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Welcome To Signmaster Help - Draft

Signmaster is vinyl cutting software that provides tutorials, lessons, and a manual to help users learn its features. The document discusses Signmaster's learning resources like built-in help topics and popup help, as well as how to install, activate, and get support for Signmaster. It also provides system requirements and instructions for installing the software and extras onto multiple computers.

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0% found this document useful (0 votes)
2K views339 pages

Welcome To Signmaster Help - Draft

Signmaster is vinyl cutting software that provides tutorials, lessons, and a manual to help users learn its features. The document discusses Signmaster's learning resources like built-in help topics and popup help, as well as how to install, activate, and get support for Signmaster. It also provides system requirements and instructions for installing the software and extras onto multiple computers.

Uploaded by

pessagraf
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
You are on page 1/ 339

Welcome to Signmaster Help

Welcome to Signmaster's How To's

Important: The fastest way to learn Signmaster is to watch and listen to the How To lessons and
Tutorials (below). These will quickly show you how the software works and where to find the most
used tools and features.

• How To Lessons (quick guides) • Tutorials (detailed guides)

• Getting Started • Distortion Effects

• The Signmaster Workspace • Vector Effects

• Import, Export& Publish to • Shaping & Welding Objects

• Objects and Layout Tools • Printing (Desktop)

• Color and Fills • Cutting and Plotting

• Text • Contour Cutting

• Power Shapes and Basic Shapes • Image Cut

• Curves and Lines (Paths) • Engraving

• Images (Bitmaps) • Reference

• Vectorizing (Tracing) • Support and Training

Getting Started

1. Welcome
Signmaster is stand‐alone vinyl cutting software that lets you easily produce a wide
range of vinyl lettering, logos, signage, pinstriping etc. and comes with a suite of
powerful text, curve and object tools (Pro and Xpt).

There are four levels of Signmaster from Basic (Cut) through to Expert (Xpt). This help
file covers Signmaster Cut, Pro and Xpt with each outlined as follows:

Signmaster ‐ Basic tools and features for cutting out vinyl shapes, text and logos
Cut
Signmaster ‐ Supports ARMS and includes basic tools and features for cutting out vinyl
Cut ARMS shapes, text and logos

Signmaster ‐ Entry Level for small/home office use (SOHO) with a good set of graphics
Pro design tools and features for simple vinyl cutting

Signmaster ‐ Professional graphics design and vinyl cutting software that has been designed
Xpt specifically for producing a wide range of vinyl lettering, logos, signage,
pinstriping and comes with a large suite of powerful text, curve, object and
cutfile (cut document) tools

Note: Signmaster Cut does not include many of the tools and features found in
Signmaster Pro and more specifically Signmaster Xpt. However, you can upgrade
from Signmaster Cut to "Pro" or "Xpt" and from "Pro" to "Xpt" for a discount. Please
contact your dealer for details.

In this section you will learn about:


Register for Support
Updating Signmaster

 How to Register for Support


 In order for us to provide the very best service and support we need to keep track of
where our customers are, what products of ours they're using and what they use our
software products for and ask that you fill in and simple registration form online by
clicking Register for Support
 Updating Signmaster
 If an Internet connection is available Signmaster will automatically request to update
itself via the Gateway when updates and service packs become available. However, if a
connection is not available you can log onto our website from any connected computer
and download the latest update which will include all updates up until that point in time.

Note: It's not necessary for the computer with Signmaster installed on it to be
connected to the Internet if you are manually downloading an update.

If you cannot access the Internet on this computer copy and paste this link into the
address bar of your Internet browser (not a search engine):

https://futurereg.com/activate.php

If you have a network cable (Ethernet) plugged into your computer that Windows
recognizes as a network connection Signmaster will assume the computer is connected
to the Internet even if it is not. In this case Signmaster will be unable to update itself
automatically.
2.Learning Resources
Signmaster comes with a suite of specialist help tools and features to greatly assist you in
learning where to find and how to use all Signmaster tools and features, as follows:

Built‐in Manual

A complete user‐guide (manual) of


Signmaster i.e. the manual that you are
reading at the moment.

Popup Help
A set of specific help files that discuss and
explain areas within modules and program
windows e.g. in the Vectorizer.

Lessons and Tutorials

A suite of videos that discuss in detail how


to do a wide range of tasks in the program.
These lessons are available Online (requires
an Internet connection)

To view click Tutorials

Built‐in Manual (Help Topics)

Built‐in Manual (F1)

Overview
The Built‐in Manual contains comprehensive instructions on how to use Signmaster and where
to find specific tools.

Topics
From the left column you can quickly navigate to any page within the manual and its contents
will appear on the right‐side.

Keywords
To help you quickly locate a specific tool or feature we have created a Keyword list for each
page of the manual. To use this feature click on the Keyword Search tab (top left corner of this
window) and type in a keyword relating to what you are looking for and those pages with that
keyword will appear for you to read in this section.

Lessons & Tutorials


Signmaster also comes with highly informative and easy to follow Video Lessons and Tutorials
that you can access by clicking on the Tutorials link (as shown above).

Online Resources
In addition to the Built‐in Manual, you will also find a great deal of Online Assistance by clicking
on the Online Resources link.

1. Popup Help

Popup Help is a set of specific help files that discuss and explain areas within toolbars,
modules and program windows i.e. targeted help at the location of the tools.

Vectorizer

Click Image to Magnify [+]

How to Top of Page

To Do the following

Use Popup
Help

• Wherever you see a Popup Help button (shown directly above) click on it to Pop
Out a Help Docker;
Popup Help is often quite detailed and you will need to scroll down to reveal all of the help file.

Installing & Activating Signmaster


Signmaster is easy to install and can be installed without being Activated. However, if you
wish to use the software without restriction you are required to Activate Signmaster which
is done automatically by the software online if you have an Internet connection ‐ if you
don't have a connection you can Activate Signmaster manually but you will still require
access to the Internet.

Note: It's not necessary or required for the computer with Signmaster installed on it to be
connected to the Internet if you are manually Activating Signmaster.

In this section you will learn about:

System Requirements
Installing Signmaster & Extras
Licensing & Product Activation
License Terms & Conditions
Selling a Licensed Copy of Signmaster

 System Requirements
 To operate Signmaster successfully the following computer configuration is required:
Minimum Computer Configuration
• IBM Compatible 1Ghz CPU
• 4Gb of available Hard Disk Drive space (includes Extras, add 2.5Gb for the Lessons)
• 1024Mb of RAM
• DVD Reader
• SVGA color monitor set to a min 1024x768 pixels
• 128Mb SVGA Video/Graphics card
• 2 Button Mouse
• Microsoft Windows Xp (Service Pack 3)

Recommended Computer Configuration


• Pentium Dual‐Core+
• 10Gb+ of available Hard Disk Drive space
• 4Gb+ of RAM
• DVD Read Write Drive
• 24”+ Color monitor (1900 Pixels+ Wide)
• 1.0Gb+ Video/Graphics card
• 2 Button Scrolling Wheel Mouse
• Sound & Speakers
• Microsoft Windows 7 or above in 64bit ‐ set to 100% screen resolution, as shown
below:

Click Image to Magnify [+]

 Installing Signmaster
Signmaster is compatible with Windows Xp, Vista, 7, 8 and 10. Signmaster will also run on a
Mac by using Boot Camp. For instructions, please visit Apple
(http://www.apple.com/support/bootcamp/).

The Installation Process may be via download, a disc (CD/DVD) or discs (DVDs). This will
depend on whether you bought online, in store or with a vinyl cutter.

To install and then activate is as follows:

Step 1 Install Signmaster from one of the provided links and Product Serial Number (PSN) or
‐ using the Program DVD and PSN

Step 2 Install the Extras from one of the provided links or using the Extras DVD (if either has
‐ been provided to you)

Step 3 Open the Gateway and click License to activate Signmaster using the Internet

Note: If the computer you wish to install and activate Signmaster to is not connected
to the internet, we provide you with a very simple process to remotely activate
Signmaster from any other computer that is connected to the internet i.e. so long as
you can access the internet from anywhere else you can easily activate Signmaster.
The instructions are provided when Signmaster detects the Internet is unavailable.

Installing Signmaster on more than one (1) computer


You can install Signmaster onto as many computers as you like and then design your
work and save it off. However, if you want to output from a particular computer
then it must to be Activated and you are entitled to one (1) Activation per license.
Additional licenses can be purchased at a substantial discount.

Note: You can always Deactivate a computer and Activate another.

How to Install Signmaster and Extras from Disc Top of page

To Do the
following

Install Insert the Signmaster DVD into your computer's DVD drive and wait
1.
Signmaster for it to Auto‐run.

If it fails to initiate, click on the Start button and go to Computer/My


Computer and select the DVD drive with the Signmaster DVD and
double‐click on it to initiate Auto‐run or right‐click on the DVD icon
and click Open/Explore and then click on Install_Signmaster.

Follow the Installation Instructions and click Next as required and


2.
Signmaster will be installed onto your computer;

If required, you can install Signmaster to another drive on your system. However, and to avoid potential
problems we recommend you install Signmaster onto C:\ Drive or the same drive that you have Windows
installed on.

 Licensing & Product Activation


How to Activate Signmaster

 Click on the Help menu in Signmaster and then Activate Product.


 Follow the instructions in the window that opens.
 Close Signmaster and when the software is reopened it will be activated and ready to
output.

or
 Click on the Help menu in Signmaster and then Gateway.
 Click License and Activate.

Licensing Signmaster on more than one (1) computer


You can install Signmaster onto as many computers as you like and then design your work
and save it off. However, if you want to output from a particular computer then it must to
be Activated and you are entitled to one (1) Activation per license. Additional licenses can
be purchased at a substantial discount.

Questions? see FAQ (below)

Having Problems? write to Activate Help or visit our: Activate Website (or copy and paste:
https://futurereg.com/activate.php ‐ into your Internet browser)

Glossary of our License Terms


License Remaining ‐ The amount of time left before the software's license will
automatically be renewed i.e. Activated again or Reactivated
License Status ‐ Whether the software is currently Activated or Deactivated (Not
or No Longer Activated)
Product Serial Number ‐ A unique 20‐digit number issued by us with each copy of
Signmaster also known as a PSN

License
Signmaster is licensed to you via an End User License Agreement which is a legal contract
between you and us and sets out both our rights and responsibilities, see the EULA.

Important Notice
The license period remaining is determined by the type of product license you have and
nominated payment method. Even perpetual licenses must be be renewed on a periodical basis
i.e. Signmaster must be relicensed on a regular basis under the terms of the EULA.

Do I need a Dongle?
No, we do not use Dongles for any of our software packages.

Activation
To use Signmaster without restriction (Cutting, Exporting, Printing) you are required to Activate
the software which can be done automatically if you have an Internet connection ‐ if you don't
have a connection you can Activate Signmaster manually but you will still require access to the
Internet.

Can I use Signmaster without Activating it?


Yes you can! You can install Signmaster onto as many computers as you wish and design and
save your artwork, but if you wish to use Signmaster without restriction (Cutting, Exporting,
Printing and RIP'ing) you are required to Activate the software (see above).

Does my computer have to be online?


No, it's not necessary for the computer with Signmaster installed on it to be connected to the
Internet if you wish to manually Activate Signmaster (see below).
If you have a network cable (Ethernet) plugged into your computer that Windows
recognizes as a network connection Signmaster will assume the computer is connected
to the Internet even if it is not.

Solution
Unplug the network cable, reboot the computer and click Activate. Now the manual
Activation window will come up ready for you to follow.

Do I have to be able to access the Internet?


Yes, but it does not matter where or how, you can even use a smart phone. So long as you can
get online anywhere by any method and type in two lots of numbers.

Can I call you to Activate?


No, the reason why is that typing in a very long series of numbers or saying them often goes
wrong and quickly leads to frustration. So we have come up with a very simple file based
method for non‐connected computers to become Activated.

Can I Deactivate Signmaster?


Yes, you can Deactivate Signmaster by following the steps under License in the Gateway. You

can open the Gateway from Launch in Signmaster.

 License Terms & Conditions


 License
Signmaster is licensed to you via an End User License Agreement with is a legal
contract between you and us and sets out both our rights and responsibilities, see
the EULA
 The main points you must be aware of are as follows:

1. If you are the first user you may entitled to a money back guarantee (exc. some variants of
the software such as the demo and upgrades) ‐ which begins to run from the date of your
invoice or receipt;

2. Signmaster is licensed not sold to you i.e. you have some non‐exclusive rights to use the
software for personal or commercial use;

3. You may only Activate one (1) computer per one (1) license, unless you have entered into a
separate written and signed agreement with us;

4. The software must be relicensed periodically via the Internet to remain activated i.e. this
cannot be done via email, telephone or facsimile;

5. If you sell or transfer your license you must follow a certain procedure outlined here in
order for this to be accepted by us;
6. Training and tech support are taken very seriously by us and are provided predominately via
the Internet, however, we do not guarantee that training and tech support will always be
available or provided under every circumstance i.e. search our FAQ, Forums and
Knowledgebase as well as contacting us;

7. Academic, demo, not for resale, SDKs and similar type versions of the software are for non‐
commercial use i.e. if you purchase or receive one of these versions you may not use it
commercially or for any commercial (profitable) purpose.

8. If you believe or are suspicious about a version of Signmaster not being legal, please fill in
one of the forms from here: Report Piracy

 Refer to the EULA for specific details and before you accept our terms and
conditions.

The Signmaster Workspace


Workspace & Settings

 Signmaster Terminology
Before you get started with Signmaster, you should become familiar with our terms, as follows:

Our Term Equivalent Terms Description


Object Item/thing An element in a drawing such as a shape, image, curve or text
Document Drawing/Graphic The artwork you create and save in Signmaster
Cut Cutfile/Cutting A class of document for containing only cutfiles (container)
Document
Window Module/Screen Dialog box that is a subprogram
Shading 3D effect(s) A process of altering a color based on its angle to lights and
its distance from lights to create a photorealistic effect
Curve Path/Line/Vector A scalable shape generated from mathematical descriptions
that determine its position, length and direction(s)
Pen Style Stroke The outer curve of an object which can have a thickness, be
dotted/dashed and have end caps such as an arrow
Node Control point An editable point of a curve or line
Break Release compounds Separates all curves of a shape to individual and editable
Apart curves
combine Make compound Combines all curves of a shape into a single curve object
Vectorize Trace/Digitize To outline or trace an image to create a curve object
Import Open As/Merge To load in a foreign file into Signmaster such as .pdf or .tif
Export Save As To create a file constructed in a foreign file format so that it
can be opened/imported into other programs
Image Bitmap/Picture A computer file constructed of individual pixels (colored
squares) that form a picture or photograph
Docker Popbox A box containing available commands and/or properties
relevant to a specific context
Flyout Popout A button that opens a group of related commands or menu
items
Prismatic Chisel A process of creating a raised effect (usually on text) so that
it appears to be 3 Dimensional
Artistic Text A type of text (usually a single line) to which you can apply
text special effects, such as outline, inline and/or shadows
Textbox Paragraph text A type of text to which you can apply formatting options such
as tabs and columns
Our Product License Terms Description
Activation A method to unlock features in Signmaster including
Cutting, Exporting, Printing
License Remaining The amount of time left before the software's license must
be renewed i.e. Activated again or Reactivated
License Status Whether the software is currently Activated or Not
Activated
Product Serial Number(PSN) A unique 26 digit number issued by us with each copy of
Signmaster also knows as a PSN

 The Signmaster ‐ Application Window


When you open Signmaster or a Document, the application window opens containing a Drawing
area, a DesignCenter, Page Thumbnails and a suite of Dynamic Tools. The Application window
between each level of Signmaster varies, however, the general layout and toolbars remain the
same (Signmaster Pro is shown below):
 The Signmaster DesignCenter™
The DesignCenter is a central repository of all the major tools and features of the program
which can be selected and displayed from a drop down list. The DesignCenter also accesses
the Object Manager, and Property Inspector.

Location of the DesignCenter


The Signmaster DesignCenter™

Working with the DesignCenter™


To access the DesignCenter click on (also shown above) and the DesignCenter will pop‐
out. To select a specific category of tools click on the dropdown list (as shown above) and click
on the category of interest.

Note: The example used above is Signmaster Pro.

 Signmaster Tools

Overview
Signmaster is modelled on a standard Graphics User Interface (GUI) that is intuitive and
therefore relatively easy to follow. However, being such a large application with a lot of
commands there are a number of basics you should become familiar with if you want to
get the best possible results from using Signmaster. The following is a general outline of
how and where the major elements of the program are and work, which should be read in
conjunction with the other pages of this topic. We then encourage you to watch the
following tutorial to get a solid grounding in Signmaster.
Commands
Signmaster's tools (commands) are completely dynamic which means they appear and
remove (switch on/off) depending on what you are doing in the program at any given
point in time i.e. the tools are context sensitive (they automatically react to the current
context). Some of the more advanced tools may be hidden from view to avoid
overwhelming users with too many tools being available at the same time. To reveal these
tools, see Advanced tools below.

Menus and Modules


Both the program's menus and modules (dialog boxes) which open and close as you
require them such as the Vectorizer (tracing module) or the Mask Editor (background
removal module) also use dynamic tools and features and will change depending on the
current task being undertaken.

When you go into another mode or do something new take a moment to look at the 2nd row of tools which
will have completely changed and offer you a selection of commands relevant to what you are specifically
doing.

Advanced Tools (Reveal & Hide)


To keep a focus on common tasks and avoid cluttering the toolbars, many of the advanced
tools and features are hidden from normal view but can be instantly accessed by clicking
on the Reveal/Hide Advanced Tools button, as shown here:
Once clicked the Advanced tools become available. To hide the Advanced tools click the
Reveal/Hide Advanced Tools button again.

Reveal all Advanced Tools


If you prefer to have access to all the advanced tools and features while Signmaster is
running, click the Window menu → Workspace → Reveal all Advanced Tools

Permanent Access to Advanced Tools


If you prefer to have permanent access to all the advanced tools and features click the
Tools menu → Se ngs expand Display Se ngs and turn Advanced Tools to On.

Menus
Most commands and links to the program's modules can be found in the menus along the
top edge of the Application window. Many of these commands are hidden in flyouts to
simplify each menu as it rolls down. You are encouraged to create an object such as a
shape or insert an image and scroll through the menus to become familiar with some of
the many tools and features provided in Signmaster. As mentioned above, many of these
commands will only appear or be clickable when they are relevant which depends on what
you are doing in the program at any given point in time.

Top of Page

Tooltips/Hints

Tooltips or Hints appear over commands when you hover the mouse over them and
provide specific information about that tool. Edit/Input boxes also reveal the current
measurement in millimeters, inches, feet and yards for your convenience.

Edit Fields/Input Boxes

Along with the Context Toolbars Signmaster's Edit/Input Boxes i.e. where you type values
in are also dynamic as these let you type in arithmetic operators such as + (add) – (minus)
* (multiply) and / (divide) ‐ as shown directly above. So if you had a situation where you
wanted to set a measurement of say 10 inches to become one third you would simply type
10/3 and press Enter and the program will automatically set the result to 3.333 inches.

You can also combine metric with imperial within the formula and use parentheses i.e. ()
to do more complex calculations such as: ((10in + 100mm)/4)*3 which happens to equal
10.453 inches or 265.50 mm.
Flyouts

Many important commands are hidden in flyouts to save space and improve ergonomics. A
flyout is indicated by a small triangle on the right‐side of the command. To engage a flyout
hover your mouse over the button in question and press and hold down the left mouse
button for a moment and the tool will flyout revealing more commands and potentially
more flyouts.
Top of Page
Dockers

The Object Manager and Property Inspector along with all the Tool Panels the Fast Hints
and Page Thumbnails are hidden in the Dockers to save space and improve ergonomics.
These tools and commands provide invaluable assistance when using Signmaster and can
also be controlled from the Tools menu.

