Plasmacam Tutorial
Plasmacam Tutorial
Chapter 7
Tutorial
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Tutorial
This chapter is designed to help you learn how to use the PlasmaCAM software in a way that is
fun and easy. You learn by working through actual examples. The chapter contains examples to
demonstrate every important feature of the software. You will probably want to work through
the examples more than once, as well as trying your own similar projects.
You should already possess basic computer skills before attempting to learn the software from
this manual. If you are not familiar with the general operation of a Windows-based personal
computer, please seek to learn. You can learn from a class or from a friend. Your local
bookstore can recommend any one of several excellent books available.
You should be versed with at least the following skills:
Able to operate both the keyboard and mouse in commonly used ways
Able to save and open files from the hard drive, and use file directories (folders).
Able to start and operate basic Windows programs.
Most of this chapter focuses on familiarizing you with the softwarenot so much on how to
operate the machine. CHAPTER 5 contains the most information on actually operating the
machine. It is good to experiment on your own, trying out different things in the software.
However, be careful not to do this with the machine because of obvious dangers.
Many of the softwares functions and capabilities are not covered in this chapter. As you become
familiar with the software, take time to read through CHAPTER 6. Practice with all of the
commands and settings described to fill in the gaps in what you have learned.
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More Zooming
You have already seen how Zoom
commands on the VIEW menu can be used
to magnify part of the drawing or show
parts of the drawing that are hidden
because they are off the screen. Zoom
Extents, Zoom Selection, and Zoom
Previous were all demonstrated in the
previous examples. You will notice that
other Zoom commands can be found on
the VIEW menu.
Choose Zoom Window from the VIEW
menu, and left click at points 1 and 2.
The region of the drawing contained
within the window you drew is enlarged to
fill the screen. Because of its usefulness,
Zoom Window is the most commonly used
command in PlasmaCAM. Notice that
next to Zoom Window in the VIEW menu
is the keyboard shortcut F1. The F1 key is
conveniently located on your keyboard to
give you quick access to the command.
In addition to VIEW commands appearing
on the menu, you can also use the arrow
keys on the keyboard to pan around the
drawing. For example, press the up arrow
key.
The drawing view changes so that you can
see what was above the previous view.
Each press of an arrow key pans the
drawing by the screen width (or height).
Experiment by pressing the arrow keys to
pan around the drawing.
Press the F4 key on the keyboard when you are finished experimenting with the arrow keys, so
the drawing is centered back on screen. (F4 is the keyboard shortcut for Zoom Extents.)
You can also use the scroll bars to pan around the drawing. The scroll bars can be seen at the
bottom edge and the left edge of the drawing (bottom scroll bar is shown):
Arrow - click to pan 1/10th a screen
Experiment with the scroll bars by clicking on the arrows at the ends of the bars. You will
notice that the field of view pans by about 1/10th of the screen. If you click just inside of the
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arrows, you will notice that the field of view pans by a greater distance. The most convenient
way to use the scroll bars is to draw the slider (hold down the left mouse button over the slider
and move the mouse to drag). This allows you to manually pan the drawing by the amount you
desire.
Press the F4 key on the keyboard when
you are finished experimenting with the
scroll bars, so the drawing is centered back
on screen.
From the VIEW menu, choose Zoom Out.
This reduces the apparent size of the
drawing by a factor of two, allowing you
to see a larger area. (Zoom commands do
not move or change the actual size of the
drawing, they merely affect what parts of
the drawing you see on screen.)
From the VIEW menu, choose Zoom
Table. This frames the viewpoint so that
you can see the entire 5ft x 10ft cutting
area of the machine. The edge of the
square cutting area is designated on screen
by the gray box. Shapes that lie within
this area can be cut out by the machine.
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or <) specify how the new point is to be positioned relative to the last point picked. If you do
not have previous experience working with coordinates, see COORDINATE SYSTEM in
CHAPTER 6 for a detailed explanation.
From the DRAW menu, choose Fillet.
Type 0 and Enter. Then left click at
points 1-8. Click just inside of the corners
you want trimmed; then right click (or
press Esc) to stop Fillet. If you
accidentally click in the wrong place on
one of the points, stop Fillet and choose
Undo from the EDIT menu to take back
the mistake. Then restart Fillet.
Note that Fillet (or Chamfer) does not
actually add an arc segment if you type a
radius of 0. Instead, the line segments are simply trimmed at their intersection.
A couple of the line segments should still be selected from the last Fillet (otherwise select
something). From the EDIT menu, choose Link Segments. This joins all of the separate pieces
together to form one continuous, closed path. Unselect the shape (left click anywhere in the
drawing area); you will notice that the path is now purple, indicating that it is closed.
