Vector control in embroidery programs
I suppose it's worth going back and taking a closer look at what vector illustrations are, which I already mentioned in passing in the post on Types of embroidery digitizing illustrations.
All vectors are defined mathematically by a set of
coordinates on a plane. The shapes of the objects are determined by the path
created by the Bezier curve. The angles and shape of curves are determined by
points (nodes) and their groups.
I don’t want to look at specialized graphics software like
Adobe Illustrator and CorelDraw right now. With them, and so everything is
clear - these editors are sharpened for graphics. I want to consider what
capabilities the user has in the embroidery editors. After all, embroidery
programs all work with a vector.
I will try to explain why this mustache is so attractive from
my point of view in working with vectors. Classically,
there are 4 types of points in a vector drawing:
1. Straight -
straight kink. The point has no mustache. All sides are straightforward.
2. Symmetric - symmetric knot. The
mustache is always on one straight line, the length of the mustache is the
same. When you move one mustache, the second mustache moves symmetrically,
forming a symmetrical curve around the point.
3. Smooth - a smoothed node. Used where
you want to draw a curve with a smooth bend. The whiskers of a point are always
on the same straight line. That is, when you change the angle of inclination of
one mustache, the angle of the other mustache automatically changes. In this
case, the size of the mustache may be different.
4. Cusp - the point of inflection that
creates a kink. The whiskers at one point are independent of each other in
terms of the angle and length of the whiskers, and each forms its own curve
shape.
During the process of digitizing in a graphical editor, with
each mouse click, we put a new point and stretch; rotate the mustache of the
previously selected node type, adjusting the curve to the desired shape. And it
is the mustache that will determine what shape the curve we get, and not the number of points placed along the curve.
Embroidery editors usually have the ability to manipulate the shape of the knot. But far from all in full. Typically, there are several types
of methods for entering curves in embroidery digitizing services
software. I will list the main ones:
QuickDraw - for a mouse click, a breakpoint or
a smoothed one is set, and the editor itself already determines the shape
according to its algorithms (these algorithms are different in all editors).
The most important thing here is to focus on how it is generated in a
particular editor.
Bezier is the traditional way of drawing by
defining the type of a knot, pulling the whiskers, and laying out a curve.
Arc is a method for entering curves
constructed from circle segments only.
Free Hand is a method of drawing with one
click of the left mouse button in an attempt to trace the entire object in one
movement "without lifting the pencil from the paper." At the end of the drawing, the key must be released. This is for craftsmen only.
I will consider a little the methods of working with curves
in different embroidery editors.
Starting with version e1.5, Wilcom has a mode switch: with
and without a mustache. To be honest, when I first encountered the QuickDraw
object input method in Wilcom (and this was still the 9th version), I was
immensely surprised by the absence of whiskers (handles) as a convenient means
of curve manipulation. In the one and a half version, these points without a
mustache look like this:
The blue circles represent a smooth point, and the yellow
squares represent a straight point. In this case, all the control of the curve,
in my opinion, is reduced by adding or removing points in the right place, of
the desired type. That's all the manipulation. It is very inconvenient, and in
addition, you run the risk of getting a huge number of points, if the eye has
not yet zoomed-in, where it would be more accurate to place them. But points
can be set at the speed of light, using only 2 mouse buttons left and right.
Despite the fact that now you can already use the mustache;
the input of the object is still the old way. But you can edit the curve using
the mustache. At least this is the case in version e1.5.
In addition, in this editor, you cannot adjust the shape of
the curve by manipulating it itself - and this, I think, is one of the biggest
drawbacks of online embroidery digitizing
editors.
With the release of the latest version (e3.0), maybe
something has changed in the input and editing methods, I don't know. It is
better to ask this question to authorized software dealers.
Tajima 12 has the ability to operate with all four types of
nodes. Only now, in my opinion, the level of curve control when typing leaves
much to be desired - you don't always get what you need in shape right away.
And it is not very convenient to edit the type of the node, and to enter /
delete new points - through the drop-down menu by right-clicking on the desired
point.
In the latest versions, something may have changed already. I
do not know this. But I never liked the very process of entering a curve in
Tajima directly with a Bezier curve, and I always used the QuickDraw method - a
standard right / left mouse click. It also turns out not very nice, but it is
not an example faster. You cannot control the shape by manipulating the curve
itself as in Wilcom.
By the way, judging by the Tajima advertisements at the
dealers, this editor now has the ability to display points as in Wilcom -
without a mustache. It's funny.
Most of all I was amazed by the method of entering objects in
WinXP (Experience) - this is the only method for entering QuickDraw curves
for this editor that works perfectly there. The curves turn out smooth, it is
convenient to adjust them in shape to the traced object. Although this editor
knows only 2 types of Smooth and Straight nodes, this does not affect the
quality of the water in any way. Changing the type of point also occurs through
the drop-down menu, which is not very convenient. But here you can control the
shape of the curve by manipulating it itself, which is just great.
The Stitch Era Bezier method makes it possible to use all of
the above types of nodes easily and easily by switching between them in the
process of typing with hotkeys. It is impossible to manipulate the shape of an
object through the curve itself here, as in many editors.
And the QuickDraw method is built exclusively on the input of
straight lines or segments of circles, which is not very convenient and accurately
describes all the nuances of the shape, but you can adapt. Still, the method of
entering the Bezier curve itself, in my opinion, is not very convenient. Or I
just need to practice with him.
Whoever, foaming at the mouth, would not prove to me that it
is convenient to work without a mustache on curves, I will never believe.
SIMILAR ENTRIES:
Summary Table of
Embroidery Machine File Format Extensions
Despite the fact that all machine files carry, in general,
identical information about the coordinates of stitches and commands, there are
2 types of formats among machine files: ...
Let's compare the
machine embroidery editor. Edge for trimming
Maybe I'm wrong, but not at every embroidery production
ready-made chevrons and stripes are cut along the edge with a laser, very many
to this day...
Let's compare the
embroidery editor. Correctness of machine files. Is it critical?
Recently I drew attention to one important detail for me -
not all machine embroidery editors can make a machine file such that when
overlaid on...
Quality milestones.
Examining the shape of the edge of stitch objects
Satin and fill stitches have a special parameter that
determines the shape of the edge (profile) of the object. Usually, at least 3
basic edge shapes are distinguished.
Quality milestones.
Nuances of digitizing complex objects
Objects of complex shape (branched, with holes), if they are
large enough to make them satin, are usually assigned the properties of flat or
patterned fills.
For more details:
Comments
Post a Comment