Tool Panels & Thumbnail Viewer for Pages and Objects


Signmaster comes with a large set of tool panels located on the right‐side of the program
along with a powerful thumbnail viewer for pages, objects and symbols.
Colorbar
The Signmaster Colorbar has been designed to provide you with a large selection of Colors‐
On‐The‐Fly rather than having to pop‐out additional palettes or modules since selecting
and changing colors is so integral to using a graphics program. When an Object is selected
you can left‐click on any Color Swatch to change its Fill to the selected Color or right‐click
to add or change the Pen Style with that Color. When you click on Color Libraries and
select a Named Color Palette the Palette will appear below Signmaster's System Colors.
You can also view the selected colors or colors‐in‐use in the Document.

Pan & Zoom Tools

Signmaster has a special Pan Area as shown directly above, that allows you to Pan
around the Document by clicking and holding down the left mouse button without
having to change the mode you are currently in. The program also has a full compliment
of zoom tools from the flyout on the left‐side, fixed in the bottom‐left (Zoom‐In, Zoom‐
Out and to Selected) and on the bottom‐right side (Zoom‐to‐All).

Heads Up
Signmaster comes with a Heads Up display which is a series of dynamic buttons which
appear and remove (switch on/off) depending on what you are doing in the program at
any given point in time. These buttons generally open the Tool Panels on the right‐hand
side of the program revealing more advanced tools and features.

View/Show/Display and Hide

Signmaster provides a number of show (view/display) and hide commands which are
located in the View Tool Panel which can be accessed from the base of the Zoom Tools
and shown in the Pan & Zoom Tools above.

 Magic Button & Right‐Click Menus


Magic Button
The Magic Button appears in the top right corner of the selected object and contains a set of
tools and features directly related to that object. This feature if used correctly can greatly
improve designing times.

Right‐Click Menus
Signmaster provides you with a dynamic set of right‐click menus (context sensitive) i.e. these
commands will only appear or be clickable when they are relevant which depends on what you
are doing in the program at any given point in time. Many of these commands are hidden in
flyouts to simplify the menu as it rolls down.

To open a right‐click menu hover over the object with the mouse cursor and click the right
mouse button and the menu will appear, as shown in the example above.

If you have swapped your mouse buttons around in Control Panel in Windows then right‐click will become left‐
click

 User Settings & Preferences


Signmaster provides you with a large selection of User Settings (Preferences) that can be used to
customize the program and present edit boxes with defaults to suit your personal taste.
To edit the User Settings click on the Settings button which can be accessed from the Tools

menu or the Launch button and change the settings as required (as shown in the Edit
window, above) and click Accept. The default shortcut is F2.

Most settings will be applied immediately, however some changes require you to close
Signmaster and reopen the program for the changes to take effect.

The Object Manager, Object Selector & Property Inspector


The Object Manager and Property Inspector provide a written and fully editable list of all a
document's elements and are an invaluable tool to manage your artwork. The Object
Selector provides a visual list of every Object in the current document.

 The Object Manager

Object Manager Signmaster ‐ Application Window

Click to View Larger

From a Sample Document Object Manager

Overview
The Object Manager is an outline of the current document provided in a tree view that can be
used to move or copy objects between pages and groups along with changing the Objects Z‐
Order (above and below). The Object Manager is located within the right‐side Docker and can
be set to work in conjunction with the Property Inspector or on its own.

Working with the Object Manager top of the page

To Do the following
Display the Object
Manager

• Click on the Docker in the top‐right corner of the program (as show
above) and the Docker with the Object Manager will pop out.

You can also access the Object Manager from the Tools menu → Object
Manager

Set Display & Filters The Object Manager has a number of Display and Filter Settings, as
follows:

Visible: 1 Sets the selected Object to Visible


Locked: 2 Sets the selected Object to Locked or Unlocked
(on/off)
Object 3 Display (show) the Object Manager only
Manager:
Collapse Nodes: 4 Collapse all the Contents of the Current Node to a
Single Node

Cuttable: 5 Sets the selected Object to Cuttable or not Cuttable (on/off)


Filter: 6 Set the Display Filters for the selected Page i.e. what to list and what not to list
View OM and 7 Display (show) the Object Manager and the Property Inspector
PI:
Property 8 Display (show) the Property Inspector only
Inspector:
Expand Nodes: 9 Expand all the Nodes of the Selected Node (Show All)
Move Objects Around

1 Click on the Object's (written name) in the Object Manager and hold down the left
mouse button;
2 2 Drag the Object to the required location which can either be in a Group, on another
Page or up or down within the same Page to alter its Z‐order with respect the other
Object(s) on the Page i.e. towards the top brings the Object above in the Z‐order and
towards the bottom sends the Object behind in the Z‐order.

You can rename Objects within the Object Manager in the property Inspector ‐ see next Topic.

 The Object Selector


Object Selector Signmaster ‐ Application Window

Click to View Larger


Overview
The Object Selector is a list of thumbnails (small previews) of each unique object in the
designing area regardless of any association it may have with the other objects. This means that
each object whether it be independent or part of a group and/or special effect can easily be
found, selected and then edited independently.

Hide/Display and Lock/Unlock


The advantage of having a visual Object Selector is that you can manipulate your artwork by
making certain objects visible or hidden and/or locked or unlocked, but still be able to reset
these view modes just as easily using the Object Selector. This flexibility will allow you to design
artwork more efficiently because you can focus on the objects you wish to edit and hide or lock
the objects you don't wish to work with.

Working with the


Object Selector
To Do the following

Display the Object


Selector

• Click on the Docker in the top‐right corner of the program (as show above) and the
Thumbnail viewer will pop out. Next click the Objects tab to view all the unique Objects that
are in the designing area.

You can also access the Object Selector from the View menu → Object Selector

Set Hide/Display The Object Selector has a number of Hide/Display and Lock/Unlock tools, as follows:
Lock/Unlock
Locked: 1 Sets the selected Object to Locked or Unlocked (on/off)
Visible: 2 Sets the selected Object to Visible
Cuttable: 3 Sets the selected Object to Cuttable or not Cuttable (on/off)
Select Group: 4 Selects the current Object and all the other Objects in the same Group
of Objects
Zoom Mode: 5 Displays the Objects either zoomed in or at their size proportional to
the artwork (relative size)
Selected Object: 6 Displays or Selects the currently selected object or group of objects
Object 7 Displays information about the object
Information:

Select Object Click on an Object in the list and it will be selected in the designing area.

Zoom to Object Double‐click on an Object and it will be zoomed into in the designing area

You can rename Objects within the Object Manager in the property Inspector ‐ see next Topic.

 The Property Inspector


 Property Inspector Signmaster ‐ Application Window
Click to View Larger

From a Sample Document Property Inspector

Overview
The Property Inspector is an editable list of all the relevant Properties (settings, parameters and
attributes) of the selected object(s), the current document and the application (the program).
This tool provides you with a great deal of control over your workflow and the document as you
can access all the major settings from a central location. The Property Inspector is located within
the right‐side Docker and can be set to work in conjunction with the Object Manager or on its
own.

Working with the Property Inspector


To Do the following
Display the Property Inspector

• Click on the Tools in the top‐right corner of the


program as show above and the DesignCenter with
the Property Inspector will pop out.

You can also access the Property Inspector from the


Tools menu → Property Inspector

Set Display & Filters The Property Inspector has a number of Display and
Filter Settings, as follows:

Visible: 1 Sets the selected Object to


Visible
Locked: 2 Sets the selected Object to
Locked or Unlocked (on/off)
Object 3 Display (show) the Object
Manager: Manager only
Collapse Nodes: 4 Collapse all the Contents of the
Current Node to a Single Node

Cuttable: 5 Sets the selected Object to


Cuttable or not Cuttable (on/off)
Filter: 6 Set the Display Filters for the
selected Page i.e. what to list
and what not to list
View OM and 7 Display (show) the Object
PI: Manager and the Property
Inspector
Property 8 Display (show) the Property
Inspector: Inspector only
Expand Nodes: 9 Expand all the Nodes of the
Selected Node (Show All)

Adjust Properties/Settings 1. If required click on the Expand node

2. Click in the Properties Edit Control and Select, Type


or Toggle the Property and the changes will
automatically be updated.

The Properties automatically change depending on the Object(s) selected.

Signmaster Documents, Worksheets and Pages


Signmaster works with multiple‐page documents and each page can be the same or a
different size. There is no limit on the number of pages any one document can have* plus
the program comes with a comprehensive suite of useful page tools and controls.

 Opening, Saving and Working with Documents


Open Recent Document Open Window
Click Image to Magnify [+] Click Image to Magnify [+]

Document Tabs
Signmaster has document tabs for easier navigation between multiple and different types of
documents, as follows:

The circled numbers (below) correspond with the numbers in green which outline the main
sections of Signmaster
Document Tabs 1 Each tab represents each graphic design document that is currently open.
Click on each tab to navigate between documents
Cut Document 2 Each tab represents each cut document that is currently open. Click on
Tab each tab to navigate between documents
Create New 3 When clicked creates a new document based on your default settings
Document

You can click and hold down a document tab and then move it to another position within
the tabs i.e. adjust the position of the documents

File Formats
Signmaster opens and saves in the following native file formats:

.vDoc Signmaster Document


Includes all the elements of a Document (Objects, Text, Images, Curves, Symbols,
Pages etc.)

.~vDoc Signmaster Backup Document


The Document as it was the moment before it was last saved (Includes all the
elements of a Document)

.vCut Vector Cutfile


Includes vector cutfiles for Cut Documents within Signmaster
.vLogo Vector Logo File
Includes Objects and Text but no page information

Working with the Documents

To Do the following Shortcut


Keys
Open a Ctrl+O
Document 1. Click on Open or click on the File menu → Open and the Select File to
Open window will open as shown above;
2. Navigate to where the File you wish to open is located, select the file and
click Open.
You can filter the types of files displayed in the Open window by selecting
the format in Files of Type dropdown
If you don't see a thumbnail preview of your Document files press F5 until F5
the thumbnails appear (as shown at top).
Open a
Recent 1. Click on Open Recent or click on the File menu → Open Recent and
Document the Thumbnail Selector will open as shown at top;
2. Click on the File you wish to open.
As you navigate through the files you will see a larger thumbnail on the
right side with file information.
Open
Backup 1. Go to the File menu → Backups → Open Backup and the Select
Backup File to Load window similar to the window as shown above;
2. Navigate to where the Backup File you wish to open is located, select the
file and click Open;
Backup files are saved as .~sDoc

Save a Ctrl+S
Document 1. With a Document open, click on Save or on the File menu → Save
and the Save File As window will open;
2. Navigate to where you wish to save the file on your computer;
3. Type in a name for the File under File name (as shown directly above) and
click on Save.
Save As 1. With a previously saved Document open, go to the File menu → Save As
and the Save File As window will open;
2.Navigate to where you wish to save the file on your computer;
3. Type in a name for the File under File name (as shown directly above) and
click on Save.

To save time use the Open Recent drop down from the first row of tools (next to the Open button) or from the File
menu in the program.

 Working with Pages & Layout


Page Selector Page Thumbnails

Page Type and Size (Object mode ‐ nothing selected) Click Image to Magnify [+]

Overview
Signmaster works with multiple‐page documents and each page can be the same or a different
size. There is no limit on the number of pages any one document can have plus the program
comes with a comprehensive suite of useful page tools and controls.

Page Sizes
Signmaster comes with a large selection of paper sizes including all the most popular paper size
standards from around the world including ANSI and ISO along with a large range of banner and
sign banner blanks in both imperial and metric i.e. inches and meters.

Page Setup
Signmaster allows you to set a background color, texture, gradient or image for the page which
has the advantage of setting a default background for your artwork which cannot be edited and
altered or removed whenever required, see Page Setup

Page Layout
The program allows you to insert and extract pages, copy pages to a new page and copy the
contents, fill, guides, size or shapes from one page into another. This is a very useful and easy
way to copy large sections of complex artwork between pages.

Page Navigation

You can navigate between Pages using the Page Navigator (as shown above), add a page and
open the Page Setup module to adjust all page's settings.

Page Thumbnail Viewer


The program has a built‐in Page Thumbnail viewer which makes Document navigation much
easier and considerably faster plus there are special tools and a right‐click menu to control a
number of the page's attributes throughout the Document ‐ click on the Image Magnifier above
to see it in detail and where to access it.

Working with Pages

To Do the following
Set the Page Size 1.
Click on the Pick tool and click anywhere in the drawing area to ensure
nothing is selected and the Page tools will become available in the 2nd row of
tools (as shown above);

2. From the left column select the Category of Page Sizes (Page Type);

3. From the right column select the Page Size required and the current page in the
Document will automatically change to the selected size.

Above the Page Sizes (right column) is a listing of all the Page Sizes' in the
current document.

The Layout Menu From the Layout menu in Signmaster you can perform a number of tasks related
to pages, explained as follows:

Insert New Page • Click Insert New Page and a single page of the same size will be created directly
after the current page.

Delete Pages
Click Image to Magnify [+]

1. Click Delete Page(s) and the Page Selection window will open, as shown directly
above;

2. You can select a range of pages by (i) clicking on the first page, (ii) holding down
the Shift key (iii) and clicking on the last page, and all pages in between will
become selected, or you can select any page by holding down the Ctrl key and
selecting each page one‐by‐one, as shown in the selection example above;

3. Click Delete and the selected pages will be removed from the Document.

Go to Page 1. Click Go to Page and the Page Selection window will open, as shown directly
above;

2. Select the Page you wish to go to and click Accept.

Insert Pages
1. Click Insert Page(s) and the Insert Pages window will open, as shown directly
above;

2. Type in the number of pages you require;

3. Click OK and the nominated number of pages will be inserted after the current
page into the Document.

View Page Signmaster has a Page Thumbnail viewer which makes it easy to navigate
Thumbnails through multi‐page documents, as shown below:

Click Image to Magnify [+]

1.
Click on the Display Page Thumbnails docker and the Page Thumbnails will
fly out as shown directly above;

2.
To close click the docker button again

The Page Thumbnail controls are discussed in Master Pages.

Page Thumbnails The Page Thumbnails docker has a number of page tools, as follows:
Tools
Frosted View: 3 Sets the Master Page to be frosted i.e. less visible
(on/off)

New Page: 4 Creates a new page after the last page

Delete Page: 5 Deletes the current page

Page Setup: 6 Opens the Page Setup module to adjust the page
size and background etc.
Right‐Click
Options

Page Thumbnails ‐ Right‐Click menu

Along with the toolset at the top of the Page Thumbnails there is a right‐click
menu, as shown above.

Many page tools can also be accessed from the right‐click menus.

 The Page Setup Window


Page Setup Window
a

Click Image to Magnify [+]


Overview
The Page Setup window comes with a large selection of paper sizes including all the major paper
size standards from around the world including ANSI and ISO along with a large range of banner
and sign banner blanks in both imperial and metric. You can also set a background color,
texture, gradient or image for the page which has the advantage of setting a default background
for your artwork which cannot be edited and altered or removed whenever required.

Working with Page Setup Window

Shortcut
To Do the following Keys

Set the Page 1. Shift+Ctrl+P


Size Click on Settings (when nothing is selected in Object
mode) or click on the Layout menu → Page Setup and the Page Setup
window will open (as shown above);

2. From the Page Type and Page Size drop down lists select the Page
you require and the current page in the Document will change to the
selected size.

You can set the page's orientation by clicking Page Orientation

(Portrait) or Landscape.

Set the Page 1.


Options Click on Settings (when nothing is selected in Object
mode) or click on the Layout menu → Page Setup and the Page Setup
window will open (as shown above);

2. Where required you can set the Page Options which are explained as
follows:

Page Name: Sets the name of the current page which also
appears in the Object Manager and Property
Inspector
Bleed: Sets the distance (amount) that the program prints
past the Page's Border

Show Page Displays or Hides the thin black line and shadow
Border: around the Current Page which creates its border

Set as Master Sets the Current Page to a Master Page


Page: (background for other pages)

Set the Page


Color
1. Click on either the Spot or Uniform Color drop down (as shown
directly above);

2. Click on the Fill or Palette Color and select the required background
color;

3. Click Accept and that color will be applied as the Page's Background
Color.
Set a Gradient
Fill Background

1. Click on the Gradient drop down (as shown directly above);

2. Click on the Gradient button and select the required background


gradient;

3. Click Accept and that gradient will be applied as the Page's


Background Gradient.

Click here to learn more about Gradient Fills


Set an Image or
Texture Fill
Background

1. Click on the Image dropdown (as shown directly above);

2. Click on the Image dropdown and either select the required


background texture from the available textures or click Load Image
(from the top‐right corner of the Image Selector) and navigate to and
select the required image;

3. Click Accept and that texture or image will be applied as the Page
Background Texture or Image.

Fit Image or • To set the image's or texture's width or height to match the Page's
Texture to width or height, click Fit to Width or Fit to Height and the Image or
Page's Width or
Texture will be fitted to the Page's width and/or height;
Height
Set Image or • To set the Width or Height to a Required Value click in the Width or
Texture Width Height box and type in the required value and press Enter and that
or Height
value will be applied to the image or texture;

Tile Image or • To Tile the image or texture i.e. to Automatically Repeat, check the
Texture Repeat Image check box;

Auto Size Page • To set the Page to fit to the Image or Texture's size click Auto Size ‐
to Image or also see Open Image as Template
Texture

The Page Setup window can also be accessed from the Program's Layout menu and Right‐click menus.

Measurement & Layout


Signmaster provides you with a large suite of measurement and layout tools to assist you in
drawing, aligning and positioning objects, curves and text in the Drawing area.

 Working with Dimensions


Dimensions
Mixture of Dynamic & Standard Dimensions

Overview
Dimensions provide a quick and easy way to accurately measure objects in the drawing area.
Signmaster comes with two types of Dimensions, the first type are Dynamic‐Dimensions
(Dynamic) i.e. the Dimension locks onto the target object and automatically updates (resizes
itself) as the object is resized. The other type are Standard (Standard) Dimensions i.e. you can
draw out and resize the dimension manually with your mouse or type in a specific size and
position it anywhere within the Drawing area.

Fully Customizable
Signmaster Dimensions allow you to set their line thickness, color and end caps, along with their
font, color and the point size as shown in some simple examples above.
Working with Dimensions

To Do the following

Create a
Dynamic‐
Dimensio
n

1. Click on Tools (as shown above) to bring out the DesignCenter, select Guide, Dimensions
and Grid and then the Dimensions tab, (as show directly below);

Dimensions Tools
2. Click on the Object(s) that you wish to fit a Dynamic‐Dimension to and a Dynamic‐
Dimension will be inserted and locked to the target object.

You can edit the Dynamic‐Dimension's position away from its Target Object by clicking on
and sliding the Dynamic‐Dimension's Nodes.

Create a
Standard
Dimensio
n
1. Click on the Dimension flyouts then the required Horizontal or Vertical Dimension (as
shown directly above);
2. Click anywhere in the Drawing area and hold down the mouse button then drag out the
Dimension, or;
Select the Object you wish to measure and click the Standard Dimension (as required) as
shown above in the Dimensions Tool Panel.
You can edit the Dimension's position by clicking on and sliding the Dimension's Nodes.

Edit
Dimensio
ns

When a Dynamic‐Dimension is selected the Dimension tools will appear in the 2nd row of
tools (as shown above) and a smaller sub‐set of these tools for Standard Dimensions,
both are covered and explained as follows:

Set Anchor Locks a Dynamic‐Dimension's x and y position at its current position so


Point: that measurements can be taken from that position
Linked: Sets a Dynamic‐Dimension and its Target as Linked or Unlinked i.e.
Disconnects/Reconnects an Dynamic‐Dimension from/to its Target
Object
The following Tools apply to both Dynamic & Standard Dimensions
Font: Sets the Font used for all Dimensions
Font Size: Sets the Size of the Font used for all Dimensions
Thickness: Sets the weight (how thick) the line style is used for all Dimensions
End Caps: Sets the End Caps (Terminators) which is used for all Dimensions
More Tools: Opens the Guides Tool Panel (as shown above)
Adjust
the
Dimensio
n's
Appearan
ce

• You can adjust the appearance of the Dimensions and Guides by opening the Guides
Tools as explained in the first lesson (above) and clicking on the Settings tab (as shown
directly above).