From the DRAW menu, choose Text. Left
click at points 1 and 2. From the Font list,
choose Playbill. (If this font is not
available, try Arial or any other font you
want to try.) Then type Hank at Text.
Click the OK button.
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From the VIEW menu, choose Select All By. Check Open paths and uncheck Closed loop
paths. Click the OK button. You should notice from the status bar at the bottom of the screen
that nothing is selected. This is because no broken (open) paths are left in the drawing;
everything has been converted into closed loops.
Again choose Select All By. This time check Closed loop paths and press the OK button so that
the entire drawing is selected. From the VIEW menu, choose Select Shortest. You will notice
that the first item in the list is already selected. Likewise, the smallest apparent hole in the
cannon shape is shown in green, indicating that it is selected. You can experiment by selecting
other items from the list and watching as the corresponding shapes turn green in the drawing.
Select Shortest shows that there are no remaining little pieces left in the drawing that are not
supposed to be there. Click the OK button.
Again select the entire drawing and choose Smooth from the EDIT menu. Type 0.01 and Enter.
Repeat Smooth and again type 0.01 and Enter. Notice that much of the unwanted fuzz has
been removed from the image.
Use Zoom Window from the VIEW
menu to magnify the upper part of the
cannons main wheel.
On the VIEW menu, make sure that
Snap to NodePoints is checked, and
that Snap Orthogonal and Snap to Grid
are unchecked.
From the DRAW menu, choose Bulge.
Left click at points 1 through 3.
From the EDIT menu, choose Break.
Left click just to the left of point 1 and
just to the right of point 2. Right click
to end Break.
Select the fuzzy shape, not the new arc
just drawn (left click near point 3).
From the EDIT menu, choose Delete.
Select the new arc and choose Link
Segments from the EDIT menu.
From the VIEW menu, choose Zoom
Extents then Zoom Window to magnify
the front of the cannon barrel as shown.
Make sure that nothing is selected.
From the EDIT menu, choose Edit
Path. Left click near point 1. Then
press the Delete key. (This removes
the small glitch from the shape.)
Experiment with Edit by holding Ctrl
and pressing the arrow keys.
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grate stops
4x10 sheet
When the machine is ready, select all of the shapes and choose Cut from the MACHINE menu.
(Drag a selection window around the shapes; this will also select the holes which have to be cut
first.)
Bending the Shapes
Notice that most of the shapes have small grooves cut in various places along the edges. These
grooves indicate where the bends need to be made. Use a box and pan brake to bend all of the
pieces as required (90 degrees with 1/16 inch radius on all bends). The following illustrations
show what the parts should look like after bending (except the two back panels, which are not
bent):
Keyboard Shelf
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Keyboard Duct
CPU Door
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Top Cover
Fan Shelf
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Main Cabinet
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B
D
A
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driven through the holes at A, from the outside. Then screw the shelf to the main cabinet with
four screws that are driven into the shelf from the inside of the cabinet, near B. The shelf should
now be firmly attached to the cabinet.
Filter Brackets
Screw the two filter brackets to the inside bottom of the cabinet, as shown. Each bracket is held
by two screws, driven in from the outside of the cabinet.
Inner Shelves and Door
Bolt the fan (at C above) to the lower fan shelf as shown. (The fan should already be safely
wired to a power cord.) Screw the fan shelf in place inside the cabinet using four screws that are
driven in from the outside of the cabinet, at the sides.
Set the sliding door (at D above) in place and screw in the two middle shelves using four screws
each, driven in from the outer sides of the cabinet. Note that the door must be properly
positioned before the shelves can be installed. You may also need to insert your computers CPU
before putting in all of the screws for the top shelf (paint everything first if this is the case).
Screw in the top cover using six screws that are driven in from the outside of the cabinet, at the
sides and front.
Back Panels
Screw the lower back panel to the cabinet and fan shelf as shown below using six screws (the
lowest holes are reserved for the optional legs).
The main back panel is held in place and made easy to remove as shown below by eight screws
which are driven only about half way into the back of the cabinet. The installed panel can be
removed simply by lifting it and pulling it off of the enclosure.
Legs
The optional legs can be attached to the main cabinet using four screws each. These screws are
driven through the legs and into the 16 lowest holes on the cabinet and lower back panel. If the
legs are not built and installed, the cabinet can simply rest on a table.
Finishing the Cabinet
When you are done assembling the cabinet, paint the outside of it.
Install your computer on the inside, carefully routing the wires through the holes that are
provided. The keyboard shelf has been designed to hold both a standard keyboard and a mouse
pad. The slot in the main back panel allows the power cords and parallel port cable to exit the
cabinet.
Attach the power strip to the side of the cabinet using double-stick foam. You can use the power
strip to switch on the computer, monitor, cabinet fan, and cutting table all at the same time.
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