]

General Questions

► Where can I get Help?


► What file formats can be used?
► What are the limitations of the Trial Versions
► What are the minimum requirements for my PC to run Vectric software?
► How many computers can I install my Vectric software on?
► Do you have educational pricing for Vectric Software?
► Can I run the Trial Version in a non-English version?
► Why do I receive an error opening recent files?
► Why do I get "An unknown error occurred while accessing an unnamed file" when saving to a
network location?
► Where is the Vectric Files folder?
► Where do I look to find the Tool Database on my PC?
► Where do I look to find the Post Processors folder on my PC?
► Where do I look to find the Gadgets folder on my PC?
► What is the latest software version available?
► What is the difference between Updates and Upgrades?
► What are Gadgets?
► What is the Vectric License Transfer Policy?
► I Need to Email Support
► How do I use tutorials in the Trial Edition?
► How do I Uninstall Vectric Software?
► How do I find which version of the software I am running?
► How do I find and install an update when a newer version of the software is available?
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► How do I download my free Clipart?


► How do I add new material image files to the available list?
► How do I access installed Video Tutorials?
► How can I compare the features of each Program?
► Dropbox and File Sharing Folders
► Double Clicking loads older version
► Can Vectric software run the CarveWright machine?
► Can I open the files created in the Trial Version of the software into the full version?

2D Design - Vectors & Images

► Can I open Corel Draw files?


► How can I change the Job / Material Size?
► Will the Vectric programs allow mathematical equations to be calculated?
► Why group vectors?
► When moving a vector using the Move Selected Objects tool, what is the difference between
Absolute and Relative modes?
► What do the different line colors mean?
► What is the difference between Ungroup back to original objects layer and Ungroup onto groups
layer?
► What is an open or closed vector?
► What is a node and how do I use them?
► What fonts come with the program?
► What are the Special Calculation Characters?
► What are the Node Editing Short-cut Keys?
► What are the Keyboard Short cut Keys?
► What are some problems and solutions for importing DXF files?
► Special Characters - Draw Text
► How do you determine which side of an open vector is the right or left?
► How do I display all the Alignment icons on the Drawing Tab?
► How can I work with a drawing that has both metric and imperial measurements?
► How can I import the image if my PDF does not contain vector information?
► How can I close an open vector?
► How can I change the Start Point of a vector?
► How can I change text spacing (kerning)?
► How can I add more fonts?
► Do I need to use layers?
► Can Vectric software run plasma/water jet machine tools?
► Can I work with an image file (bmp, tiff, jpeg etc.)?
► Can I use a Snap Grid or Guide Lines to help me work with vectors?

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► Are there any shortcuts for controlling the view in the 2D Design window?

3D Design - Components

► How can I import a 3D model into Aspire/VCarve from another software program?
► Why does the edge of my 3D Component look very rough?
► What is the Zero Plane?
► What are the right settings for Model Resolution?
► Organizing Clipart
► How can I open V3M files?
► How can I access Clipart?

SketchUp

► What is SketchUp?
► Why is my imported model much too big or much too small?
► When I import my model, I get multiple copies of components.
► When I import a flat panel with a rounded edge as a vector import it does not record the rounded
edge.
► What version of Aspire or VCarve should I use to open SketchUp files?
► What sort of designs should I be using SketchUp for with Aspire and VCarve?
► What should I save
my Sketchup model to import Vectors to Aspire or VCarve?
► What does Auto Orientate do in the Vector Import dialogue for SketchUp?
► My model does not look as smooth as it did in my other 3D package.
► My 3D SketchUp model is not importing to flat panels correctly in Aspire or VCarve
► I have updated Sketchup and now cannot open my files in Aspire or VCarve
► Why I can see through my model when it is imported?
► How do I import SketchUp models?
► How can I import a 2-sided SketchUp model?
► How can I get the best results with the SketchUp Vector import?
► Can I import SketchUp models into Aspire/VCarve?