View • You can set whether or not Dimensions are displayed in the Drawing Area by
(Display) checking/unchecking the Show Dimensions checkbox (as shown at top).
Dimensio
ns

Dimensions and Guides appear in the Object Manager and Property


Inspector where you can adjust their appearance and whether or not they can be
viewed.
 Working with Guides
Guides

Mixture of Standard and Dynamic Guides

Overview
Guides provide a quick and easy way to accurately position and layout objects in the drawing area.
Signmaster comes with two types of Guides, the first type are Dynamic‐Guides i.e. the Guide locks
its x and y position from where it displays the Guide's position from. The other type are Standard
Guides i.e. horizontal and vertical guidelines that Objects can be set to Snap to.

Fully Customizable
Signmaster's Dynamic Guides allow you to set their line thickness, color and end caps, along with
their font, color and the point size as shown in some simple examples above.

Working with Guides

To Do the following

Create a
Dynamic
Guide

1. Click on Tools (as shown above) to bring out the DesignCenter, select Guide,
Dimensions and Grid and then the Guides tab, (as show directly below);

Guides Tools
2. Click on the Object(s) that you wish to fit a Dynamic‐Guide to and a Dynamic‐Guide
will be inserted and locked to the target object.

You can edit the Dynamic‐Guide's position by clicking on and sliding its Nodes.

Create a
Standard
Guide
1. Click on the Guide flyouts then the required Horizontal or Vertical Guide (as shown
directly above);

2. Click anywhere in the Drawing area and a Guide will be Inserted, or;

3. Click and hold down the mouse button then drag out the Guide.

• You can also Fit a Standard Guide to the Left, Right, Top, Bottom, Center or Bottom of
a selected Object from the Standard Guides, as shown above in the Guides tab.

You can edit a Standard Guide's position by clicking on it and sliding it either up or
down ‐ or ‐ left or right, or setting its position in the Size tools (2nd row of tools in the
program).

You Can Also ‐ Click on the rulers and drag out Guides to create them; and also Edit
Guides from the Property Inspector

Apply Origin Origin Guides ‐ These guides are applied to the Origin Point of the selected Object i.e.
Guides the point where the Object is measured from.

1. Select the Object you wish to apply an Origin Guide to and click the Origin Guides

button

Apply Baseline Guides ‐ These guides are applied to the Baseline of the selected Text i.e. the
Baseline typographic line along which the text is typed along.
Guides

1. Select the Text you wish to apply a Baseline Guide to and click the Baseline Guide

button

Edit Guides
When a Dynamic‐Guide is selected the Guide tools will appear in the 2nd row of tools
(as shown above) and a smaller sub‐set of these tools for Standard Guides, explained
as follows:

Select Guide Sets the Selected Guide to either a Dynamic or a Standard Guide
Type:

Guide Position: Sets how far a Dynamic‐Guide is offset (set away from) its Anchor
Point (where it x and y coordinate is positioned)

Left or Right: Sets a Dynamic‐Guide to flow from either the Left or Right side of its
Anchor Point (either a negative or positive x position)

Set Anchor Locks a Dynamic‐Guide's x and y position at its current position so


Point: that measurements can be taken from that position

Linked: Sets a Dynamic‐Guide and its Target as Linked or Unlinked i.e.


Disconnects/Reconnects an Dynamic‐Guide from/to its Target
Object

Lock Guides: Locks the Guide so it cannot be manually positioned

More Tools: Opens the Guides Tool Panel (as shown above)

If you select a Guide in the Object Manager you can change its
position even if it's Locked

Snap to
Guides

• You can set Objects to Snap to Guides by clicking on the Snap to dropdown from the
1st row of tools and either selecting Snap to Guides or Snap to All (as shown directly
above).
Adjust the
Guide's
Appearance

• You can adjust the appearance of the Dimensions and Guides by opening the Guides
Tool Panel as explained in the first lesson (above) and clicking on the Settings tab (as
shown directly above).

View • You can set whether or not Guides are displayed in the Drawing Area by
(Display) checking/unchecking the Guides checkbox (as shown at top).
Guides

Dimensions and Guides appear in the Object Manager and Property Inspector where you can adjust their
appearance and whether or not they can be viewed.
 Working with a Grid
Grid Styles

Grid as Lines (equidistant) Grid as Dots (equidistant) Grid as Lines (Non‐Equal)

Overview
The Grid is a series of dots or intersecting lines that are set equidistant apart that you can use to
precisely create, align and position objects, text or curves to in the Drawing area using the Snap
to feature. You can also set the Grid's x and y coordinates at different intervals to each other to
suit any layout application, as shown in the simple examples above:

Working with a Grid

To Do the following

Turn the
Grid
On/Off

1. Click on Tools (as shown above) to bring out the DesignCenter, select Guide, Dimensions and
Grid and then the Grid tab, (as show directly below);
Grid Tools

2. Click on the Show Grid checkbox and the Grid will now display in the Drawing area, or;
3.
Click on the Pick tool and click anywhere in the drawing area to ensure nothing is
selected and in the Heads Up display (buttons along the bottom) of the drawing area click on
Grid on/off.

Turn the
Grid On
(Property
Inspector)

1. Click the Layout menu → Layout Proper es → Grid Proper es... and the Property Inspector
will be highlighted on the Grid Settings;

2. Click on the Display expand node and select On for Grid and the Grid will now display in the
Drawing area, or

You can also fly out the Property Inspector by clicking on the Tools (as shown directly above)
and selecting Object Manager & Properties from the dropdown.

Set the 1.
Grid's Click on the Pick tool and click anywhere in the drawing area to ensure nothing is
Spacing
selected and the Page tools will become available in the 2nd row of tools (as shown above);

2. Open the Grid Tools as explained above;


3. Click the Up or Down arrow in Horizontal or Vertical or type in a Value to Set the Grid's
Spacing.

You can also set the Grid Spacing from the Property Inspector by clicking on and going to
the Application → Grid node.

Set the 1.
Grid as Click on the Pick tool and click anywhere in the drawing area to ensure nothing is
Dots
selected and the Page tools will become available in the 2nd row of tools (as shown above);

2. Open the Grid Tools as explained above;

3. Click on the Grid as Dots (as shown above) and the Grid will now display as Dots instead of
lines in the Drawing area.

You can also set the Grid as Dots from the Property Inspector by clicking on and going to
the Application → Grid node.

Snap to
Grid

• Click on the Snap to dropdown (as shown above) and select Grid and Objects will Snap to the
Grid in the Drawing area.

You can also set Snap to Grid from the Property Inspector by clicking on the docker and
going to the Display node.
You can also set Objects to Snap to Grid by clicking on the Snap to dropdown from the 1st
row of tools and selecting Snap to Grid (as shown directly above).

The Grid is also a quick way to Distribute Objects

 Working with Rulers


Rulers
Rulers Set to Upper Left Position

Overview
The Rulers are provided to accurately draw out, size, and align objects. You can also move the
Rulers to any position in the Drawing area, reset their 0,0 origin point and hide them away from
view. The Rulers are intuitive as they automatically rescale as you zoom in and out and also
update with the current measurement units.

Working with Rulers

To Do the following Shortcut


Keys
Display or 1. Ctrl+Shift+
Hide the Click on the Display Rulers toggle (as shown above in the Application R
Rulers flyout) and the Rulers will either Hide or Display.

You can also Display or Hide Rulers from the View → Rulers menu.
Reposition
the Rulers

Gripper for Vertical Ruler Gripper for Horizontal Ruler

1. Click on the Gripper (as shown directly above at the end of each ruler) and
Hold Down the mouse button and Drag the Vertical Ruler Left or Right ‐ or ‐
the Horizontal Ruler Up or Down to reposition either as required.

Click on the Signmaster Application flyout (at the top) to see where the
Grippers are located.

Set the
Rulers 0,0
Origin

Reposition Origin Tool Drag to Reposition

1. Click on the Reset Origin Tool (as shown directly above at the start of each
ruler) and Hold Down the mouse button and Drag out the Crosshair (also
shown directly above) to the Position you wish to set the Rulers 0,0 Point of
Origin.

Click on the Signmaster Application flyout (at the top) to see where the
Origin is located.

To know the Cursor's position you will see a line drawn on the ruler at the same position.

Importing and Export

Importing and Exporting

 Importing and Exporting – Overview


 Signmaster comes with Importing and Exporting Modules, which are used to
insert into (open) 3rd party files directly into the current document, and to also
send files in a variety of universal formats that most other programs can import or
open. This ability means that the user can import all their files
(graphics/documents/jobs) from an existing program or programs directly into
Signmaster, and then modify and/or output these as if they’d been originally
designed in Signmaster. Saving countless hours of redesigning for those wishing
to completely transfer all their designing, cutting printing and RIPing to
Signmaster.

Importing and Exporting File Types


Signmaster has been designed to import and export the most widely used and
reliable interchangeable graphics formats which includes Adobe's Portable
Document Format (.pdf), Illustrator (.ai) and Encapsulated Postscript (.eps)
formats, all of which can be exported from the most popular software packages.
Other than their popularity the main advantage of these formats, is that they
maintain the artwork's original level of quality.
 Signmaster also works with all the major bitmap/image formats such
as .bmp, .gif, .jpeg, .png, .raw, .tif and .tga along with other popular formats such
as .psd and .emf

Please note: The tools/features listed here may only be available in Signmaster Pro and/or Xpt

 Importing Files
How to Import Files

To Do the following Shortcut Keys

Import any File 1. Click File menu → Import and the Import window will open (as Ctrl+I
Format shown above);

2. Navigate to where the File is located and click on the required


File to highlight it, then click on the Import button. The Import
Window will then disappear and a Paste cursor will appear;

3. Place the Paste cursor and click once to paste the File, or click
and hold down the mouse button and drag out the required size
of the imported File (object) into the document.
You can filter by File Type as explained directly below.

Having problems? see troubleshooting below.

Select File Type

• Click the Files of Type dropdown/up to Select the type of file you
wish to import (as shown directly above).

Import by File 1. Click File menu → Import → (Select the Category of File) and the
Category Import window will open and automatically filter by the selected
file category (as shown above);

2. Navigate to where the File is located and click on the required


File to highlight it, then click on the Import button. The Import
Window will then disappear and a Paste cursor will appear;
3. Place the Paste cursor and click once to paste the File, or click
and hold down the mouse button and drag out the required size
of the imported File (object) into the document.

Import an Image • The Import Image (Bitmap) window differs from the Import
(Bitmap) Window as it has a Preview of the Image (with information
specific to it) in its far right column. To learn more see Insert
Image (Bitmap) ‐ the next topic.

• You can also drag an Image or PDF file from a Windows


Drag & Drop
Explorer window directly into Signmaster.

Troubleshooting If you cannot import a file or get an error message you can
send the offending file to Import Issues and one of our
technicians will attempt to fix the file and/or convert it into
an .vDoc and email it back to you.

To see a full list of file formats that Signmaster can import see Supported Formats

 Insert Image (Bitmap)


How to Insert an Image (Bitmap)
To Do the following Shortcut Keys

Paste in an Image 1 Copy an Image from within another program (this


Ctrl+C
. can usually be done from the Edit menu or pressing
Ctrl+V
Ctrl+C);
2 Click on the Images (menu) → Paste Image
.
From Windows Paint you can also just press Ctrl+V
to paste the image into the designing area.
3 Click anywhere in the Drawing area and the Copied
. Image will be Pasted into Signmaster.

• You can also drag an Image or PDF file from a


Drag & Drop
Windows Explorer window directly into Signmaster.

Click on View Menu to changes the thumbnail views in the Import window.
To Do the following Shortcut Keys

Export Vector Files 1. Select the Object(s) you wish to Export. Note: selecting an object is required; Ctrl+E
(.ai .dxf .eps .plt .svg) (Lists all Formats)

2. Click the File menu →Export → as Vector... and the Export window will open (as shown
at top);

3. Navigate to the Folder where you wish to save the File;

4. Select the File Format that you wish to save the selected object(s) in, from the Save as
type drop down (as shown directly above);

5. Type a File Name in the File name list box;

6. Click Save and the file will be exported.

Export PDF 1. Select the Object(s) you wish to Export. Note: selecting an object is required; Ctrl+E

2. Click the File menu → Export → File... and the Export window will open (as shown at
top);

3. Navigate to the Folder where you wish to save the File;

4. Select PDF ‐ Adobe Portable Document from the Save as type drop down (as shown
directly above);
5. Type a File Name in the File name list box;

6. Click Save and the file will be exported.

Export Raster 1. Select the Object(s) you wish to Export. Note: selecting an object is required;
Ctrl+E
(Image) Files
(Lists all Formats)
(.bmp .jpg .png .tif)

2. Click the File menu → Export → as Image... and the Export window will open (as shown
at top);

3. Navigate to the Folder where you wish to save the File;

4. Select the File Format that you wish to save the selected object(s) in, from the Save as
type drop down (as shown directly above);

5. Type a File Name in the File name list box;

6. Click Save and the Export Image module will open. Because each file format has
different options each is explained in‐turn as follows:

Troubleshooting If you are experiencing any problems with exporting files please email a copy of the
original Signmaster and exported file to: Import Issues

To Export an object or objects they must be selected using the Pick tool, see Selecting Objects

 Exporting Files
How to Export Vector and Raster Files

Power Shapes and Basic Shapes


Signmaster comes with Power Shapes that come with interactive nodes which alter the
shape and position of the Power Shape. Basic shapes are simple curve objects that are
provided for your convenience. These shapes can be filled, have a pen style and have their
nodes edited the same as any other curve object.
Working with Power Shapes
Power Shapes come with interactive nodes which alter the shape and position of the Power
Shape.

 Arrow
Power Shapes Flyout Signmaster ‐ Application Window

Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can
be adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in
Signmaster) and from the Property Inspector.

Proportional Corners
When a shape that has corners is resized larger the corners can either remain the same radius
or grow larger with the shape e.g. if an arrow has 1" corners and is resized twice as large with
Proportional Resizing switched to On ‐ then the corner radius will grow to 2", but if switched Off
then the corners will remain at 1".
The same holds true for making shapes smaller but only to the point it remains physically
possible i.e. when the size of the shape becomes too small and the corners cannot remain at
their original size they will automatically be resized smaller to match the shape by Signmaster.

Elastic (Rubber) Mode


Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they
have been originally set by the user. The other resizing method: Elastic or Rubber mode allows
you to resize the shape as if it were on a sheet of perfectly stretchable rubber. This allows you to
stretch the shape into any shape you require.

Working with Arrows

To Do the following

Create an Arrow 1.
Click on the Power Shapes flyout

Click on either the Arrow or Rounded Arrow tool


2.

Click anywhere in the drawing area, hold down the mouse button and drag out
3.
an arrow shape;
Note: Arrow Shown in Wireframe Fill

4. When satisfied with the arrow shape let go of the mouse button .

Edit an Arrow
1.
(Visually) Click on the Node edit tool

2. Click on the arrow you wish to edit;

3. Click on:
• Node A to adjust Stem‐height
• Node B to adjust the Stem‐width
• Node C to adjust the Tip‐height and Swing‐back
• Node D to adjust the Tip‐width
Edit an Arrow
(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Arrow you wish to edit;

3.
Click this button: to reveal the Arrow tools (if not already visible);

Click on the required Up or Down arrow to adjust the Arrow's attributes as


4.
required (see above) or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Arrow you wish to edit;

3.
Click this button: to reveal the Arrow tools (if not already visible);


Click on the Wireframe tool to place the Arrow in wireframe view;

This setting only affects the Arrow and no other object.

Add a Pen Style


1.
Click on either the Pick tool or the Node edit tool

2. Click on the Arrow you wish to edit;

3.
Click this button: to reveal the Arrow tools (if not already visible);

4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness as
5.
required, or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Set Proportional
1.
Corners Click on either the Pick tool or the Node edit tool

2. Click on the Arrow you wish to edit;

3.
Click this button: to reveal the Arrow tools (if not already visible);

3. Click on Proportional Corner tool and select On or Off.

You can also work in Elastic (Rubber) mode see Elastic Mode (Rubber Mode).

Set Transformations • See Working with Objects.

Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.

 Star
Power Shapes Flyout Signmaster ‐ Application Window
Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can
be adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in
Signmaster) and from the Property Inspector.

Elastic (Rubber) Mode


Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they
have been originally set by the user. The other resizing method: Elastic or Rubber mode allows
you to resize the shape as if it were on a sheet of perfectly stretchable rubber. This allows you to
stretch the shape into any shape you require.

Working with Stars

To Do the following

Create a Star 1.
Click on the Power Shapes flyout
Click on either the Star or Rounded Star tool
2.

Click anywhere in the drawing area, hold down the mouse button and drag out
3.
a Star shape;

Note: Star Shown in Wireframe Fill

4. When satisfied with the Star shape let go of the mouse button.

To draw a Star horizontally while creating it, rotate it 90 degrees to the left as
you draw it out and it will snap horizontally.
Edit a Star (Visually) 1.
Click on the Node edit tool

2. Click on the Star you wish to edit;

3. Click on:
• The Inner Border node to adjust the Distance from the inner edge of the star
to its center.
• The Radius node to adjust the Distance from the outer edge of the star to its
center.

Edit a Star
(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Star you wish to edit;

3.
Click this button: to reveal the Star tools (if not already visible);
Click on the required Up or Down arrow to adjust the Star's attributes as
4.
required (see above) or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Star you wish to edit;

3.
Click this button: to reveal the Star tools (if not already visible);


Click on the Wireframe tool to place the Star in wireframe view;

This setting only affects the Star and no other object.

Add a Pen Style

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Star you wish to edit;

3.
Click this button: to reveal the Star tools (if not already visible);

4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness as
5.
required, or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Set Transformations • See Working with Objects.


Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.

 Chaos Star
Power Shapes Flyout Signmaster ‐ Application Window

Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can
be adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in
Signmaster) and from the Property Inspector.

Elastic (Rubber) Mode


Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they
have been originally set by the user. The other resizing method: Elastic or Rubber mode allows
you to resize the shape as if it were on a sheet of perfectly stretchable rubber. This allows you to
stretch the shape into any shape you require.
Working with Chaos Stars

To Do the following

Create a Chaos Star 1.


Click on the Power Shapes flyout

2.
Click on the Chaos Star

Click anywhere in the drawing area, hold down the mouse button and drag out a Chaos Star
3.
shape;

Note: Chaos Star Shown in Wireframe Fill

4. When satisfied with the Chaos Star shape let go of the mouse button.
Edit a Chaos Star
1.
(Visually) Click on the Node edit tool

2. Click on the Chaos Star you wish to edit;

3. Click on:
• The Inner Border node to adjust the Distance from the inner edge of the chaos star to its
center.
• The Radius node to adjust the Distance from the outer edge of the chaos star to its center.

Edit a Chaos Star


(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Chaos Star you wish to edit;

3.
Click this button: to reveal the Chaos Star tools (if not already visible);
Click on the required Up or Down arrow to adjust the Chaos Star's attributes as required (see
4.
above) or type in a numeric value.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Chaos Star you wish to edit;

3.
Click this button: to reveal the Chaos Star tools (if not already visible);


Click on the Wireframe tool to place the Chaos Star in wireframe view;

This setting only affects the Chaos Star and no other object.

Add a Pen Style

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Chaos Star you wish to edit;

3.
Click this button: to reveal the Chaos Star tools (if not already visible);

4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness as required, or type
5.
in a numeric value.

You can also adjust these settings from the Property Inspector.

Set
• See Working with Objects.
Transformations

Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.


 Spirals (Logarithmic & Archimedes)
Power Shapes Flyout Signmaster ‐ Application Window

Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can
be adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in
Signmaster) and from the Property Inspector.

Logarithmic Spiral Explained


A Logarithmic spiral has a radius which varies in length in a exponential relationship with the
angle of revolution.

Archimedes Spiral Explained


An Archimedean spiral (also known as the arithmetic spiral) is a spiral based on a locus of points
corresponding to the locations over time of a point moving away from a fixed point with a
constant speed along a line which rotates with constant angular velocity. This Archimedean
spiral is distinguished from the logarithmic spiral by the fact that successive turnings of the
spiral have a constant separation distance (equal to 2πb if θ is measured in radians), while in a
logarithmic spiral these distances form a geometric progression.

Elastic (Rubber) Mode


Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they
have been originally set by the user. The other resizing method: Elastic or Rubber mode allows
you to resize the shape as if it were on a sheet of perfectly stretchable rubber. This allows you to
stretch the shape into any shape you require.

Working with Spirals (Logarithmic & Archimedes)

To Do the following

Create a Spiral 1.
Click on the Power Shapes flyout

Click on either the Logarithmic Spiral or Archimedes


2.
Spiral tool

Click anywhere in the drawing area, hold down the mouse button and drag
3.
out a Spiral shape;
Note: Example is of a Logarithmic Spiral

4. When satisfied with the Spiral shape let go of the mouse button.

Edit a Spiral (Visually) 1.


Click on the Node edit tool

2. Click on the Spiral you wish to edit;

3. Click on:
• The Radius node to adjust the Distance and Position from the outer edge
of the spiral to its center.
Edit a Spiral
(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Spiral you wish to edit;

3.
Click this button: to reveal the Spiral tools (if not already visible);

Click on the required Up or Down arrow to adjust the Spiral's attributes as


4.
required (see above) or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Spiral you wish to edit;

3.
Click this button: to reveal the Spiral tools (if not already visible);


Click on the Wireframe tool to place the Spiral in wireframe view;

This setting only affects the Spiral and no other object.

Add a Pen Style

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Spiral you wish to edit;

3.
Click this button: to reveal the Spiral tools (if not already visible);
4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness
5. as required, or type in a numeric val

ue.

You can also adjust these settings from the Property Inspector.

Set Transformations • See Working with Objects.

Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.

 Square
Power Shapes Flyout Signmaster ‐ Application Window

Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can
be adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in
Signmaster) and from the Property Inspector.

Proportional Corners
When a shape that has corners is resized larger the corners can either remain the same radius
or grow larger with the shape e.g. if an arrow has 1" corners and is resized twice as large with
Proportional Resizing switched to On ‐ then the corner radius will grow to 2", but if switched Off
then the corners will remain at 1".

The same holds true for making shapes smaller but only to the point it remains physically
possible i.e. when the size of the shape becomes too small and the corners cannot remain at
their original size they will automatically be resized smaller to match the shape by Signmaster.

Elastic (Rubber) Mode


Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they
have been originally set by the user. The other resizing method: Elastic or Rubber mode allows
you to resize the shape as if it were on a sheet of perfectly stretchable rubber. This allows you to
stretch the shape into any shape you require.

Working with Squares

To Do the following

Create a Square 1.
Click on the Square tool or;

2. Click on the Power Shapes flyout and click on the Square tool
Click anywhere in the drawing area, hold down the mouse button and drag
3.
out a Square shape;

Note: Square Shown in Wireframe Fill

4. When satisfied with the Square shape let go of the mouse button.

Edit a Square (Visually) 1.


Click on the Node edit tool

2. Click on the Square you wish to edit;


3. Click on:
• The Inner Border node to adjust the Border Thickness.
• The Corner Radius node to adjust the outer Corner Radius, Miter or
Negative Radius.

Edit a Square
(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Square you wish to edit;

3.
Click this button: to reveal the Square tools (if not already visible);

Click on the required Up or Down arrow to adjust the Square's attributes as


4.
required (see above) or type in a numeric value.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Square you wish to edit;

3.
Click this button: to reveal the Square tools (if not already visible);


Click on the Wireframe tool to place the Square in wireframe view;

This setting only affects the Square and no other object.


Add a Pen Style

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Square you wish to edit;

3.
Click this button: to reveal the Square tools (if not already visible);

4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness
5.
as required, or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Set Transformations • See Working with Objects.

Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.

 Circle/Ellipse
Power Shapes Flyout Signmaster ‐ Application Window
Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can
be adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in
Signmaster) and from the Property Inspector.

Elastic (Rubber) Mode


Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they
have been originally set by the user. The other resizing method: Elastic or Rubber mode allows
you to resize the shape as if it were on a sheet of perfectly stretchable rubber. This allows you to
stretch the shape into any shape you require.

Working with Circles

To Do the following

Create a Circle 1.
Click on the Circle tool or;
2. Click on the Power Shapes flyout and click on the Circle tool

Click anywhere in the drawing area, hold down the mouse button and drag
3.
out a Circle shape;

Note: Circle Shown in Wireframe Fill

4. When satisfied with the Circle shape let go of the mouse button.
Edit a Circle (Visually) 1.
Click on the Node edit tool

2. Click on the Circle you wish to edit;

3. Click on:
• The Inner Border node to adjust the Border Thickness.
• The Ending Angle node to adjust the Shape effect.

Edit a Circle
(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Circle/Ellipse you wish to edit;

3.
Click this button: to reveal the Circle/Ellipse tools (if not already visible);

Click on the required Up or Down arrow to adjust the Circle/Ellipse's


4.
attributes as required (see above) or type in a numeric value.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Circle/Ellipse you wish to edit;

3.
Click this button: to reveal the Circle/Ellipse tools (if not already visible);

• Click on the Wireframe tool to place the Circle/Ellipse in wireframe


view;
This setting only affects the Circle/Ellipse and no other object.

Add a Pen Style

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Circle/Ellipse you wish to edit;

3.
Click this button: to reveal the Circle/Ellipse tools (if not already visible);

4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness
5.
as required, or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Set Transformations • See Working with Objects.

Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.

 Triangle
Power Shapes Flyout Signmaster ‐ Application Window
Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can
be adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in
Signmaster) and from the Property Inspector.

Proportional Corners
When a shape that has corners is resized larger the corners can either remain the same radius
or grow larger with the shape e.g. if an arrow has 1" corners and is resized twice as large with
Proportional Resizing switched to On ‐ then the corner radius will grow to 2", but if switched Off
then the corners will remain at 1".

The same holds true for making shapes smaller but only to the point it remains physically
possible i.e. when the size of the shape becomes too small and the corners cannot remain at
their original size they will automatically be resized smaller to match the shape by Signmaster.

Elastic (Rubber) Mode


Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they
have been originally set by the user. The other resizing method: Elastic or Rubber mode allows
you to resize the shape as if it were on a sheet of perfectly stretchable rubber. This allows you to
stretch the shape into any shape you require.

Working with Triangles

To Do the following

Create a Triangle 1.
Click on the Power Shapes flyout

2.
Click on the Triangle tool

Click anywhere in the drawing area, hold down the mouse button and drag
3.
out a Triangle shape;

Note: Triangle Shown in Wireframe Fill

4. When satisfied with the Triangle shape let go of the mouse button.

To draw a Triangle horizontally while creating it, rotate it 90 degrees to the


left as you draw it out and it will snap horizontally.
Edit a Triangle
1.
(Visually) Click on the Node edit tool

2. Click on the Triangle you wish to edit;

3. Click on:
• The Radius node to adjust the Distance from the outer edge of the
triangle to its center.

Edit a Triangle
(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Triangle you wish to edit;

3.
Click this button: to reveal the Triangle tools (if not already visible);
Click on the required Up or Down arrow to adjust the Triangle's attributes
4.
as required (see above) or type in a numeric value.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Triangle you wish to edit;

3.
Click this button: to reveal the Triangle tools (if not already visible);


Click on the Wireframe tool to place the Triangle in wireframe view;

This setting only affects the Triangle and no other object.

Add a Pen Style

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Triangle you wish to edit;

3.
Click this button: to reveal the Triangle tools (if not already visible);

4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness
5.
as required, or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Set Transformations • See Working with Objects.

Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.


 Polygon
Power Shapes Flyout Signmaster ‐ Application Window

Power Shapes Click Image to Magnify [+]

Overview
Power shapes come with special nodes to edit the look and size of the shape. These nodes can be
adjusted with the mouse, the shape's dedicated tools (available in the 2nd row of tools in Signmaster)
and from the Property Inspector .

Proportional Corners
When a shape that has corners is resized larger the corners can either remain the same radius or grow
larger with the shape e.g. if an arrow has 1" corners and is resized twice as large with Proportional
Resizing switched to On ‐ then the corner radius will grow to 2", but if switched Off then the corners will
remain at 1".

The same holds true for making shapes smaller but only to the point it remains physically possible i.e.
when the size of the shape becomes too small and the corners cannot remain at their original size they
will automatically be resized smaller to match the shape by Signmaster.
Elastic (Rubber) Mode
Shapes can be resized using two different methods in Signmaster. By default shapes are resized
proportionally which means that parts of the shape such as the corner radius remain as they have been
originally set by the user. The other resizing method: Elastic or Rubber mode allows you to resize the
shape as if it were on a sheet of perfectly stretchable rubber. This allows you to stretch the shape into
any shape you require.

Working with Polygons

To Do the following

Create a Polygon 1.
Click on the Power Shapes flyout

2.
Click on the Polygon tool

Click anywhere in the drawing area, hold down the mouse button and drag out a
3.
Polygon shape;
Note: Polygon Shown in Wireframe Fill

4. When satisfied with the Polygon shape let go of the mouse button.

To draw a Polygon horizontally while creating it, rotate it 90 degrees to the left as
you draw it out and it will snap horizontally.

Edit a Polygon
1.
(Visually) Click on the Node edit tool

2. Click on the Polygon you wish to edit;

3. Click on:
• The Radius node to adjust the Distance from the outer edge of the Polygon to
its center.
Edit a Polygon
(Numerically)

1.
Click on either the Pick tool or the Node edit tool

2. Click on the Polygon you wish to edit;

3.
Click this button: to reveal the Polygon tools (if not already visible);

Click on the required Up or Down arrow to adjust the Polygon's attributes as


4.
required (see above) or type in a numeric value.

Wireframe 1.
Click on either the Pick tool or the Node edit tool

2. Click on the Polygon you wish to edit;

3.
Click this button: to reveal the Polygon tools (if not already visible);


Click on the Wireframe tool to place the Polygon in wireframe view;

This setting only affects the Polygon and no other object.

Add a Pen Style

1.
Click on either the Pick tool or the Node edit tool
2. Click on the Polygon you wish to edit;

3.
Click this button: to reveal the Polygon tools (if not already visible);

4. Click on Pen Style and select the required style (type of pen);

Click on the required Up or Down arrow to adjust the Pen Style's Thickness as
5.
required, or type in a numeric value.

You can also adjust these settings from the Property Inspector.

Set Transformations • See Working with Objects.

Shapes can also be converted curves (Ctrl+Q) to be edited as a curve.

Power Shapes and Basic Shapes


Basic shapes are simple curve objects that are provided for your convenience. These shapes
can be filled, have a pen style and have their nodes edited the same as any other curve
object.

 Basic Shapes
Basic Shapes Flyout

Basic Shapes

Overview
Basic shapes are simple curve objects that are provided for your convenience. These shapes can
be filled, have a pen style and have their nodes edited the same as any other curve object.
Note: Basic Shapes are drawn by default in Wireframe fill

Working with Basic Shapes

To Do the following

Create a Basic Shape 1.


Click on the Power Shapes flyout

2. Click on the Category and then on the required Basic Shape;


Click anywhere in the drawing area, hold down the mouse button and drag
3.
out the selected Basic shape;

4. When satisfied with the Basic shape let go of the mouse button;

Basic Shapes are drawn in wireframe fill by default.

Fill a Basic Shape 1. Click on the Wireframe Fill tool (located in the upper right‐side in the
Signmaster Colorbar);

Click on the required Uniform Color or other Fill Style for it to be applied to
2.
the Basic Shape.

Basic Shapes may not draw as expected with a fill since they are usually a
group of combined curves. You can usually improve their appearance by
clicking on the Break Apart tool.

Set Transformations • See Working with Objects.

Object & Layout Tools

Working with Objects


Objects can be modified, adjusted, positioned and moved extensively in Signmaster.

 Selecting Shapes, Images, Curves, Text, Effects, Groups


etc.
Signmaster ‐ Application Window
Click Image to Magnify [+]

Overview
Signmaster provides a number of on‐screen and procedural tools to select and position all
objects including curves, images, shapes and text plus all the effects which can be applied to
these objects within a Document.

How to Select Objects

To Do the following

Select Ungrouped Objects 1.


(Mouse) Click on the Pick tool

2. Position the mouse at any corner of the object;


3. Draw out a Marquee over the object until it is completely
surrounded by the marquee (as shown above) and let go of the
mouse button and the object will become selected;

Select a Single/Grouped Object 1.


(Mouse) Click on the Pick tool
2. Click on the Object for it to become selected (you will see sizing
handles in each corner ‐ as shown above).

Select an Object 1. Open the Object Selector, see working with the Object Selector
(Object Selector)

2. Click on an Object in the list and it will be selected in the


designing area.

Double‐click on an Object and it will be zoomed into in the


designing area.
Select an Object 1. Open the Object Manager, see working with the Object
(Object Manager) Manager

2. Using the mouse Expand the Object Manager's Node(s) to


reveal the Object you wish to select;

3. Click on the Object in the list and the Object in the Document
will also become selected.

If you cannot find the object in the list you can use the Object
Manager in conjunction with the objects within the document
to highlight objects within the Object Manager.
Select by Color
(Select by tool)

1.
Click on the Pick tool

2. Click on the Select By dropdown (as shown directly above);

3. Click on Color and the Select Objects by Color window will


open, as shown here:

4. Select the Color of the Object(s) required and click OK and all
the Objects that share that Color Fill will become selected.

Select by Color • Colors can also be selected using the Color Tool Panel, see
(Color Tool Panel) working with the Color Tool Panel
Select by Object Type
(Select by tool)

1.
Click on the Pick tool

2. Click on the Select By dropdown (as shown directly above);

3. Click on Object Type and the Select Objects window will open,
as shown here:

4. Select the Type of Object and click OK and all the Objects that
share those attributes will become selected.

You can clear Rotate and Skew by clicking Clear Transformations from the Arrange menu.
 Object Size and Position
Signmaster ‐ Application Window

Click Image to Magnify [+]

Overview
Signmaster provides a number of on‐screen and procedural tools to size and position all objects
including curves, images, shapes and text plus all the effects which can be applied to these
objects within a Document.

Size and Position Tools


For regular editing a set of commonly used size and position tools become available when an
object is selected from the Toolbar in the second row of tools (as shown in the Signmaster
Application window above). The more advanced tools are located in the Size Tools Panel on the
right‐side of the program, also shown above. Both sets of tools are explained in detail (below).

Advanced Size and Position Modules


Signmaster comes with 3 specialist modules to Measure, Resize (Re‐scale), and Rotate (Re‐
rotate) objects. These modules are designed to provide you with very precise control over any
objects in the designing area.

Reveal/Hide Tools
To keep a focus on common tasks and avoid cluttering the toolbars, many of the advanced tools
and features are hidden from normal view but can be instantly accessed by clicking on the
Reveal/Hide Advanced Tools button as shown directly above.

Working with Anchor Points


Signmaster allows you to measure the distance from the page's origin (top left corner by default
‐ see above) to any one of the 9 positions of any object or text as shown in the Anchor Point icon
(see above). By clicking on an Anchor point the distance from the page's x and y coordinates will
be automatically displayed in the x and y origin.

50mm square on a 125mm x 125mm Page (centered)


Anchor Point set to Center (where to measure from)

How to Size & Position Objects from the


Toolbar
To Do the following

Set an 1.
Object's
When an Object is selected click in the x or y coordinate
Position

2. Click the Up arrow to increase the distance from the page's origin or the Down
arrow to decrease the distance from the page's origin or type in a value and
press Enter.

You can also use the Center node using the Pick tool to position the
object visually in the drawing (see above).

Set the 1. When an Object is selected click in the Width or Height edit boxes
Object's
Size

2. Click the Up arrow to increase the Width or Height or the Down arrow to
decrease the Width or Height or type in a value and press Enter.

Set the Size


(Mouse)

1.
Select an Object(s) with the Pick tool see Selecting Objects
2. Click on any one of the Resizing Handles (black squares in each corner) hold
down the mouse button and Drag out the handle;

3. When you Pause the Size of the Object(s) will be reported (as shown directly
above).

4. Let go of the mouse button and the Object will be created at the new size.

Also see Constraining Objects

Proportion • When an Object is selected and you wish to resize it Proportionally i.e. by the
al Sizing
same width to height ratio click on Proportional

To resize Non‐proportionally click on the Proportional tool to unlock it.

Apply Last
Scale

• When an Object is selected and you wish to resize it at the Last Scale that was
applied to the most recent Object i.e. by the same ratio that Object was scaled
by click on Apply Last Scale from the Arrange menu (as shown directly above).

Elastic • When an Object is selected and you wish to resize it as if it were made from
(Rubber)
Mode Rubber i.e. so that all of it Stretches as one piece click on Elastic Mode

To resize Objects based on their preset attributes e.g. Pen Thickness, Corner
Style and Radius click on the Elastic Mode tool to unlock it.

How to Size & Position Objects from the Size Tool Panel

To Do the following
Open the Size Tools Panel

• Click on Tools (as shown above) and then select Size, Scale and
Rotation and click the Size Tools tab, or;

1.
Select an Object(s) with the Pick tool see Selecting Objects

2.
Click on the Advanced Size Tools button to bring up the Size
Tools Panel (as shown below):

Size Tools Panel


Set an Object's Position 1. When an Object is selected click in the Left or Top edit boxes (as
shown directly above);

2. Click the Up arrow to increase the distance from the page's origin or
the Down arrow to decrease the distance from the page's origin or
type in a value and press Enter.

Set the Objects Size 1. When an Object is selected click in the Width or Height edit boxes (as
shown directly above);
2. Click the Up arrow to increase the Width or Height or the Down arrow
to decrease the Width or Height or type in a value and press Enter.

Set the Size by Scale (%) 1. When an Object is selected click in the Scale (x) or Scale (y) edit boxes
(as shown directly above);

2. Click the Up arrow to increase the Width or Height by Scale, or the


Down arrow to decrease the Width or Height by Scale or type in a
value and press Enter.

The Scale x and y edit boxes Report a selected Objects scale at 100%
so by definition they reset back to 100% the moment the Object has
been Rescaled.

Proportional Sizing • When an Object is selected and you wish to resize it Proportionally i.e.
by the same width to height ratio click on Proportional checkbox (as
shown directly above).

To resize Non‐proportionally uncheck the Proportional checkbox.

Elastic (Rubber) Mode • When an Object is selected and you wish to resize it as if it were made
from Rubber i.e. so that all of it Stretches as one piece click on Elastic
Mode checkbox (as shown directly above).

To resize Objects based on their preset attributes e.g. Pen Thickness,


Corner Style and Radius uncheck the Elastic Mode checkbox.

To learn more about Advanced Resizing of an Object click Advanced Resize Tools. To learn more about the
Rotation tools please click Rotate and Skew.

 Rotate and Skew


Signmaster ‐ Application Window
Click Image to Magnify [+]

Overview
Signmaster provides a number of on‐screen and procedural tools to rotate and skew all objects
including curves, images, shapes and text plus all the effects which can be applied to these
objects within a Document.

How to Rotate and Skew Objects


To Do the following

Rotate
an
Object
(Mouse
)

1. Select the Object and either click on the Top Right Rotation Handle (shown directly
above on the left), or;

2. Double‐click on the Object to bring up the Rotation Handles (as shown directly above
on the right), then Drag one of the Rotate Handles to the required Rotation Point, or;
You can adjust the Point of Rotation by moving the center node to any position.

Rotate 1.
an Select an Object(s) with the Pick tool see Selecting Objects
Object
in
degrees

2.
Click on the Advanced Size Tools button to bring up the Size Tools (as shown at
the top);

Size Tools Panel ‐ Rotation, Skew & Mirror


3. Click in Angle (as shown directly above), and then either:
(a) click the Up arrow to rotate the object clockwise in 5 degree increments, or;
(b) click the Down arrow to rotate the object counter‐clockwise in 5 degree increments,
or:
(c) type in a value and press Enter.

To reset the Rotation click Clear Rotations.

Pure Angle refers to the Object's current angle from 0.00 degrees.
Skew
an
Object

• To Skew a selected Object, Double‐click on it to bring up the Skew Handles (as shown
directly above), then Drag one of the Skew Handles to the required Skew Point.

To set the Skew in even multiples of the Object's width click in Pure Skew (see Rotation
in degrees, above) and type in a value and click Enter.