Toolpaths

► How can I open a file from Cut3D (V3D), Vector Art 3D Machinist (V3M) or PhotoVCarve (PVC) in
Aspire, VCarve or Cut2D?
► How can I tell howdeep my V-Carving is?
► Will my CNC do V-carving work?

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► Why is the machined edge of my dish model rough or have a ridge around it?
► Why is no toolpath being calculated for the vectors I have selected?
► Why does my actual cut part not look like the Preview Image?
► When should I use a Start Depth?
► What is the difference between changing a tool's settings in the Tool Database and Editing a tool in
the Toolpath setup?
► What is the "Solid" option?
► What do I need to reset after a tool change?
► What controls the depth where the tabs are in a toolpath?
► Saving Images with a plain background?
► In the Profile Toolpath, what is Allowance Offset used for?
► In the Pocket Toolpath, what is Pocket Allowance used for?
► How do Start Depth and Cut Depth work together?
► How do I use the two Safe Z settings, Z1 and Z2?
► How do I transfer the toolpaths to the machine tool?
► How do I stop the toolpath cutting past the edge of my 3D model?
► How do I setup the start
point of the toolpath?
► How do I set the Cut Depth when V-carving?
► How do I machine a single line font?
► How do I ensure my bit will not hit a clamp when traveling across the machine bed?
► How can I remember what Allowance Offset or Pocket Allowance will change in my toolpath?
► How can I make copies of a toolpath to cut multiple versions of the same part?
► How can I machine a project which is larger than my CNC work area?
► How can I improve the edge quality of my 3D model when machining it?
► How can I improve the cut quality when working with difficult materials and/or deep V-carvings?
► How can I get an estimate of how long the toolpath will take to actually cut?
► How can I find the correct post processor for my machine tool?
► How can I create a new custom tool?
► How can I control how many passes (depths of cut) my toolpath will take?
► How can I adjust the depth of my V-carving when it is too deep or too shallow?
► Does Vectric software support Tool Changers?
► Can I create a tool with an undercut?
► Can I control the speed of the Toolpath Preview?
► Can I add different types of preview materials?
► Are there any shortcuts for controlling the view in the 3D Preview window?

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Shortcut Keys
General Shortcut Keys

Shortcut key Description


Ctrl + A Select All vectors
Esc Deselect All vectors

Select ⇐ Selects all vectors inside and touching selection rectangle


Right to Left

► Select Only selects vectors fully inside selection rectangle


Left to Right

N Toggles between Selection and Node Editing modes


Esc Switches to Selection Mode (exits Node editing or Transform mode)
T Opens the Scale form for Transforming the vectors
M Opens the Move form
R Opens the Rotate form
J Opens the Join Vectors form
Ctrl + M Opens Measure tool form
9 Rotates selected object 45° counterclockwise
0 Rotates selected object 45° clockwise

Esc Exits vector drawing and editing tools and closes the data entry form

Right Exits vector drawing and editing tools and closes the data entry form
mouse click
Re-opens the last vector creation form you used. This is very useful
Space-bar when using other forms in between each shape / text / dimension you
create.

Z Zoom - click top left and bottom right corners to zoom


Esc Exits zoom mode returning to Selection mode
CRTL + F Zoom to fit Job
F Zoom to fit Material
F6 Zoom to fit Material

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F1 Opens the Help File


F2 Opens the 2D Drawing window
F3 Opens the 3D Preview window
F4 Opens the Snap Settings form
F5 Refreshes the 2D window
F6 Scales 2D view to fit material
F8 Toggles between the Drawing and Modeling Tab
F9 Center selected object in view
F10 Opens the Alignment Tools form
F11 Toggle Drawing Tab on
F12 Toggle Toolpath Tab on

Tab Navigation

Shortcut key Description


F11 Toggle Drawing Tab on
F12 Toggle Toolpath Tab on
Ctrl + L Opens the Layers Tab
Ctrl + D Opens the Drawing Tab
F8 Toggles between the Drawing and Modeling Tab