You can clear Rotate and Skew by clicking Clear Transformations from the Arrange menu.

 Mirror (Flip)
Signmaster ‐ Application Window

Click Image to Magnify [+]

Overview
Signmaster provides a number of on‐screen and procedural tools to mirror (flip) all objects
including curves, images, shapes and text plus all the effects which can be applied to these
objects within a Document.
How to Mirror (Flip) Objects

To Do the following

Mirror (Flip) an
Object


Select the Object and click on Mirror x (Horizontally) or Mirror y (Vertically)

or both (as shown in the examples directly above).

The Mirror tools are also available from the Arrange, Right‐click menus and the
Size Tools Panel, see Rotate and Skew

To mirror multiple objects together without losing their relative positions, Group the objects first.
 Constraining Objects
Constrain Nodes Signmaster ‐ Application Window

Selected in Object Mode Click Image to Magnify [+]

Overview
Signmaster provides special constraining nodes tools that allow you to perfectly slide all objects
including curves, images, shapes and text along the horizontal or vertical plane, as shown in the
examples below.

Resizing Constraints (Mouse)


Objects can also be constrained to resize from their center, non‐proportionally and at
increments (based on their size) when they are resized using the mouse.

How to Constrain Objects

To Do the following
Sliding
an
Object

Slide Vertically (up and


Slide Horizontally (left to right)
down)

• Select the Object and click on either the Horizontal or Vertical Constrain Node (as shown in
the examples directly above) hold down the mouse and Drag the Object either left or right,
or up or down and it will slide precisely along that plane.

Resizin • Objects can be Constrained when they are resized using the mouse, as follows:
g an
Object
1
. Select an Object(s) with the Pick tool

2 Click on any one of the Resizing Handles (black squares in each corner) hold down the
. mouse button and Drag out the handle and;

3 To Resize from the Center:


. Hold down the Shift key while doing Step 2.

To Resize Non‐Proportionally:
Hold down the Alt key while doing Step 2.

To Resize by Increment (based on the size of the Object)


Hold down the Ctrl key while doing Step 2.
4
Let go of the mouse button and the Object will be created at the new size.
.

 Cut, Copy, Paste and Duplicate


Edit Tools Signmaster ‐ Application Window

1st Row Tools Click Image to Magnify [+]

Overview
Signmaster provides a number of on‐screen and procedural tools to cut, copy, paste and
duplicate all objects including curves, images, shapes and text plus all the effects which can be
applied to these objects within a Document.

How to Cut, Copy, Paste and Duplicate

To Do the following Shortcut


Keys
Cut • To remove a selected Object from the Document and Ctrl+X
place it on the Clipboard, select the Object and click Cut

Cut is also available from the Edit and Right‐click menu.

Copy • To copy a selected Object and place it on the Clipboard Ctrl+C

click on Copy

Copy is also available from the Edit and Right‐click menu.


Paste • To insert an Object (in its original position) from the Ctrl+V
Clipboard and place it in the Document click on Paste

or click the Dropdown to select an object from the


previously copied objects.

Paste is also available from the Edit and Right‐click menu.

Duplicate +
1.
Click on the Pick tool
2. Click on the Object you wish to Duplicate;

3. Click this button at the end of the first row of tools: to


reveal the Duplicate tool (if not already visible);

Click on Duplicate to make a perfect copy of the
original Object.

Duplicate is also available from the Edit and Right‐click


menu.

The shortcut for Duplicate is the Plus (+) from the Numberpad.

 Group & Ungroup (see Effects below)


Group Tools Signmaster ‐ Application Window

1st Row Tools Click Image to Magnify [+]


Overview
When two or more Objects are grouped together, they are treated as a single Object but retain
their individual attributes and using the Object Manager or Object Selector remain individually
editable. Grouping Objects lets you apply the same formatting, properties, and other changes to
all the Objects within the group at the same time. You can also group a selection of existing
groups (Nested Groups) to preserve the spatial relationships (relative positioning) between each
set or unit of Objects, as shown in the examples below:

Selection of Objects (Individually Grouped) One Group of Four Grouped Objects

How to Group and Ungroup Obje

Shortcut
To Do the following Keys

Group Objects 1. Ctrl+G


Click on the Pick tool
2. Position the mouse at any corner of the Objects;

3. Draw out a Marquee over the Objects until they are


completely surrounded by the marquee (as shown above)
and let go of the mouse button and the Objects will
become selected, or;

4. Hold down the mouse button and click on each Object


individually to select multiple Objects;

5.
Click on Group from the 1st row of tools and the
Objects will now become one Object.
Group, Ungroup and Ungroup All are Dynamic tools i.e.
they only appear in the 1st row of tools when they are
applicable, however, they are available from the Arrange
and Right‐Click menus.

You can edit the Objects within the Group by Expanding


the Group's node in the Object Manager and then select
the Object, which will also select it in the Drawing area for
you to edit, see Object Manager

You can also work with and select a Group or any object
within a Group visually (thumbnails) using the Object
Selector.

Ungroup Objects 1. Ctrl+U


Click on the Grouped Objects with the Pick tool

2.
Click on Ungroup from the 1st row of tools and the
Objects will become Ungrouped (individually editable).

Ungroup does not ungroup Nested Groups (Groups within


Groups) i.e. it only Ungroups to the first level of Groups,
see Ungroup All below.

Ungrouping Effects Important: Ungrouping effects removes the effect ‐ inc.


Inline, Outline, Shadows and 3D Shading

The reason why this occurs is because effects in


Signmaster are dynamic i.e. they remain editable with the
objects and are created as an Effects Group. As such, when
an Effects Group is Ungrouped ‐ the effect is consequently
undone and removed.

The advantage with this system is that the effects remain


editable. This means you can keep typing text into an
existing effect and/or adjust it indefinitely, even after
closing the document and then reopening it.

Breaking Apart/Separating Effects


If you wish to separate an effect you must Convert it to
Curves first and then Ungroup it, see Converting Objects.
Ungroup All Objects 1. Shift+Ctrl+U
Click on the Grouped Objects with the Pick tool

2.
Click on Ungroup All from the 1st row of tools and
the Objects including any Objects within Nested Groups
will ALL become Ungrouped (individually editable).

Grouping greatly assists in maintaining the relative positioning Objects and formatting large numbers of
Objects.

 Lock and Unlock


Signmaster ‐ Application Window

Click Image to Magnify [+]

Overview
Signmaster allows you to Lock objects including curves, images, shapes and text which is ideal
when you have complex artwork and wish to avoid selecting objects in the designing area
unintentionally. Once locked an object can no longer be edited on‐screen but remains visible
and selectable. However, it can easily be Unlocked.

How to Lock and Unlock Objects


Shortc
To Do the following ut Keys
Lock Ctrl+L
an
Objec
t

Unlocked Locked

1.
Click on the Pick tool

2. Click on the Object you wish to Lock;

3. Click on the Lock tool from the Edit menu (Ctrl+L) or click on the Lock button
(padlock) that comes up in the Heads Up display (bottom edge) after the Object
has been selected (as shown directly above) and the Object will become locked.

A locked Object can still be moved by selecting it and holding down the center
node with the mouse button and moving it.

Unloc
k an
1.
Objec Click on the Pick tool
t

2. Click on the Object you wish to Unlock;


3. Click on the Unlocked tool from the Edit menu (Ctrl+L) or click on the Lock
button (padlock) that comes up after the Object has been selected (as shown
directly above) and the Object will become unlocked.

Objects can also be Locked and Unlocked from the Object Manager.

Unloc • To unlock all Objects in the drawing area click on the Edit menu → Unlock All Shift+Al
k All t+U
Objec
ts

Objects can also be Locked and Unlocked from the Object Selector.

 Snap to
Snap Tools Signmaster ‐ Application Window

1st Row Tools Click Image to Magnify [+]

Snap to
Signmaster provides Snap to tools for all objects including curves, images, shapes and text to
snap to each other along with snapping to guides and the grid.

Using Snap
To turn Snap on click on the Snap to dropdown and set snap for the items you wish to snap to
(as shown above).
Snap Focus
Objects snap to the geometry of each object's geometry i.e. pen styles and shadows are ignored.

 Z‐order (Above and Below)


Z‐order Dropdown Signmaster ‐ Application Window

Z‐Order Tools (1st Row) Click Image to Magnify [+]

Overview
Signmaster provides Z‐order tools for all objects including curves, images, shapes and text plus all the effects wh
be applied to these objects within a Document.

How to Adjust Z‐order (Above and Below)

To Do the following Shortcut Keys

Set Z‐order Ctrl+PgUp


(Drop Down)
and

Ctrl+PgDn

• Select the Object that you wish to adjust and click on the Order dropdown (as
shown at top) and click on the required Z‐order Position.

The Z‐order tools are also available from the Arrange and Right‐click menus.
Set Z‐order • Z‐order can be set from both the Object Manager and the Object Selector by
(Object Tools) moving the object either up (lower in the Z‐order) or moving the object down
(higher in the Z‐order).

See the Z‐Order shortcuts on the right.

Elastic Mode (Rubber Mode)

 Elastic (Rubber) mode


Elastic Mode Resizing a Textbox

Size Tools (Object Mode) Elastic (Rubber) Mode ‐ Text Increases with Textbox

How to Set Elastic Mode On/Off

To Do the following
Turn on Elastic
Mode

1. Click on the Pick tool

2. Click on the Elastic‐mode tool to Resize Objects in Elastic‐mode.

To switch elastic‐mode off when active, click on Elastic‐mode tool


Elastic‐mode is also available from the Objects menu.

Working with Color & Fills


Signmaster comes with comprehensive color support, tools and features and has been
designed to assist you to easily reproduce deep and rich colors along with providing you
with a large suite of gradient and texture fills that allow you to create an infinite range of
effects and eye‐popping artwork.

 Working with Color


Color Selector
Click Image to Magnify [+]

Overview
Signmaster allows you to set an Objects fill color as either a Custom, Uniform or a Spot Color
(Named Color). You can also create your own named color palettes should you wish to do so and
use these from the Signmaster Colorbar from the right‐side of the program.

Color Tools
Located within the DesignCenter are more advanced color tools and features, see Color Tools

Color Models
Signmaster uses the CMY, CMYK, HSV, L*a*b* and RGB Color Models throughout all its Color
mixers plus Greyscale in the Spot Color mixer. For more information on Color Models, see
Understanding Color

The Signmaster Standard and Spot Colorbars


The Signmaster Colorbar is broken into several sections and expands to reveal Spot Colors and
Advanced tools (as shown directly above).

• Current Fill: displays the selected object's fill and if clicked will open the relevant fill dialog

• Reserve Fill: copies this fill to the selected object

• Standard Colors: is a set of system colors for general use, see Uniform Colors

• Color Ranges: increase darkness or lightness of the current fill or adjust the hue channel

• Selected Colors: displays the selected colors and all the document colors if nothing is selected

• Color Charts: opens the Color Libraries window, see Named Colors
• Spot Colors: displays all the color swatches of the current spot color chart, see Spot Colors

• Default Colors: display the default colors for the fill and pen styles

To set the Default Colors


These are set by having nothing selected and clicking the required color with the left mouse
button ‐ for the default fill color and clicking the required color with the right mouse button ‐ for
the default pen style color. Note: if you have swapped your mouse buttons over then use the
vice‐versa buttons.

 Working with Fills


 Overview
Signmaster allows you to set an Object's Fill as either a Color, Image, Texture, Reverse or
Wireframe fill.

Image Fills
Signmaster allows you to fill an object with any image or photograph (bitmap) and then
set its size and tiling options of the image within the parent object, see Image Fills
 Gradient Fills
Signmaster comes with a comprehensive set of premade (predesigned) gradient fills that
are fully interactive and remain editable at all times. You can also create alpha channel
gradient fills (transparencies) which are ideal for all kinds of special effects and
applications such as decoupages (interleaving objects with perfect blending), see
Gradient Fills

Reverse Fill
The Reverse Fill tool is used to convert a solid shape into an off‐white color so that it
may be viewed over and above any other shapes that are of the same color behind it,
see Reverse Fill

Wireframe Fill
Signmaster has a special Wireframe Mode for Curve Objects which removes the fill to
reveal only the curve, see Wireframe Fill

System Colors
Signmaster has special purpose system colors which are used to set a Contour Cut line,
Registration Color, Under Base or Finisher Color. These colors are used with devices such
as vinyl cutters and large format printers to drive the device's output, see System Colors

Converting Objects
Signmaster lets you to convert its wide and diverse range of Objects to Curves (Paths) or
Bitmaps (Images).

 Convert to Bitmap (Image)


Images Menu Signmaster ‐ Application Window

Convert to Bitmap Click Image to Magnify [+]

Overview
Signmaster allows you to create a large range of various types of Objects which you may wish to
Convert to a Bitmap (image). When converting an Object to a Bitmap a conversion module is
used which provides you with a number of settings to create the Bitmap as required. These
settings are explained below.

Warning!
After you convert an Object to a Bitmap this cannot be reversed i.e. it is a one‐
way conversion. If you make a mistake, however, you can Undo this which will
restore the Objects original status. You can also select (check or tick) the Keep
Original option which ensures the original (target) object is kept with the bitmap
inserted above it.
How to Convert to a Bitmap (Image)
Shortcut
To Do the following Keys
Convert an 1. Shift+Alt+
Object to Select an Object(s) with the Pick tool B
a Bitmap
(Image)

2. Click File → Images → Convert to Bitmap... menu and the Convert to Bitmap window
will open;

Convert to Bitmap
The Convert to Bitmap window is designed to work from the top section
down. Each tool is explained directly below, with how to use each section
(group of tools) explained in the following topics:

Entire Canvas 1 Sets everything in the designing area to


be included in the image i.e. the entire
canvas

Clip to Page Boundary 2 Includes all the objects on the current


page and clips (deletes) anything that
extends past the edge of the page

Preview & Size 3 Preview (preflight) of the converted


artwork i.e. how it will appear when
converted and its final size in pixels

Selected Objects 4 Only converts (includes) the selected


object(s)

Set Transparency 5 Sets the background i.e. what is below


the object(s) to be transparent (see‐
through i.e. no color)

Solid Background 6 Sets the background fill to a solid color


i.e. what is below the object(s) to a
solid color (opaque)

Background Color 7 Pops out a standard color chart or click


on the color swatch to open the Color
mixer
Resolution 8 Sets/Reports the converted artwork's resolution ‐
measured in dots per inch (pixels per inch)

Final Output 9 Sets/Reports the converted artwork's number of


physical pixels in either x and y coordinates

Size on Disc 10 Reports the size in Mb the image will take up,
once saved in the file and on disc

Keep Original 11 Retains a copy of all the original artwork so it


remains unaffected by the conversion process

Padding 12 Sets how many additional pixels to pad out (add)


around the image in either x and y directions

Convert to Bitmap Settings

Source 3. Select which artwork you wish to Convert from the designing area i.e. the Source
Objects Objects. If you wish to convert everything to a bitmap, select Entire Canvas.
Backgroun 4. Select whether you wish to have a Transparent or a Solid Background;
d

If Solid ‐ you can change the color from the Color Selector (as shown directly above ‐
on the right). If Transparent an Alpha channel will be created that will remain with the
created Bitmap.

The Transparency can be switched on or off. Click here to learn more about using the
Mask tools.

Resolution 5. Set the Image Resolution you require by either:


& Quality
(a) Keeping the current resolution as calculated by the software (recommended), or;

(b) Type in a Value under Resolution (which is in dpi), or;

(c) Type in the required Pixels, see Final Output (below);

As a rule of thumb Images with around 2,500 to 5,000 pixels across (Width) will
usually have enough detail to look good from a normal viewing distance. This setting
will depend, however, on the purpose of the conversion.

Please note: Even 20,000 pixels across will usually be indistinguishable from 10,000
pixels across and in the above example that is the difference between a 0.5Gb and a
1.95Gb file i.e. twice as many pixels across roughly equates to a file 4 times the size
on Disc.

Final 6. To set the number of pixels click the Up arrow to increase or the Down arrow to
Output ‐ decrease the number of pixels required, or type in a value and press Enter ‐ NOTE: the
Optional DPI will automatically change based on the changes you make, as DPI relates to the
number pixels rendered over a physical size.

Dots per inch ‐ DPI


If you would like to know more about DPI and how it works, please see:
Understanding DPI

To set these values independently uncheck Proportional.

Padding ‐ 7. To set Padding click the Up arrow to increase or the Down arrow to decrease the
Optional number of pixels required, or type in a value and press Enter;

Keep 8. Click Keep Original to retain a copy of the artwork being converted to a bitmap i.e. the
Original ‐ bitmap that is created will be pasted above the original artwork.
Optional
Use this option if you're unsure if the converted artwork will be satisfactory rather
than relying on undo.

9. Click OK and the selected Object(s) will be Converted into a Bitmap.

Normally 2,500 pixels across is fine, however, for artwork with lots of sharp contours that needs to look good close up
then use 5,000 pixels across.

 Convert to Curves (Paths)


Signmaster ‐ Application Window

Click Image to Magnify [+]

Overview
Signmaster has a number of Objects such as Shapes which have Power‐Nodes i.e. on‐screen
controllers which along with Text use curves (paths) to form their shapes but are not treated as
regular curves by the program, rather as special shapes (objects).

This has the advantage of being able to provide you with certain functionality such as being able
to type in text and create any number of shapes, conversely however, there are also curve
operations that you may wish to apply to shapes or text along with many Vector effects that are
not possible while the object is an internal Signmaster Object and not curves. As such,
Signmaster allows you to Convert curved based Objects into regular Curves.

Convert to Curves

Click on the Object, next click the Convert to Curves button which is also accessible from
the Curves and Right‐click menus.
Once and object has been converted to curves it may still be a part of a Group. To access the

curve structure with the Curve Tools, click on the Ungroup button also see Group &
Ungroup.

Warning!

After you convert an Object such as Text to Curves this cannot be reversed i.e. it is a one‐way
conversion. If you make a mistake, however, you can Undo this which will restore the Objects
original status.

Align & Distribute Objects


Signmaster comes with a large suite of Alignment, Distribute and Space Apart tools and features
to assist you in laying out your work accurately and to save your time. Note: These tools and
features are limited in Signmaster Basic.

 Alignment Tools
Alignment & Distribute Tools Signmaster ‐ Alignment Tools
Onscreen Preview of Align Objects to Center

Overview
Signmaster comes with a large suite of alignment tools to assist you in laying out your work
accurately and to save your time. The alignment tools are designed to work on (a) the objects
themselves, or (b) the page the objects are associated with, or (c) the active object which is
simply the last selected object in the alignment group. This system provides for comprehensive
alignment of all your objects when working with the program.

Default Shortcuts
The following are the default Align Keyboard Shortcuts when one or more objects are selected
in Object‐mode (unless changed by the user):

Align Left L
Align Right R
Align Top T
Align Bottom B
Align Centers Horizontally E
Align Centers Vertically C

How to Use the Alignment Tools

To Do the following

Open the
Alignmen
t tools

• Click on Tools (as shown above) and then select Align, Space and Distribute Tools and
click the Align tab or;

1.
Select an Object(s) with the Pick tool see Selecting Objects

2. Click on the Alignment flyout (as shown directly above) and then click Alignment and the
Align tools will come up;

3. Click on the Align tab (as shown directly below):


The Align tab provides you with a number of alignment combinations and provides an
interactive (live) preview in the designing area as you make your selections, as explained
below:

Align 2+ 1. Open the Align tab as explained above;


Objects to
each
other
2.
Click on the Pick tool and select the objects you wish to Align, see Selecting
Objects;

3. Hover your mouse over the Alignment you wish to use from 1 of the 6 options in the
Align Object to each other options to see a preview (in the designing area) of how the
selected objects will align if the button is clicked;

See an example of an on‐screen preview at the top of this page.

4. Click the Alignment you wish to use and the objects will reposition as shown in the
preview.

Align 2+ 1. Open the Align tab as explained above;


Objects to
the Last
Object

2.
Click on the Pick tool and select the objects you wish to Align and using the Shift
key select the Object you wish all other Objects to Align to, see Selecting Objects;

3. Select the Align to Last Object Selected checkbox;

4. Hover your mouse over the Alignment you wish to use from 1 of the 6 options in the
Align Object to each other options to see a preview (in the designing area) of how the
selected objects will align if the button is clicked;

See an example of an on‐screen preview at the top of this page.