Double Sided Job Setup

Shortcut key Description


1 Toggle Top Side on
2 Toggle Bottom Side on
= Toggle Multi-Sided View on

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Mirror

Shortcut key Description


H Mirror Horizontally
Ctrl + H Create Mirror Copy Horizontally
Shift + H Mirror Horizontally, around center of material
Ctrl + Shift + H Create Mirror Copy Horizontally, around center of material
V Mirror Vertically
Ctrl + V Create Mirror Copy Vertically
Shift + V Mirror Vertically, around center of material
Ctrl + Shift + V Create Mirror Copy Vertically, around center of material

Alignment

Shortcut key Description


F9 Moves selected object to the center of the material
F10 Opens the Alignment Tools form

Groups

Shortcut key Description


G Group: Creates a single group containing selected vectors / components
U Ungroup: Converts a Group to individual vectors or components
'Deep' ungroup the selected objects to their original layers.Sub-groups are
Ctrl + U
also ungrouped
'Deep' ungroup the selected objects to their groups layers. Sub-groups are
Ctrl + Shift + U
also ungrouped

Arrow keys

Nudge selected vectors using the Arrow keys

Holding Ctrl reduces the nudge distance


Holding Shift increases the nudge distance
Holding Ctrl + Shift nudges the selected object by the Fixed Nudge Distance which is
specified in the Snap Settings ( F4 )

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Node Editing

Shortcut key Description


I Insert a Point
D Delete Point / Span
S Smooth / Unsmooth Point
C Cut Vector opens the vector
B Convert span to Bezier
A Convert span to Arc
L Convert span to Line
P Makes the selected node the Start Point for machining
X Displays a single node's X and Y location properties
Changes the X co-ordinate position of selected nodes to match the
X
position of the first one (when more than one selected)
Changes the Y co-ordinate position of selected nodes to match the
Y
position of the first one (when more than one selected)
H Enter horizontal mirror mode (press again to exit)
V Enter vertical mirror mode (press again to exit)

Right Opens context sensitive menus


mouse click

Ctrl + Z Edit Undo


Ctrl + Y Edit Redo

Ctrl + C Copy the selected vectors


Ctrl + V Paste the selected vectors
Pastes a copy of the selected vectors each time the left mouse button is
Ctrl and Drag released.
Ctrl + X Cut the selected vectors
Moves the object either horizontally or vertically aligned with its original
Alt and Drag position
Creates a copy of the original object horizontally or vertically aligned to
Ctrl + Alt and Drag its original position

Ctrl + N Create New file


Ctrl + O Open an Existing file
Ctrl + S Save file
Ctrl + I Import file

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Vertically tiles the 2D View and the 3D View window so you can see
Page Up them both simultaneously. Currently Selected window is on the left -
typically best to select the 2D View first when doing this.

Horizontally tiles the 2D View and the 3D View window so you can see
Page Down them both simultaneously. Currently Selected window is at the top -
typically best to select the 2D View first when doing this.

Quick Keys
Pressing the Space-bar re-opens the last vector creation form you used. This is very useful when
using other forms in between each shape / text / dimension you create.

Various values can be typed in while dragging out shapes as follows:

Note: In most cases, the left mouse button must be pressed in order to input a value (i.e.dragging to
create a circle, dragging a vector to move it, or dragging one of the rotating/scaling points around a
vector to rotate/scale it).

The exception to this is the polyline tool: once the first point is entered the Quick Keys can be used
without having to depress the left mouse key. Entering values defines the next end-point.

Moving Objects M

Description
Drag Object
Moves object the L Value from original position in direction of cursor.
Value Enter
Equivalent to: Value L .

Moves object relative to its position by X and Y.


Value , Value Enter
Equivalent to: Value D Value W .

Value X Value Y Moves object to the absolute position X and Y

Rotating Objects R

Description
Drag Rotation Handles
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Rotate the selection by R degrees counterclockwise.


Value Enter
Equivalent to: Value L .

Scaling Objects T

Description
Drag Scaling Handles
Default when dragging edge scale nodes only.
Set the width or height of the object to 'L' (depending on which handle
Value Enter
is being dragged).
Equivalent to: Value L .

Default when dragging corner scale nodes only.


Value , Value Enter Set the width and height of the object to the given values.
Equivalent to: Value D Value W .

Value S Scale the object by a factor.

Node Editing N

Description
Drag Node
Moves node from original position by that amount in direction of cursor.
Value Enter
Equivalent to: Value L .

Move the node by that amount relative to its current position.


Value , Value Enter
Equivalent to: Value D Value W .

Value X Value Y Moves node to the absolute position X and Y

Polyline Tool

Note: Once the first point is entered the Quick Keys can be used without having to depress the left
mouse key. Entering values defines the next end-point.

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Value after adding first point


Description

Places next point L away from the last point in the direction of cursor.
Value Enter
Equivalent to: Value L .

Place the next point offset by that amount relative to the last point's
Value , Value Enter position.
Equivalent to: Value D Value W .

Value X Value Y Places the next point at position X and Y


Value A Value L Creates a line with an angle of A° and a length L

Draw Circle

Value(s) while Dragging


Description
Mouse
Create a circle with the given radius.
Value Enter
Equivalent to: Value R .

Value D Create a circle of Diameter D

Draw Ellipse

Value(s) while Dragging


Description
Mouse
Create a circle with the given diameter.
Value Enter
Equivalent to: Value L .

Create an ellipse with width and height.


Value , Value Enter
Equivalent to: Value W Value H .

Value X Create an ellipse with width X and use the current height
Value Y Create an ellipse with height Y and use the current height

Draw Rectangle

Value(s) while Dragging Description

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Mouse
Create a sqaure with the given side length.
Value Enter
Equivalent to: Value L .

Create a rectangle with given width and height.


Value , Value Enter
Equivalent to: Value W Value H .

Value X Create a rectangle with width X and use the current height
Value Y Create a rectangle with height Y and use the current height
Value R Value X Create a rectangle with a radius R and width X, using current height
Value R Value Y Create a rectangle with a radius R and height Y, using current width
Value W Value H Create a rectangle with width W and height H
Value , Value Enter Create a rectangle with width and height

Draw Polygon

Value(s) while Creating


Description
Mouse
Create a circle with the given radius.
Value Enter
Equivalent to: Value R .

Value D Creates a Polygon with diameter D


Value S Value R Create a polygon with number of sides S and radius R
Value S Value D Create a polygon with number of sides S and diameter D

Draw Star

Description
Value(s) while Dragging Mouse
Create a star with the given radius.
Value Enter
Equivalent to: Value R .

Value D Create a star with diameter D


Value P Value R Create a star with number of points P and radius R
Value P Value D Create a star with number of points P and diameter D
Create a star with number of points P , Internal Radius % I
Value P Value I Value R
and radius R
Create a star with number of points P , Internal Radius % I
Value P Value I Value D
and diameter D

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What's New in VCarve Pro V9.0


Welcome to VCarve Pro V9.0!

This documentation provides a convenient guide for previous VCarve Pro customers to highlight new and
enhanced features specific to this release of the software. It is intended as a way for existing VCarve Pro
users to locate just the new or changed aspects of the software.

If you are new to VCarve Pro, don't forget that full documentation of all the features of the software can be
found here, or by selecting Help ► Help Contents from the Main Menu on VCarve Pro's main window.

New Drawing Tools


This latest version of VCarve Pro introduces several entirely new drawing tools and features,

Smart Snapping

The way you draw in the software has seen some huge improvements making it quicker and easier to
create and align geometry in the software with the introduction of Smart Snapping. Smart Snapping can
dramatically reduce the time taken to create vector geometry. It enables geometry to be snapped to lines,
extensions and intersections which don't exist as geometry thereby reducing the need for most
construction vectors.