5. Click the Alignment you wish to use and the objects will reposition as shown in the
preview.

Align 1. Open the Align tab as explained above;


Object(s)
as a
Group

2.
Click on the Pick tool and select the object or objects you wish to Align, see
Selecting Objects;
3. Hover your mouse over the Alignment you wish to use from 1 of the 6 options in the
Align as a Group options to see a preview (in the designing area) of how the selected
objects will align if the button is clicked;

See an example of an on‐screen preview at the top of this page.

4. Click the Alignment you wish to use and the objects will reposition as shown in the
preview.

When using this option the object(s) are treated as a Group for the operation only.

You can also access the Distribute tool panel from the Tools menu → DesignCenter → Align Tools.

 Distribute Tools

Onscreen Preview of Distribute Objects by Centerline

Overview
Signmaster comes with a suite of Distribute tools to assist you in laying out your work accurately
and to save your time. The Distribute tools are designed to work on the objects themselves, or the
page the objects are associated with. This system provides for comprehensive Distribute of all your
objects when working with the program.

How to Use the Distribute Tools

To Do the following

Open the
Distribut
e tools

• Click on Tools (as shown above) and then select Align, Space and Distribute Tools and
click the Distribute tab or;

1.
Select an Object(s) with the Pick tool see Selecting Objects

2. Click on the Alignment flyout (as shown directly above) and then click Alignment and the
Align tools will come up;

3. Click on the Distribute tab (as shown directly below):


The Distribute tab provides you with a number of distribution combinations and provides
an interactive (live) preview in the designing area as you make your selections, as
explained below:

Distribut 1. Open the Distribute tab as explained above;


e (Evenly
Spread)
Objects
2.
Click on the Pick tool and select the objects you wish to Distribute, see Selecting
Objects;

3. Select the Distribution Method that you wish to use i.e. Horizontal or Vertical;

Horizontal sets the objects to distribute along the x‐axis (left to right on‐screen). Vertical
sets the objects to distribute along the y‐axis (top to bottom on‐screen).

4. Type in the required length i.e. a distance set by you;

5. Click Apply and the objects will distribute as set;

You can also access the Distribute tool panel from the Tools menu → DesignCenter → Distribute Tools.

 Space Apart Tools

Space Apart by Gap (Horizontal or Vertical)


Space Apart by Centerline (Horizontal or Vertical)

Space Apart by Left or Top Edge

Space Apart by Right or Bottom Edge

Overview
Signmaster comes with a large suite of alignment tools including a set of powerful Space tools to
assist you in laying out your work accurately and to save your time.

How to Use the Space Apart Tools

To Do the following

Open the
Space
tools
• Click on Tools (as shown above) and then select Align, Space and Distribute Tools and
click the Space tab or;

1.
Select an Object(s) with the Pick tool see Selecting Objects

2. Click on the Alignment flyout (as shown directly above) and then click Alignment and the
Align tools will come up;

3. Click on the Space tab (as shown directly below):


The Space tab provides you with a number of spacing options and provides an interactive
(live) preview in the designing area as you make your selections, as explained below:

Space 1. Open the Space tab as explained above;


(Evenly
Spread)
Objects
2.
Click on the Pick tool and select the objects you wish to Space apart, see Selecting
Objects;

3. Click the Up arrow to increase the space or the Down arrow to decrease the space or
type in a value and press Enter.

4. Hover your mouse over the Space Apart Method you wish to use from 1 of the 6 options
to see a preview (in the designing area) of how the selected objects will align if the
button is clicked;

5. Click the Space Apart Method you wish to use and the objects will reposition as shown in
the preview.

You can also access the Space tool panel from the Tools menu → DesignCenter → Space Tools.

Working with Color & Fills

Color Tools and Features


Signmaster comes with comprehensive color support, tools and features and has been
designed to assist you to easily reproduce deep and rich colors from your printing devices.

 Signmaster & Colors (Overview)


Signmaster ‐ Application Window
Click Image to Magnify [+]

Overview
Signmaster allows you to set the fill color as either a Spot, Uniform (solid) or a Named/Vinyl
(Color Chart) color. You can also create your own named color palettes should you wish to do
so, print these out from a Large Format Printer and use these from the Signmaster Colorbars
from the right‐side of the program. There are dozens of specialist color tools which are
discussed in detail in the color topics.

Color Models
Signmaster uses the CMY, CMYK, HSV, L*a*b* and RGB Color Models throughout all its Color
mixers plus Greyscale in the Spot Color mixer. For more information on Color Models, see
Understanding Color

Spot Colors
The Spot Color mixer is provided for setting and naming colors for individual documents that are
only used in one‐off situations or very occasionally without your needing to set up a Spot Color
Palette in the Color Libraries, see Spot Colors

Named & Vinyl Colors


The Named Colors are a comprehensive set of vinyl color charts along with ink and paint colors
and any color palettes you wish to create and/or import see Named Colors
Uniform Colors
The Uniform Color mixer is used for creating and finely adjusting exiting object colors on‐the‐fly,
see Uniform Colors

 The Signmaster Colorbars


Colorbar

Open Color Libraries Selector


Overview
The Signmaster Colorbar is broken into several key sections (as shown above). In the top‐right
section you can take the current color and place it in the Reserve fill by selecting it and clicking
the down arrow or using the Color Pipette (picker) and then apply the Reserve color to another
object. Below this section is Wireframe on/off for the selected Object and Reverse Fill. Below
these are the Standard Colors followed by the Spot Color pop‐out button, then colors in use or
selected and the default Fill and Pen (stroke) color.

Working with the Signmaster Colorbar


To Do the following

Apply a • To apply a color to a selected object simply click on the required


Color Fill to color and it will be applied as the selected object's fill color.
an Object

You can also set the fill color to None by clicking on No Fill

Apply a Pen • To apply a color to a selected object's pen simply Right‐click on the
Color to an required color and it will be applied as the selected object's pen
Object
color.

You can also set the pen color to None by Right‐clicking on No Fill

Use the • To use the Color Range (dynamic colors) click on the far left or
Color Range right color swatch and it will darken (using the right side swatch)
and lighten (using the left side swatch) and be applied as the
selected object's fill color.

You can use the right mouse button to apply the pen color using
the same technique.

Set the • With nothing selected click on the color you wish to set as the
Default Fill Default Fill Color which will be displayed in the bottom right‐hand
Color
corner of Signmaster
Set the • With nothing selected Right‐click on the color you wish to set as
Default Pen the Default Pen Color which will be displayed in the bottom right‐
Color
hand corner of Signmaster

Display the •
Click on Spot Colors and the Spot Colors will pop‐out.
Colors in
Use

If you wish to save or load‐in color charts please see Color Libraries

 Working with Colors


DesignCenter ‐ Colors
Overview
When an object is selected its fill type will be listed under the Fill tab in the Color, Fill and Pen
tools in the DesignCenter, as shown above. From here you can access many of the color tools
available in Signmaster, as outlined below and covered in specific topics in the Color help topics,
also see DesignCenter

Working with Colors

To Do the following
Access Colors in the •
To access the DesignCenter click on (as shown above) and the
DesignCenter
DesignCenter will pop‐out, next select Colors, Fills and Pen Tools (also
shown above).

Set Fill Style

1. Open the DesignCenter as explained above;

2. Click on the Object that you wish to set a Fill to with the Pick tool

3. Select the Fill type (as shown directly above) and the default fill will be
applied to the selected Object or Objects;

Selecting Other... extends the selection and allows you to set any one
of several specialist fills, see System Colors
Select by Color 1. Open the DesignCenter as explained above;

2.
Click and Select Objects will open (as shown directly
above);

3. Click in the required check boxes and OK and the related Objects will
be selected;

You can click Invert to Select everything that isn't selected and
unselect everything that is.
Display/Hide Objects by 1. Open the DesignCenter as explained above;
Color

2. Click the Select tab (as shown directly above);

3. Click on the required Colors and the related Objects will become
selected in the designing area;
4. Click Hide to set the selected objects to become invisible i.e. no longer
visible in the designing area ‐ or ‐ Display/Select to make the objects
visible again;

You can click Invert to Select everything that isn't selected and
unselect everything that is.

If you wish to save or load‐in color charts please see Color Libraries

 Uniform (Solid) Colors


 Overview
The Uniform Color mixer is used for creating and/or finely adjusting exiting object colors
on‐the‐fly. if, however, you wish to save or load‐in color charts please see Colors
Libraries.

Edit Colors in the DesignCenter


There is also a simplified Color Mixer in the DesignCenter, see the Edit Color tab in the
Colors, Fills and Pen Tools category in the DesignCenter

 Working with the Uniform Color Mixer

To Do the following

Open the 1.
Uniform Click on the Pick tool and select the object(s) you wish to change the color of;
Color Mixer

2. Click on Current Fill (as shown directly above in red) and the Uniform Color Mixer will
open.

You can also bring the Uniform Color Mixer up from the Colors menu → Color Mixer...
Using the
Uniform
Color Mixer

The Uniform Color Mixer allows you to select and works with the following Color
Models: CMY, CMYK, HSV, L*a*b* and RGB.

Once you have selected the Color Model you can then set the value for each Color
Channel to obtain the precise color you require. Alternatively you can select one of
the Color Swatches, or click on the Color Wheel or the Color Panel to select a color.
Once you have the color you require click on Apply and the selected object(s) in the
program will change to that color.

You can then apply the Color to other documents within your document, as explained
below.
Copy/Apply
the Uniform
Color

1.
Click on the Pick tool and select the object you wish to copy the Uniform Color
from and its fill (color) will appear in the Current Fill (shown above);

2. Click the Copy Fill to Reserve Fill arrow tool (shown above) and the Current Fill will be
copied to the Reserve Fill;

3. Click on the object that you wish to copy the fill to, then click on the Reserve fill and
the fill (uniform color) will be applied to the selected object.

If you wish to save or load‐in color charts please see Color Libraries

 Spot Color Mixer (Editor)


 Overview
The Spot Color mixer allows you to set a Code and Name for any selected color (for an
existing object) or any made up color by setting the individual values for each color
channel (as discussed below). The Spot Color mixer is ideal for setting specific colors,
usually spot or ink colors, however the information is saved with the document only. As
such, if you wish to save or load‐in color charts please see Colors Libraries.

For instruction son how to match a color for proofing, see Color Matcher

Working with the Spot Color Mixer

To Do the following

Open the 1.
Spot Color Click on the Pick tool and select the object(s) you wish to set the color of;
Mixer

2.
Click on Spot Colors and the Spot Colors will pop‐out;
3. Click on Current Fill (as shown directly above in red) and the Spot Color Mixer will
open.

You can also bring the Spot Color Mixer up from the Colors menu → Set Spot Color...

Using the
Spot Color
Mixer

The Spot Color Mixer allows you to select and works with the following Color Models:
CMY, CMYK, Greyscale, L*a*b* and RGB.

Once you have selected the Color Model you can then set the value for each Color
Channel to obtain the precise color you require. Alternatively you can click on the
Color Wheel to select a color.

Once you have the color you require you can then set a Code and/or Name for that
color by simply typing these into the fields provided, as shown above. Once you click
on Apply the selected object(s) in the program will change to that color and so long as
the object remains in the document Signmaster will remember the Code and Name
given for that exact color.

You can then apply the Spot Color to other documents within your document, as
explained below.

Copy/Apply
the Spot
Color

1.
Click on the Pick tool and select the object you wish to copy the Spot Color from
and its fill (color) will appear in the Current Fill (shown above);

2. Click the Copy Fill to Reserve Fill arrow tool (shown above) and the Current Fill will be
copied to the Reserve Fill;

3. Click on the Object that you wish to copy the fill to, then click on the Reserve fill and
the fill (Spot Color) will be applied to the selected Object.

If you wish to save or load‐in color charts please see Color Libraries

 Working with Spot Colors


Fill Tools
Color Palettes and Spot Colors

Overview
Along with the Spot Color mixer which is discussed in the previous topic you can also access
Spot Colors from the Spot Colorbar and see saved Spot Colors in the Palette tab, as shown
above.

Edit Colors in the DesignCenter


There is also a simplified Color Mixer in the DesignCenter, see the Edit Color tab in the Colors,
Fills and Pen Tools category in the DesignCenter
Working with the Spot Color Mixer

To Do the following

Display the Spot Colorbar •


Click on Spot Colors and the Spot Colors will pop‐out (as shown
above)

Choose a Spot Color •


Select the Palette you wish to choose a Spot Color from by clicking
and selecting the Palette from the Color Libraries

Edit the Spot Color 1.


Click on the Pick tool and select the Object which has the Spot
Color you wish to edit;

2.
Click on Spot Color Editor (as shown above);

3. The Spot Color Editor allows you to select and works with the following
Color Models: CMY, CMYK, Greyscale, L*a*b* and RGB.

Once you have selected the Color Model you can then set the value for
each Color Channel to obtain the precise color you require.

Once you have the color you require you can then set a Code and/or
Name for that color by simply typing these into the fields provided, as
shown above. Once you click on Apply the selected object(s) in the
program will change to that color and so long as the object remains in
the document Signmaster will remember the Code and Name given for
that exact color.

If you wish to save or load‐in color charts please see Color Libraries

 Color Libraries (Named & Vinyl Color Charts)


Color Libraries
Click Image to Magnify [+]

Overview
The Color Libraries Selector and Mixer comes with thousands of color swatches of the most
popular color charts from the world's leading vinyl manufactures and suppliers. You can easily
set any color chart to become available in the Colorbar directly below Signmaster's system
colors, as shown above. This utility also allows you to create your own color palettes (color
charts) and save these off to be used whenever required and/or to share them with your friends
and colleagues.

Find Color
The Color Libraries also lets you find the closest color swatch to any RGB color. This is helpful to
find what named color is the closest to any given color.

Working with the Color Libraries Selector & Mixer

To Do the following
Select a
Color
Palette
(Chart)

1.
Click on the Color Libraries tool (as shown directly above) and the Color Libraries
window will open as shown at the top.

2. Expand out the type of Color Chart you require by clicking on its Expand button in the
left column;

3. Navigate to the Color Chart itself and select it which will in‐turn load its Color Swatches
into the center column, as shown in the example above;
4. Click on Accept and the selected Color Chart will become available for use in the lower
group of colors in the Signmaster Colorbar, as shown above at the top.

Adjust an 1. Check the Show Color Details box in the bottom left corner of the Color Libraries
Existing window;
Color
2. Select the Color Swatch you wish to adjust from within the Color Palette (Chart) in the
center column, as shown in the example above;
3. Using the Adjustment Sliders or the Numerical fields under the Color Details tab you can
adjust the color as required and/or change the text fields above the color sliders as
needed;
4. Once adjusted, click Update for these adjustments to be applied, then Accept to be
permanently saved.
If you accidentally make a mistake you can restore the Color Libraries back to the
standard factory colors by clicking on Open and navigating to the DefaultLibrary.ColLib
file which should be located in ("Win Drive Letter"):\Users\~Your
Login~\Documents\Signmaster Files\UserData\ColorLibs
Create a
Custom
Palette

1.

Click on the New Palette tool and the New Color Palette window will open;
2. Type in a Name for the new color palette and then click OK and a new palette will be
created under Custom Palettes;

Delete a 1. Click on and highlight the color palette you wish to delete;
Spot
Color
Palette
1.

Click on the Delete Palette tool and the following Confirm window will open:

2. If you wish to proceed click Yes and the Color Palette will be permanently deleted.

Beware! there is no undo for this operation.

Add a New colors swatches can be added to any palette with the following procedure applying
New to all palettes.
Color
1. Select the color palette you wish to add a new color swatch to and click New Color

and a color swatch will be added at the end of the current palette;
2. To set information for the new color follow Adjust an Existing Color above to set the
name and color channel values for the new color.

Delete a 1. Click on and highlight the color swatch you wish to delete;
Color
Swatch
2.

Click on the Delete Color tool and the Color Swatch will be deleted.

Beware! there is no undo for this operation.

Find
(Match) a
Color

1.

Click on the Find Color tool (as shown above) and the Find Color window will
open as shown above.

2. Click on the Color to Match dropdown (as shown above) and select an RGB Color you
wish to match a Color Swatch to;

3.
Click the Find Color button
4. Slide the Matching Tolerance to include or exclude more Color Swatches.

Import 1. Click on the Palettes menu → Import Color Pale e and the Open window will come up;
Color
Charts
2. Navigate to where you have saved the Color Palette on your hard disc and select
the .ColList file;

3. Click Open and the Color Palette will become available in the Custom Palettes folder.

Import • To import .ai Color Charts following the Import Color Charts instructions (directly above)
Adobe except select Import Colors from the Palettes menu.
Color
Charts

To restore the Factory Default Color Libraries Open ("Win Drive Letter"):\Users\~Your
Login~\Documents\Signmaster Files\UserData\ColorLibs\DefaultLibrary.ColLib

 Understanding Color & Color Models


Uniform (Solid) Color Mixer

What is Color?
Color derives from the spectrum of light (distribution of light energy versus wavelength)
interacting in your eye with the spectral sensitivities of your eye's light receptors. As such, color
is the visual perceptual property corresponding in our eyes to the categories of predominately
red, green and blue spectrums of light. Color categories and physical specifications of color are
also associated with objects, materials, light sources etc. based on their physical properties such
as light absorption, reflection, or emission spectra which determine our perceptions of their
colors.

Color Models & Color Space


In order to understand color models you should first become familiar with the following
acronyms:

Acronym Stands for


CMY/CMYK Cyan (C), Magenta (M), Yellow (Y) and Black (K) ‐ K is also referred to as the Key in
4 color‐process printing
HSV Hue, Saturation and Value
L*a*b* L for lightness and a and b for the color‐opponent dimensions
RGB Red (R), Green (G), Blue (B)

A color model is an abstract mathematical model describing the way colors can be represented
by numbers, typically as three or four values or color components. For example, the RGB Color
Model works with 3 sets of numbers each ranging from 0 to 255 (as described below). When
these color models ate associated with a precise description of how the components are to be
interpreted (viewing conditions etc.) the resulting set of colors is referred to as the color space.

Signmaster & Color


Reproducing color accurately is difficult and requires sophisticated programming techniques
which is as much an art, as it is a science, and it's for this reason you need a RIP (Raster Image
Processor) which implements these techniques to reproduce rich, vibrant and accurate colors
from large format printers.

Working with Color Models in Signmaster


Signmaster uses several and well known color models to assist you in creating and reproducing
colors easily and accurately. These include the CMY, CMYK, HSV, L*a*b* and RGB Color Models
which are available throughout all Signmaster's color mixers plus Greyscale in the Spot Color
mixer, outlined as follows:

CMYK Color Model


The CMYK color model is a subtractive color model and is the minimum set of color channels
used by all Large Format Printers. CMYK refers to the four inks used in color printing: cyan,
magenta, yellow and black. The CMYK model works by partially or entirely masking colors on a
lighter, usually white, background. The ink reduces the light that would otherwise be reflected.
Such a model is called subtractive because inks “subtract” brightness from white.

In additive color models such as RGB, white is the “additive” combination of all primary colored
lights, while black is the absence of light. In the CMYK model, it is the opposite ‐ white is the
natural color of the paper or other background, while black results from a full combination of
colored inks.

Many Large Format Printers also use lighter variants of Cyan, Magenta and Black (Lc, Lm, Lb) to
be able to print finer graduations of color especially for skin tones where the full color inks are
too aggressive for these more subtle and gradual tones of color. These ink channels are used to
their full advantage in the RIP process and you do not need to work with these channels at the
designing stage.

L*a*b* Color Model


A Lab color model is a color‐opponent space with dimension L for lightness and a and b for the
color‐opponent dimensions, based on nonlinearly compressed CIE XYZ color space coordinates.
As such, where LAB is used in Signmaster this is an abbreviation for the CIE 1976 (L*, a*, b*)
color model, also referred to as CIELAB.