Quick Keys

In addition to the Smart Snapping feature we have introduced the ability to transform and create shapes
using Quick Keys. This allows you to add more precision to your shape creation and editing process more
easily by allowing typed values while creating geometry. This is supported for creation of circles, ellipses,
rectangles, polygons, stars, polylines and in editing nodes or transforming vectors.

Pressing the Space-bar re-opens the last vector creation form you used. This is very useful when
using other forms in between each shape / text / dimension you create.

Vector Validator

The Vector Validator is intended to help locate issues with contours after importing vector files to look for
problematic issues that could potentially affect toolpath creation such as overlapping contours or

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intersections. It also indicates zero-length spans that are in the file, where the software can fix them at the
click of a button.

Enhanced & Extended Drawing Tools

This section details the improvements that have been made to features you will already be familiar with
from earlier versions of VCarve Pro and includes the following:

Dimensioning
All Closed Shape creation tools are now fully consistent
Create tangents lines to circles & arcs using the Polyline Tool

Dimensioning

Further improvements have been made to the way you can create dimensions in the software. It has been
enhanced to allow faster placement and more freedom. You now have the option to edit existing
dimensions while the form is open. Dimensions can now have custom text. This text is stored per
dimension, so you change between calculated and custom text without losing a dimension's custom text.

Note: The Length, Vertical and Horizontal Dimensions allow the text to be placed freely with a snap-
point-point at the center of the dimension line for consistency with previous versions (disable
snapping by holding down a Shift key).

Shape Creation

Improvements have been made to the way we create shapes. If a shape is selected when a shape's form
is opened, the form will load its values from the selected shape, otherwise it holds the same values it had
when it was last closed.

When drawing a shape, the size of the shape you are drawing will be displayed, changing appropriately
for the snap radius and job size. You can now edit a shape whilst in the shape form.

Creating Tangent Lines

Using the keyboard shortcut T in the Polyline Tool, you can create a tangent to and from existing arc
spans or circles.

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New Modeling Tools

Mirror Mode

Many decorative designs and patterns are symmetrical and the new Level Mirror
Mode makes the process of creating and editing these sort of jobs much easier and
far quicker. A dynamic and non-destructive mirroring effect can be applied to all of the
components within a level so that you can concentrate on just one half or quarter of
your design and let VCarve Pro take care of the rest.

For more information on this exciting new feature read more here....

Enhanced & Extended Modeling Tools

Add Zero Plane

In previous versions of the software, to access the Add Zero Plane command you had to select it from the
Model main menu, to make this easier to find, the Add Zero Plane option now has an Icon that can be
accessed from the Model Creation section of the Modeling Tab.

Improved Quality of Imported STL Models

Previously, STL models were imported and converted at a fixed resolution. With the average computer
being so much more powerful these days we have successfully enhanced this feature so that VCarve Pro
's modeling resolution can be used. This means that for very dense STL meshes we can preserve the
detail much more effectively when you are working within a high resolution model within VCarve Pro.

Note: Ultimately the detail possible will still be limited to the initial detail of your STL mesh. We
cannot add detail that was not there to start with!

Enhanced Toolpath Features

Setting Toolpath Start Point

Within the Profile Toolpath form, a new Start At tab has been added giving you more control over

the toolpaths start position. There are three options to choose from:

Keep current start points


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Optimize start points


and the new Move start point to be closest to selected point on vector boundary box.

This new third option allows you to make the start point to be closest to a selected point, to influence the
start point define which part of the bounding box of the profiled vector it should start near and the software
will look for the nearest point, from all of the endpoints of spans, and will start the toolpath from that point.
This is particularly useful if you wanted to alter the start point to multiple vectors in your job to a common
point without having to go in to each individual vector to alter them separately.

Note:Keep current start points and optimize start points are not new features but have been
moved from the Machine Vectors section in the Profile Toolpath form to the new Start At Tab.

Create Job Sheet Icon

To simplify your work flow the Job Setup Sheet command can now be accessed via its own Job Setup
Sheet Icon in the Toolpath Operations section of the Toolpaths tab.

Preserve Arcs across Toolpath Tiles

Previously, when tiling a toolpath, arcs where smashed to small lines if they were going across a tile. Arcs
are now maintained when tiling to creating smoother, more efficient toolpaths if arcs are supported by
your CNC machine.

General Improvements

Two-Sided Job Support

Major changes have been made throughout the software to support jobs which require you to machine
both sides of your material. VCarve Pro now helps you to manage and organize your drawings, models
and toolpaths for each side of your part using simple controls. The software helps with correct alignment
of your vectors and toolpaths and even provides a full 3D preview of your part as it will look when cut from
both sides. For lots more information please see the new Two-Sided Machining section of the full
documentation.

View Toolbar

A new View Toolbar is displayed above the view window, which allows easier access to common tools.
With the ability to create a double sided project you have easy access to switch between the Top and
Bottom Sides of your project. The Layers Drop down bar has now moved from the drawing tab to the View
Toolbar, making it accessible at all times. The other icons displayed in order of left to right are as follows:
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Snapping Toggle Options

Snap to geometry
Smart Snapping
Snap to Grid

View Controls

Toggle Pan / Twiddle View

Zoom to box

Zoom to drawing

Zoom to selection

Toolpath Drawing Toggle

Toggle 2D Toolpath Drawing

Toggle solid 2D Toolpath Drawing

Tile 2D & 3D View Windows

Stack 2D and 3D View windows vertically

Stack 2D and 3D View windows horizontally

There are also additional tools available when you are working on a two-sided job. For more information,
please see the Toolbar section of the documentation.

Export to PDF

You can now export your drawings to PDF. This is a useful and standard format but it also enables you to
print your drawings to scale on a suitable printer using Adobe or other 3rd party PDF software.

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Release Notes

Version 9.016

Bug Fixes

Fix preview artifacts in some cases on slower simulation speed.


Fix toolpath-related crash when changing from single-sided to double-sided.
Remove unintended 'customize' menu.
Restore profile parameters when switching to create tabs.

Version 9.015

Bug Fixes

Fix gouge in some join moves where the offset contours were extremely small.
Display file names correctly in the title if they have a full stop in their name.
Fix vector colours when exporting to DXF.

Version 9.014

Bug Fixes

Fix intermittent random crash on startup when in non-english languages.


Fix rare crash when exporting PDF.

Version 9.013

Bug Fixes

General & Drawing

Fix filleting tolerancing issue in inch jobs.


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Fix a PDF export scaling issue where the size was off by a very tiny amount.
Fix some document variables pasting the content of the copy/paste buffer.
Fix linking X and Y sizes on the scaling form in some cases.
Update the 2D view when importing a Machinist project.
Ensure the 2D view is up-to-date when popping up the notes dialog on startup.
Fix Job Setup form resetting the Z origin

Modeling

Fix a case where the model was not placed within the material block correctly.

Toolpaths & Simulation

Fix number of passing resetting on recalculating a profile toolpath when the cut depth is set to a
variable.
Fix applying a pocketing offset to some circles.
Fix Moulding Toolpath corner rounding.
Fix Array Copy Toolpath not optimising for tool changes correctly in some cases.
Fix Array Copy Toolpath recalculate

Version 9.012

Bug Fixes

Fix an issue with negative allowances on pocketing toolpaths.

Version 9.011

Bug Fixes

General & Drawing

Fix undo on jobs with multiple sheets.


Fixed occasional crashes occurring for some users when nesting or importing SKP files.
Fix issue with offsetting tool on heart-beat polylines.
Fix number of pixels not matching resolution on the dropdown on the job creation form.
Switching sides toolbar button works even when the toolbar is not displaying all the buttons.
Fix filleting showing invalid cases as valid.
Don't allow filleting in cases where the fillet ends are not tangent with the vectors.