CIE L*a*b* (CIELAB) is the most complete color model specified by the International Commission
on Illumination (Commission Internationale d'Eclairage, hence its CIE initials). It describes all the
colors visible to the human eye and was created to serve as a device independent model to be
used as a reference.

The three coordinates of CIELAB represent the lightness of the color (L* = 0 yields black and L* =
100 indicates diffuse white), its position between red/magenta and green (a*, negative values
indicate green while positive values indicate magenta) and its position between yellow and blue
(b*, negative values indicate blue and positive values indicate yellow). The asterisk (*) after L, a
and b are part of the full name, since they represent L*, a* and b*, to distinguish them from
Hunter's L, a and b which is a variant color model.
RGB Color Model
The RGB color model is an additive color model in which red, green, and blue light are added
together in various ways to reproduce a broad array of colors. The name of the model comes
from the initials of the three additive primary colors, red, green, and blue. In Signmaster each
channel in the RGB Color Model is represented by a value of 0 through 255 which sets how
much of each of the red, green, and blue channels are included. If all channels are at zero the
result is black, and conversely if all are set to 255, the result is pure (represented) white.

HSV Color Model


HSV is a cylindrical‐coordinate representations of points in an RGB color model (as explained
above), which rearrange the geometry of RGB in an attempt to be more perceptually relevant
than the Cartesian representation. As such, HSV is a more intuitive and therefore easier to use
Color Model than RGB.

HSV stands for hue, saturation, and value. In each cylinder, the angle around the central vertical
axis corresponds to 'hue', the distance from the axis corresponds to 'saturation', and the
distance along the axis corresponds to 'lightness', 'value' or 'brightness'. In Signmaster’s color
mixers adjusting or mixing a color using HSV is very easy using the provided sliders.

Working With Named Colors (Palettes)


The Color Library comes with many thousands of color swatches from leading Vinyl and Paint
Manufacturer's. Each color swatch is in the Lab color space and can be adjusted by you and
saved off as a new color palette if required.

Working with Spot Colors


Signmaster comes with a dedicated Spot Color mixer allows you to set a Code and Name for any
selected color (for an existing object) or any made up color by setting the individual values for
each color channel. The Spot Color mixer is ideal for setting specific colors, usually spot or ink
colors, however the information is saved with the document only.

Working with System (Device) Colors


Signmaster comes with comprehensive system colors (device based) support.

 System Colors
Fill Styles ‐ DesignCenter

Overview
System colors are provided for you to be able to differentiate between standard fill and pen
colors and those colors used by your device(s) to perform certain functions such as contour
cutting i.e. by setting a fill or pen style as a system color when you output your artwork to say a
printer/cutter the RIP and Vinyl Spooler send the relevant commands to your device, as shown
in this example:
Image with a Contour Cutting Line

There are currently 5 standard system colors, as follows:

Contour Cut This color indicates that the curve/line is a Contour Cutting Line (RIP, Printing
Color: and Cutting)
Registration This color indicates that the object is a Registration mark or Symbol (RIP and
Color: Printing)
This color indicates that the object is to be printed as an Underbase or
Base Color:
Finisher (RIP)
Clip Fill: This fill indicates that the Object is a Clipping path for a Power Clip
This fill indicates that the selected Object is using the fill above it in the Object
Parent Fill:
Manager such as it's group
Note: This allows groups of objects to share the same gradient, image fill etc. rather than having the
nodes different for each one.

Set System Colors


System colors are automatically set by the program, when for example you create a Contour Cut
line or Insert Registration marks etc. However to manually set a System color select the Object
and click on the required System Color by selecting Other from the Color, Fills and Pen Tools in
the DesignCenter (as shown directly above) and that color will be identified when outputting the
artwork to a large format printer, printer‐cutter or vinyl cutter.

Working with Fills


Signmaster comes with a comprehensive suite of fill tools and features which include a
number of color models, images fills and specialist (system) fills for various industry specific
applications.

 Working with Fills in Signmaster

Fill Styles ‐ DesignCenter


Overview
Signmaster allows you to set an Object's Fill as either a Uniform (Solid) Color, a Spot Color, an
Image (Bitmap), a System (Registration and Contour Cutting), a Reverse or a Wireframe fill.

Color Fills
Signmaster uses the CMY, CMYK, HSV, L*a*b* and RGB Color Models throughout all its Color
mixers plus Greyscale in the Spot Color mixer. For more information on Color Models, see
Understanding Color
Image Fills
Signmaster allows you to fill an object with any image or photograph (bitmap) and then set its
size and tiling options of the image within the parent object, see Image Fills

Reverse Fill
The Reverse Fill tool is used to convert a solid shape into an off‐white color so that it may be
viewed over and above any other shapes that are of the same color behind it, see Reverse Fill

Wireframe Fill
Signmaster has a special Wireframe Mode for Curve Objects which removes the fill to reveal
only the curve, see Wireframe Fill

System Colors/Fills
System colors/fills are provided for you to be able to differentiate between standard fill and pen
colors and those colors used by your device(s) to perform certain functions such as contour
cutting, see System (Device) Colors

 Gradient Fills
Fill Tools Flyout

Gradient Fill

Overview
Gradient fills are a color based dynamic fill which uses nodes (points) along the length of the fill
to set each color that automatically blends with the next color along the fill. That can greatly
enhance the look of your artwork and provide you with an almost limitless number of special
effects.

Signmaster has 4 types of gradient fills: Linear, Radial, Square and Conical:

A Linear gradient fill flows in a straight line over the object

A Radial gradient fill radiates in bands from the center of the fill

A Square gradient fill is dispersed in concentric square bands from the center of the fill

A Conical gradient fill disperses perpendicularly from the center of the fill over 360° and can
create an illusion of light hitting a cone in the center of the fill.

We have provided you with a wide range of gradient fills to assist you in quickly developing your
artwork. However, you can create your own gradient fills using the Gradient Editor and once
made you can completely modify the gradient fill when in Fill Mode either on‐screen using your
mouse or from the 2nd row of tools as explained below.

Edit Gradient Fills (Fill Mode)


In Fill Mode you can finely adjust, edit and position the Gradient fill along with setting each
node's opacity and color along with the overall transparency of the gradient and the rotation
angle. You can also select from a large range of Gradients from Gradient's Library and make your
own, see Fill Mode (Gradients)

Working with the Gradient Editor & Gradient Maker


To Do the following

Create 1.
a Click on the Pick tool and select the Object(s) that you wish to apply a gradient fill
Gradien to;
t Fill
(Preset)

2.
Click on the Fill flyout then Fill Styles and select Gradient
and the Gradient Editor will open;
3. Select the Category and click on the required Gradient Fill from the selection;

4. Click Accept (as shown above) and the selected gradient fill will be applied to the
selected Object(s).

To edit the Size of the Gradient, it's Position and Angle on‐screen, see Fill Mode

Edit a 1.
Gradien Click on the Pick tool and select the Object(s) that have a gradient fill that you
t Fill wish to edit;
(Editor)

2.
Click on the Fill flyout then Fill Styles and select Gradient
and the Gradient Editor will open;
3. Click on the Edit Gradient tab (as shown above) and make changes as required as
discussed below.

4. Color Channels
Each Node within the Gradient can have its color adjusted by selecting it from the
Nodes along the preview at the bottom of the Gradient Editor. Once you have selected
the required Color Model you can then set the value for each Color Channel to obtain
the precise color for each Node.

5. Alpha (Transparency)
Along with setting each Node's Color you can also adjust each Node's Opacity
(Transparency) by selecting it and Sliding the Alpha Level to the required level.

This tool is ideal for making advanced special effects as it allows you blend Objects
together.
6. Add/Delete Nodes
To Add a Node click the Add Node go to the required position along the Gradient
Preview and click and a Node will be added.
To Delete a Node select it and click Delete and the Node will be Deleted.

7. Change Node Color


To Copy a Color from one Node to another select the Target Node i.e. the Node you
wish to change, then click Copy Color, and select the color you wish to change the
Target Node to;

8. Type of Gradient
You can set the type of Gradient by clicking on either one of the four Gradient Types
(Linear, Radial, Square or Conical).

9. Node Options
The Node Options set the Angle of the Gradient and Report each Node's Position along
the Gradient Preview.
Copy
Gradien
t From
Image

You can also generate a Gradient Fill from an Existing Image using the Gradient Maker.

1.
To use the Gradient Maker click on from the Gradient editor (bottom
left‐hand corner) and the Gradient Maker will open (as shown directly above);

2. Either Load an existing Image by clicking on Load Pic or Copy then Paste an Image by
clicking Paste Pic;

3.
Click on the Create Gradient tool

4. Click where you wish to Start the Gradient from and then click where you wish to Finish
the Gradient (as shown directly above ‐ over Africa) and a Gradient will appear in the
Preview along the bottom.

5. Set the Maximum Node points using the Slider (the more the finer the Gradient) and
click Accept and the Gradient as created will be Loaded into the Gradient Editor.

You can move the Start and End Position of the on‐screen Gradient tool as much as you
like to create the perfect Gradient.
You can also edit the Gradient Fill on‐screen, see Fill Mode

 Image (Bitmap) Fills


 Overview
You can use any Image (Photograph or Bitmap) as a Fill which means you can create an
infinite range of truly unique and eye‐popping effects. There is also a large selection of
Texture fills provided with Signmaster which are easy to find and apply to any Object.

How to Apply an Image (Bitmap) Fill

To Do the following

Apply an Image (Bitmap) Fill 1.


Click on the Pick tool and select the Object(s) that you wish to
apply an Image (Bitmap) Fill to;

2. Click on the Objects menu → Insert an Image Fill and the Import
window will open;

3. Navigate to where the File is located and click on the required File to
highlight it, then click on the Open button and the selected Image
(Bitmap) will be applied as a Fill to the selected Object(s).

To edit the Size of the Image (Bitmap), it's Position and Angle, see Fill
Mode

You can also edit the Image (Bitmap) Fill on‐screen, see Fill Mode

Fill Mode
Fill Mode is a special editing mode for editing an Object's Fill using a Gizmo (on‐screen controller)
and dedicated Fill tools from the 2nd row of tools.

 Fill Mode
Fill Mode
Overview
Fill Mode is a special editing mode for editing an Object's Fill using a Gizmo (on‐screen
controller). Along with the Gizmo a large suite of Fill tools become available in the 2nd row of
tools while in Fill Mode which are explained ‐ based on the Fill type, as follows.

Working with Image (Texture) Fill

Texture Fill‐Mode
With an Object selected that has an Image (Texture) fill, click on the Fill Mode tool
and you will see the Fill Mode Gizmo appear as shown below:

Texture Toolbar
You can also set the tools from the 2nd row when a Texture Fill is selected in Fill Mode, as
explained below:

The circled numbers (below) correspond with the numbers in green which outline Fill Mode ‐
Texture Fill
Fill Style 1 Selects from the available Fill types and applies the selected Fill to the
selected Object
Opacity 2 Sets the level of transparency i.e. how see‐through the Object is
Textures Library 3 Opens the Texture Library from where you can select from a library of
existing textures
Select Image 4 Opens the Image Import window from where you can select any Image
(bitmap) as the Object's Fill
Tiling 5 Sets the Texture to either Repeat or to be a Single Tile
Mirror Vertically 6 Mirrors the Texture over the y axis (vertical plane)
Texture Width 7 Sets the Width of the Texture (provides for non‐proportional sizing)
Texture Height 8 Sets the Height of the Texture (provides for non‐proportional sizing)
Angle 9 Sets the Angle of the Texture
Mirror 10 Mirrors the Texture over the x axis (horizontal plane)
Horizontally
Save Image 11 Opens the Texture Library where you can save any Image (bitmap) in the
Users folder for later use

These tools allow you to finely adjust, edit and position the Texture fill along with setting
transparency and whether to repeat the fill. You can also use any image (bitmap) as a fill and
save this off in the User's folder in the Texture's Library.
Working with Color Fill (Custom & Uniform Colors)

Color Fill‐Mode

With an Object selected that has a Color fill, click on the Fill Mode tool and you
will see the Fill Mode tools appear in the 2nd row as shown and explained below:

The circled numbers (below) correspond with the numbers in green which outline Fill Mode ‐
Color Fill
Fill Style 1 Selects from the available Fill types and applies the selected Fill to the
selected Object
Opacity 2 Sets the level of transparency i.e. how see‐through the Object is
Color Selector 3 Engages the Color Flyout to adjust the Fill Color
Uniform Color Selector 4 Opens the Uniform Color Selector to adjust the Fill Color
Spot Color Selector 5 Opens the Spot Color Selector to adjust the Fill Color

These tools allow you to finely adjust the Color fill along with setting transparency.

 Reverse Fill
Fill Tools
Reverse Fill

Overview
The Reverse Fill tool is used to convert a solid shape into an off‐white color so that it may be
viewed over and above any other shapes that are of the same color behind it, making it
otherwise impossible to see, e.g. Red Text over a Red Arrow, while at the same time retaining
the objects original color, so that when it's sent to a cut file it's automatically separated by its
original color.

(with Reverse‐
Fill applied)

The added advantage of this tool, is when both shapes are selected and their color changed, the
shape within the other that has had reversed fill applied to it, remains off‐white with the new
color remembered by the program, with the other object's color changing, which avoids
unnecessary designing time where each object has to be individually selected and modified.

How to Add a Reverse Fill

To Do the following
Add a Reverse Fill 1. Click on the Pick tool and select the object you wish to apply a reverse
fill to;

2. Click the Reverse‐Fill tool and the selected Object will become off‐white
to indicate it has its Fill Reversed.

To turn reverse fill off just click the Reverse‐Fill tool and the Object will have its original fill restored.

 Solid (Wireframe) Fill

Fill Tools

Wireframe
Fill

Understanding Wireframe Mode

Open Curve (Normal View) Open Curve (Wireframe Mode)


When drawn on‐screen Curves are by default filled objects i.e. they have a fill color (as
shown in the Solid Red Curve Object above). This can be deceiving because Open Curves
appear to be closed since the edge of the fill looks the same as the edge of the curve. To
overcome this Signmaster has a special Wireframe Mode for Curve Objects which removes
the fill to reveal only the curve.

Wireframe Mode applies on an Object by Object basis i.e. it only applies to an Object if it is
set to this state. To place a Curve Object in Wireframe Mode select it and click the
Wireframe button which is located above the Signmaster Colorbar (as shown directly
above).

Shaping & Welding Objects

Shaping Objects
Shaping is a method of combining and/or removing areas of shapes, curves and text including any
effects to each other to create new curve objects.

 Shaping Objects (Punch Out, Stamp, Common, Trim)


Object Editing Flyout

Shaping Tools

Overview
Shaping is a method of combining and/or removing areas of shapes, curves and text including
any effects to each other to create new curve objects, that can also have effects applied to them
and again be further shaped, as shown and explained below:
Weld & Shape Tools and the DesignCenter
When two or more objects are selected welding and shaping tools will appear in the Weld and
Shape tools in the DesignCenter, as shown above, with most of the tools outlined in this topic
available here and function the same. The advantage of the DesignCenter is that you can leave it
open to access the shaping tools whenever you require them, also see DesignCenter

How to Shape Objects

To Use Do the following

Back Minus Front


(Punch Out)

1. Draw a Marquee over or individually Select (holding down Shift) all the Objects

that you wish to Shape with the Pick tool

2.
Click on the Shaping & Welding flyout

3.

Click Punch Out and the Object (above) will Punch Out (remove)
from the selected objects below it (as shown in the example directly above).

Click here to learn how to set Z‐Order (Above & Below).

When Shaping Objects try working in Wireframe (The Wireframe shortcuts are
located in the bottom right‐hand corner of the program).
Front Minus Back
(Stamp)

1. Draw a Marquee over or individually Select (holding down Shift) all the Objects

that you wish to Shape with the Pick tool

2.
Click on the Shaping & Welding flyout

3.

Click Stamp and the Objects (above) will Stamp (remove) the
selected objects below them (as shown in the example directly above).

Click here to learn how to set Z‐Order (Above & Below).

When Shaping Objects try working in Wireframe (The Wireframe shortcuts are
located in the bottom right‐hand corner of the program).

Common
1. Draw a Marquee over or individually Select (holding down Shift) all the Objects

that you wish to Shape with the Pick tool

2. Click on the Object menu → Shaping (as shown directly above);

3. Click Common and only the areas which are Common to all of the Objects will
remain (as shown in the example directly above).

Click here to learn how to set Z‐Order (Above & Below)

When Shaping Objects try working in Wireframe (The Wireframe shortcuts are
located in the bottom right‐hand corner of the program).

Trim

1. Draw a Marquee over or individually Select (holding down Shift) all the Objects

that you wish to Shape with the Pick tool

2. Click on the Trim in the Design Center (as shown at top);


3. Click Trim and the Object (above) will Punch Out (remove) from the selected
objects below it but will Remain (as shown in the example directly above).

Click here to learn how to set Z‐Order (Above & Below)

When Shaping Objects try working in Wireframe (The Wireframe shortcuts are
located in the bottom right‐hand corner of the program).

Text

Quick Guide to Working with Text


 Signmaster has a large number of dedicated and specialist text tools to assist you in
rapidly developing your artwork.

 Working with Text in the DesignCenter


Signmaster ‐ DesignCenter ‐ Text Tools
Signmaster - DesignCenter - Text Tools
Overview
The DesignCenter is a central repository of all the major tools and features of the program which
also includes most of the program's text tools and features.

Dynamic Content
The text tools and tabs located in the DesignCenter automatically update as text is selected in
different modes in the designing area and the functionality of these tools are the same as those
discussed throughout this manual. The advantage of the DesignCenter is that you can have access to
all the text tools and features at all times by leaving the DesignCenter open and Text Tools selected.

 Types of Text
Text & Text Mode Flyout (Lite and Pro) Text & Text Mode Flyout (Expert)

Signmaster has 5 types of text as follows:

Artistic Text: Suited to single words and short phrases that may include an effect
Paragraph Text: Suited to larger blocks of formatted text (text with columns, tabs, justified etc.)

Vertical Text: Suited to single words and short phrases in a vertical format

Arc Text: Suited to single words and short paragraphs in a circular format
Text on Path: Suited to single words and short paragraphs following an object's path

Each type of text comes with a large selection of powerful tools and features usually only found
in programs such as Adobe's InDesign, CorelDRAW and Microsoft Word. Coupled with
Signmaster's large suite of effects and layout tools this means you can design and output an
infinite range of professional decals, signs and posters etc. quickly and easily.

 Adding Text
Text & Text Mode Flyout (Lite and Pro) Text & Text Mode Flyout (Expert)
How to Add Text

To Do the following

Add Artistic Text 1.


Click on the Text tool

2. Click anywhere in the drawing area and type the required text.

Add Vertical Text 1.


Click on the Text Mode tool

2.
Click the Vertical Text tool
3. Click anywhere in the drawing area and type the required text.

Add Arc Text 1.


Click on the Text Mode tool

2.
Click the Arc Text tool
3. Click anywhere in the drawing area and type the required text.

Add to Path Text 1. Add or select the required Artistic text (see above);

2. Create or select the required path (any object can be used as a path);

3. Click the Pick tool and draw out a marquee over the text and the
object so they both become selected, as follows:

(a)
(b)

4.
Click on the Text Mode tool

5. Click the Path Text tool and the text will be


fitted to the object, as follows:

Add Text from the Place the required text onto the clipboard by selecting it and pressing Ctrl+C
1.
Clipboard to copy the text, or Ctrl+X to cut the text (removes the original text);

2.
Click on the Text tool
Click anywhere in the drawing area and press Ctrl+V and the copied text will
3.
be pasted.

 Selecting Fonts and Setting Text & Font Size


Text & Text Mode Flyout (Lite and Pro) Text & Text Mode Flyout (Expert)

How to Select Fonts and Set Text Size


To Do the following

Select a Font 1. Click on the Text tool or when in text‐mode click on the Font Selector

2. Click on the required font from the selection of available fonts.

To increase the selected text's point‐size click the Up arrow in the Text Size
Change Point
• or the Down arrow to decrease the point size, or type in a value and
Size
press Enter.