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Don't move undone deleted vectors on the active sheet.


Fix offsetting issue with heart-beat shape.
Maintain the window layout (if the option is selected) even when openning directly through explorer.

Toolpaths & Simulation

Ensure selected toolpath is scrolled to and visible in the list.


Fix various issues in simulation colouring of machined area.
Fix toolpath tooltip spindle speed units text.
Make toolpath tooltip in the Summary form consistent with the toolpath list.
Fix Profile Toolpath 'Start At' radio button behaviour when going into the Tabs form.
Fix Prism Toolpath cut direction.
Fix Finishing Toolpath Raster Angle maintaining its value.
Fix 2 sided model positioning for negative models and when there is no model on one of the sides.
Fix incorrect error shown about model thickness exceeding material thickness when there is no
model.
Fix job offset controls in the Material Setup form to be more in line with the Job Setup form.

Enhancements

General & Drawing

Allow creation of squares and circles from the rectangle and ellipse tools using a single Quick Key
value.
Support snapping to the job when measuring between two points.
Improve speed of SketchUp file importing when we are not importing all layers.

Toolpaths

Add option to allow appending duplicated toolpaths to the list (as opposed to adding under the
original).
Trigger project saving when exiting on toolpath renaming.

Version 9.010

Bug Fixes

General & Drawing

Fix SVG importing of some horizontal and vertical lines.


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Add default Gadgets to the Makerspace Edition


Fix vectors' visibility when reaching the maximum zoom level
Ensure vectors and components move with the job when changing its center offset values
Fix filleting when there are vectors on multiple sheets or opposite sides.

Modeling

Ensure 'Total Height' tooltip on model components are updated after scaling the model

Toolpaths & Previews

Fix pocket toolpath's slot machining ignoring other normal pockets


Fix crash when changing the material thickness from the 'Material Setup' form
Fix moulding toolpath crash when offsetting by tool radius
Ensure fluting toolpaths reach the full depth specified on extremely shallow depths
Fix merge toolpath ordering issue when 'Merge by Part' option is used
Fix crash when merging toolpaths with the 'Dragknife' gadget
Fix simulation global fill colouring of toolpath machined areas.

Enhancements

Drawing

Allow snapping the mouse position as usual when moving vectors.


Add option to PDF exporting to allow excluding the job material boundary.

Version 9.009

Bug Fixes

General & Drawing

Clicking off the layer list (from the View Toolbar) doesn't lose the focus to other applications
(Windows 10 issue).
Fix potential rare crash in Job Setup form.
Hide splash screen if a note is to be displayed on startup of a project.

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Modeling

Fix crash / failure to open 3DS and OBJ files.


Fix crash reading projects with shadow shading enabled.
Fix component tree visibility checkbox handling and updating.

Toolpaths & Previews

Ensure the toolpath preview colour changes immediately when chaging through the preview form.
Respect various toolpath drawing options when drawing tiled toolpaths.
Re-instate stand-alone toolpath list, previously available in 8.5. This is accessible by double clicking
the toolpath list title ('Toolpaths' or 'Toolpaths (Top)')
Fix toolpath 'Show' & 'Hide' option on the right-click mouse menu.
Fix reduced resolution for some Finishing toolpaths
Fix moulding toolpath incorrect variable geometry with certain profiles.

Enhancements

General

Prompt users that an update was successful, and option to view its release notes.

Modeling

Open a clipart's folder location in explorer through the right-click mouse menu.

Version 9.008

Bug Fixes

Drawing

Don't delete existing Guides when importing a crv file.


Measure tool now maintains its last state correctly.

Toolpaths & Preview

Fixed 2D Solid preview for VCarve toolpaths.

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Read Pocketing and Quick Engraving last pass option from older projects.
Maintain simulation options to animate view and draw tool.

Gadgets

Ensure lock is removed from vgadget installer after finishing.

Copyright © 2018 Vectric Ltd.

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