Font Scale
(Metrics)

There are two ways or methods in which to measure the size of a font in Signmaster:

(a) Typographic ‐ between the blue and green lines above ‐ (traditional desktop
publishing) and;

(b) Capital Height or Physical Size ‐ between the red and green lines above ‐ (Sign and
related industries)

The Typographic method (a) is based on the distance between the descender and cap
height with 72 points representing 1 inch or 25.4mm. The Capital Height (b) is based
on the fonts capital letter "H".
• Signmaster displays both the Typographic and Cap Height when in Text mode.
The font measurement display i.e. what units are used ‐ can be set to either Points or
the Units in which you work by clicking on the Tools menu → Se ngs (see General →
Editing → Text Units

Change Text To increase the selected text's size click the Increase Text Size tool To decrease

Size the selected text's size click the Decrease Text Size tool

To change the text‐size visually select the text with the Pick tool and drag out or in the sizing‐handles.

Advanced Text Flyout


Signmaster allows the user to Break Text into paragraphs, lines, words and into individual characters

How to Break
Text
To Do the following

When text is selected or in Text‐mode click on the Advanced Text


Break Text 1.
tool

2. Click the Break Text tool


Click the required Break Text command and the text will be
3. broken into the nominated sections.
Break Text is also available from the Text menu.

To break text into paragraphs you must have more than one paragraph of text selected, to break text into lines
you must have more than one line selected and so on.

 Breaking (Splitting) Text


Advanced Text Flyout

Signmaster allows the user to Break Text into paragraphs, lines, words and into individual characters

How to Break Text


To Do the following

Break Text 1. When text is selected or in Text‐mode click on the Advanced Text tool

2. Click the Break Text tool


Click the required Break Text command and the text will be broken into the
3. nominated sections.

Break Text is also available from the Text menu.

To break text into paragraphs you must have more than one paragraph of text selected, to break text into lines
you must have more than one line selected and so on.

 Converting Text Types


Advanced Text Flyout

Convert to Text Flyout

Signmaster allows the user to Convert Text from one type of text into another type of text

How to Convert Text

To Do the following

When text is selected or in Text‐mode click on the Advanced Text tool


Convert Text 1.

2. Click the Convert Text tool


Click the required Convert "Text" to tool and the text will be converted
3. directly or into the best equivalent.

When text is selected or in Text‐mode click on the Advanced Text tool


Horizontal to Vertical
Text
1.
but not convert into Vertical Text mode. Ideal for Arc and Path text
2. Click the Convert Text tool

3. Click the Toggle Vertical Text tool and the text


will become vertical (in orientation).
Convert Text is also available from the Text menu.

Text can be converted from one type to another an indefinite number of times.

 Vertical Text Explained


Vertica
l Text Toggle to Vertical Text
Mode

Toggle to Vertical Text and Vertical Text Mode


Horizontal Text to Vertical Typing text in Signmaster is set to Horizontal by default. However, this
(Toggle) orientation can be Toggled to Vertical (rotated 90 degrees) along the
text's baseline which has the advantage of allowing Vertically
orientated text to follow a path as shown above, see Horizontal Text to
Vertical (Toggle)

Unlike all other text in Signmaster Vertical Text mode rotates the
Vertical Text Mode mouse cursor and allows you to type text vertically by default instead
of horizontally. This is different to Toggle to Vertical because toggling
text to vertical rotates the text on its baseline 90 degrees (see above),
whereas Vertical Text physically types text in Vertically towards the
bottom of your screen, see Add Vertical Text and above.

Toggle horizontal text to vertical text is also available from the Text
menu.

Toggling the text to vertical is ideal for Arc and Path text.

 Horizontal Text to Vertical (Toggle)


Text & Text Mode Flyout Advanced Text Flyout

How to Set Horizontal Text to Vertical and Toggle Back to Horizontal

To Do the following

Set Horizontal Text to Vertical


Text from Text‐Mode
1.
Click on the Text Mode tool
2. Click the Toggle Vertical Text tool and
the text will become vertical (in orientation) but not convert into
Vertical Text mode.

When text is selected or in Text‐mode click on the Advanced Text


Set Horizontal Text to Vertical
Text from Convert to (text)
1.
tool

2. Click the Convert Text tool

3. Click the Toggle Vertical Text tool and


the text will become vertical (in orientation) but not convert into
Vertical Text mode.

Set Vertical Text to Horizontal


• Click the Toggle Vertical Text tool again
Text (Toggle)
for Vertical text to become Horizontal in orientation.

Toggle horizontal text to vertical text is also available from the Text
menu.

Toggling the text to vertical is ideal for Arc and Path text.

Formatting Text

 Bold, Italic & Underline Styles

How to set Bold, Italic and Underline Styles

To Do the following Shortcut Keys

When text is selected or in Text‐mode Ctrl+B

Increase Text click on the Bold tool to set the



Weight selected text to bold.

When text is selected or in Text‐mode Ctrl+I


Italicize Text • click on the Italic tool to set the
selected text to italic.
When text is selected or in Text‐mode Ctrl+U
click on the Underline flyout tool
Underline Text •
then click the required style to set it to
the selected text.

Bold, Italic and Underline are also available


from the Text menu and the DesignCenter.

Underline styles do not need to be converted to curves in order to cut or plot these out.

 Change Case
Change Case

How to Change Case

To Do the following

Change Case When text is selected click the Change Case flyout (shown above) and select

the required case and the selected character(s) will change accordingly.

Change case is also available from the Text menu and the DesignCenter.

Underline styles do not need to be converted to curves in order to cut or plot these out.

 Adding a Pen Style (Stroke)


Design Center ‐ Pen Styles
How to Add a Pen Style

To Do the following

When text is selected or in Text‐mode click on Tools and the Color, Fills and
Add a Pen Style to
• Open Tools dropdown (as shown above) then select the Pen Style then Width
Text
to add a pen style to the selected text.
When text is selected or in Text‐mode right‐click on any color in the Color‐bar
Add a Pen Style
• on the right side of the application and that color will be applied as a hairline
(mouse)
pen style to the text.

Adjust Pen Style You can adjust the weight by clicking any one of the default pen weights as

Weight shown above or by setting a point size using the Pen‐thickness edit box.

Adjust Pen Style Color • You can change the Pen color by clicking on the Pen color drop down

Advanced Settings • Please see Pen Styles

To set a custom pen color click on the Color bar (shown above under Adjust Pen Style Color) to bring up the Uniform
Color Selector.

 Adding a Fill Style


 Overview
Signmaster allows you to add a large range of fills to shapes, closed curves and text
which is explained in detail under the Color and Fills topic. In this topic you will learn
how to add a fill to text.

How to Add a Fill Style

To Do the following

When text is selected or in Text‐mode click on any Uniform color in


Change Color of Text (Mouse) • the Color‐bar on the right side of the application and that color will be
applied to the text.

Fill Mode • To lean more about Fill mode, see Colors and Fills

Start and end caps cannot be applied to a closed curve object, text or
shapes.

To set a custom pen color click on the Color bar (shown above under Adjust Pen Style Color)
to bring up the Uniform Color Selector.

 Reverse Fill ‐ Vinyl Cutting


Fill Tools
Flyout
Overview
The Reverse Fill tool is used to convert a solid shape into an off‐white color so that it may be viewed
over and above any other shapes that are of the same color behind it, making it otherwise
impossible to see, e.g. Red Text over a Red Arrow, while at the same time retaining the objects
original color, so that when it's sent to a cut file it's automatically separated by its original color.

(with Reverse‐
Fill applied)

The added advantage of this tool, is when both shapes are selected and their color changed, the
shape within the other that has had reversed fill applied to it, remains off‐white with the new color
remembered by the program, with the other object's color changing, which avoids unnecessary
designing time where each object has to be individually selected and modified. This is ideal for vinyl
cutting as the reverse fill object will remain with its parent object.

How to Add a Reverse Fill

To Do the following

Add Reverse Fill to


When text is selected or in Text‐mode click the Reverse‐Fill tool and the

Text
selected text will become off‐white to indicate it has its fill reversed.

To turn reverse fill off just click the Reverse‐Fill tool and the text will have its original fill restored.

 Horizontal Alignment (Justification)


Horizontal Alignment Flyout

Overview
Signmaster allows you to align artistic text to the left, center, and to the right.

How to Align (Justify) Text

To Do the following

(align left)
Align Artistic Text
(align center)

(align right)

When Artistic text is selected or in Text‐mode click Horizontal Alignment flyout


1.

2. Click on the required Alignment tool and the text will align as
selected.
Artistic text cannot be force or full justified since there is no boundary for it to
justify to.

You can have multiple text justification in the same block of text in Signmaster (see above).

 Character Style, Sub and Super Script


Design Center ‐ Character Style

How to Apply Character Styles

To Do the following
Apply Character
Styles

When text is selected click the Character Style dropdown (shown above in the
• Design Center) and select the required style and the selected character(s) will

change accordingly.

To restore the character(s) to Normal or any other Style select the character(s)
Reset Character
• in text mode and click the Character Style dropdown (shown above) and select
Styles
the required style and the selected character(s) will change accordingly.

Change character style is also available from the DesignCenter.

You can set the character style before you begin typing i.e. you can design in the required style from scratch.

 Kerning
Design Center ‐ Text Tools
Overview
To improve the overall appearance of text Signmaster allows you to set the physical distance
between characters of a given font such as an A and V across all instances of that particular font
(see examples below). Some fonts contain information that the font designer considers the
correct spacing between these given characters which are referred to as Kerning Pairs.

Signmaster refers to this information as the Embedded Kerning. Where this information is
unavailable or undesirable Signmaster uses its own approach to Kerning Pairs which is referred
to as Factory Default. The remaining settings are more generic in nature and will produce wide
and varied results on different fonts.

How to Set Kerning


To Do the following

Set Kerning

When text is selected click the Text menu → Kerning & Tracking and select the

required kerning and the text's kerning will change accordingly.

Kerning should not be confused with Tracking. Tracking is the application of the same
spacing between all characters of given text and not related to specific pairs of
characters that require special treatment such as A and V when typed together.

Where even finer control is required select the text and then Node edit mode and slide the character's nodes closer
or further apart.

 Tracking
Design Center ‐ Text Tools
Tracking Tool

How to Set Tracking

To Do the following
Set Tracking

To increase tracking click the Tracking tools up arrow or the down arrow to

decrease the text's tracking (as shown above in the Design Center).
Tracking should not be confused with Kerning. Kerning allows you to set the
physical distance between characters of a given font such as an A and V across all
instances of that particular font which is referred to as Kerning Pairs or Kerning.

Where even finer control is required select the text and then Node edit mode and slide the character's nodes closer
or further apart.

 Skew Text
Advanced Text Flyout

Skew Tool

Overview
Signmaster allows you to skew text in either direction by degrees to simulate italicizing which is
ideal for non‐italic fonts.

How to Skew Text

To Do the following
Set Tracking

1. When text is selected click the Advanced Text flyout (shown above);
To skew text in a forwards direction click the Skew tools up arrow or the down
2.
arrow to back slant the text

Although you can skew text using the skew handles in Object mode (with the Pick tool) the program does not record
the skew angle and therefore is difficult to replicate at a later time.

 Word Spacing
Advanced Text Flyout

Word Spacing Tool

Overview
Signmaster allows you to evenly space the words of text using the Word Spacing tool.

How to Adjust Word Spacing

To Do the following

Adjust Word
Spacing
1. When text is selected click the Advanced Text flyout (shown above);

To increase the word spacing click the Word Space tool's up arrow or the down
2.
arrow to decrease the word spacing

Line spacing is also available from the Text menu and the DesignCenter.

For uneven word spacing convert the text to Artistic text and use the Node edit tool to adjust the each word space,
and then convert back to Paragraph text (if need be).

Artistic Text
Artistic Text is suited to single words and short phrases that may include an effect.

 Adding and Selecting Artistic Text


Artistic Text

Artistic Text Tool

How to Add & Select Artistic Text

To Do the following

Add Artistic Text 1.


Click on the Text tool

2. Click anywhere in the drawing area and type the required text.
Selecting Artistic
Text
(Text Mode)

1.
Click on the Text tool

Click anywhere within the text or drag over the characters to highlight and
2.
select them.

Selecting Artistic
Text
(Object Mode)

1. Click on the Pick tool

2. Click anywhere on the text.


You can edit the text from object mode by double clicking on the text with the
pick tool.

To dynamically toggle Horizontal text into Vertical text and back again select the text with the Text tool

then click the Toggle Vertical Text tool and the text will become vertical (in
orientation) but not convert into Vertical Text mode. Ideal for Arc and Path text.

 Text Size & Position


Artistic Text
Artistic Text Tool

Overview
The Text Size and Position tools can be found in the second row of tools when in text mode or when
text is selected. Many of these tools are also located in the DesignCenter which is a central
repository of all the major tools and features of the program.

Artistic Text and the DesignCenter

How to Size Artistic Text

To Do the following
Set
When Artistic text is selected or in Text‐mode click on the Point Size tool
Point 1.
(as shown above in the second row of tools);
Size

To work in Points you must set Text Units to Points, see Settings

Click the Up arrow to increase the point size or the Down arrow to decrease the point size
2.
or type in a specific point size and press Enter.

You can also use the Text size tools to increase and decrease a character,
selected characters or an entire selection of text.

Set
Physical 1. When Artistic text is selected or in Text‐mode click on the Physical Tool
Size (also see above);

Click the Up arrow to increase the font's height or the Down arrow to decrease the font's
2.
height or type in a specific value and press Enter.

You can also use the Stretching handles using the Pick tool to increase and decrease
the font size (see below).

Resize
Text
(Visually
)

1.
Click on the Pick tool

2. Click on the text to highlight it (see above)


Click and hold the mouse button down on any of the corner Resizing handles and drag out
3.
or in to resize the text visually and let go of the mouse button when the size is satisfactory.

You can also resize the text non‐proportionally by holding down the Alt key.

Resize
Text
(Numeri
cally)

1.
Click on the Pick tool

2. Click on the text to highlight it (see above)

3.
Click in the Width or Height

Click the Up arrow to increase the width or height or the Down arrow to decrease the
4.
width or height or type in a value and press Enter.

Set Font 1.
When Artistic text is selected or in Text‐mode click on the Font Width
Width
which is located in the General tab if the DesignCenter (as shown above);

Click the Up arrow to increase the font's width or the Down arrow to decrease the font's
2.
width or type in a specific value and press Enter.

You can also use the Stretching handles using the Pick tool to increase and decrease
the font width (see below).

Scale The Nonproportional Scaling/Size Ratio tool affects how one value (when changed)
• will directly affect (change) another related value such as changing width that will then
Ratio
change the height of the selected text.

If turned off (unlocked) the Nonproportional Scaling/Size Ratio tool will have no effect on
the scale tool.
Lock the When unlocked: click the Nonproportional Scaling/Size Ratio tool to lock the scale
Scale • i.e. if you now type a new width value the height will automatically adjust by the same
Tool ratio. If unlocked the height will be unaffected by any changes made to the width.

How to Position Artistic Text

Working with Anchor Points

1" square on a 10" x 10" Page (centered)


Anchor Point (where to measure from) set to Center

Overview
Signmaster allows you to measure the distance from the page's origin (top left corner by default
‐ see above) to any one of the 9 positions of any object or text as shown in the Anchor Point icon
(see above). By clicking on an Anchor point the distance from the page's x and y coordinates will
be automatically displayed in the x and y origin.

To Do the following

When Artistic text is selected or in Text‐mode click in the x or y coordinate


Set the
1.
Position

Click the Up arrow to increase the distance from the page's origin or the Down arrow to
2.
decrease the distance from the page's origin or type in a value and press Enter.

You can also use the Center node using the Pick tool to position the text visually
in the drawing (see above).

As there are many ways to size and position text you should experiment with both the mouse and typing
values and use the Undo tool to restore any unwanted changes.

 Character Spacing & Position


Artistic Text Node Editing Artistic Text

Artistic Text Tool

How to Adjust Character Spacing & Position

To Do the following

Adjust Character 1.
(Manually) When Artistic text is selected or in Text‐mode click on the Node edit tool

2. Click and hold down the mouse button on the small blue node that appears
when zoomed in between each character of the text then slide this node either
left or right to adjust the position of the character and each character after it
(on that same line).
You can also hold down the Shift key to adjust the character either up or down.

Adjust All
Characters
(Manually)

1.
When Artistic text is selected or in Text‐mode click on the Node edit tool

2. Click and hold down the mouse button on the Interactive Horizontal Spacing
arrow in the lower‐right corner of the text then slide this arrow either left
or right to adjust the position of all the characters of the text proportionally.

Kerning For more information on Font Kerning see Kerning

 Uneven & Even Line Spacing


Artistic Text Uneven Line Spaced Text
Artistic Text Tool

How to Line Space (Unevenly)

To Do the following

Line Space
1. When Artistic text is selected or in Text‐mode click on the Node edit tool
Unevenly

Click and hold down the mouse button on the small black node that appears at
2. the start of each line of the text then slide this node either up or down to
adjust the position of each line and each line after it.
You can also hold down the Shift key to adjust the character either up or down.

How to Line Space (Evenly)

To Do the following

Line Space Evenly

1. When Artistic text is selected or in Text‐mode click on the Node edit tool

Click and hold down the mouse button on the Interactive Vertical Spacing arrow
2. in the lower‐left corner of the text then slide this arrow either up or down to adjust
the position of all the lines of the text proportionally.
Line spacing is also available in the Property Inspector which you can access from the Text menu and in
the DesignCenter

Vertical Text
Vertical text is suited to single words and short phrases in a vertical format.

 Adding and Selecting Vertical Text


Vertical Text

Vertical Text Tool

How to Add & Select Vertical Text

To Do the following

Add Vertical Text 1.


Click on the Text Mode tool

2.
Click the Vertical Text tool
3. Click anywhere in the drawing area and type the required text.
Selecting Vertical
Text
(Text Mode)

1.
Click on the Vertical Text tool

Click anywhere within the text or drag over the characters to highlight and
2.
select them.

Selecting Vertical
Text
(Object Mode)

1. Click on the Pick tool


2. Click anywhere on the text.
You can edit the text from object mode by double clicking on the text with the
pick tool.

To dynamically toggle Horizontal text into Vertical text and back again select the text with the Text tool

then click the Toggle Vertical Text tool and the text will become vertical (in
orientation) but not convert into Vertical Text mode. Ideal for Arc and Path text.

 Text Size & Position


Vertical Text

Vertical Text Flyout

How to Size Vertical Text

To Do the following

Set
When Artistic text is selected or in Text‐mode click on the Point Size tool
Point 1.
(as shown above in the second row of tools);
Size

To work in Points you must set Text Units to Points, see Settings

Click the Up arrow to increase the point size or the Down arrow to decrease the point size
2.
or type in a specific point size and press Enter.
You can also use the Text size tools to increase and decrease a character,
selected characters or an entire selection of text.

Set
Physical 1. When Artistic text is selected or in Text‐mode click on the Physical Tool
Size (also see above);

Click the Up arrow to increase the font's height or the Down arrow to decrease the font's
2.
height or type in a specific value and press Enter.

You can also use the Stretching handles using the Pick tool to increase and decrease
the font size (see below).

Resize
Text
(Visually
)

1.
Click on the Pick tool

2. Click on the text to highlight it (see above)

3. Click and hold the mouse button down on any of the corner Resizing handles and drag out
or in to resize the text visually and let go of the mouse button when the size is satisfactory.
You can also resize the text non‐proportionally by holding down the Alt key.

Resize
Text
(Numeri
cally)

1.
Click on the Pick tool

2. Click on the text to highlight it (see above)

3.

Click in the Width or Height

4. Click the Up arrow to increase the width or height or the Down arrow to decrease the
width or height or type in a value and press Enter.

Scale The Nonproportional Scaling/Size Ratio tool affects how one value (when changed)
• will directly affect (change) another related value such as changing width that will then
Ratio
change the height of the selected text.

If turned off (unlocked) the Nonproportional Scaling/Size Ratio tool will have no effect on
the scale tool.
Lock the When unlocked: click the Nonproportional Scaling/Size Ratio tool to lock the scale
Scale • i.e. if you now type a new width value the height will automatically adjust by the same
Tool ratio. If unlocked the height will be unaffected by any changes made to the width.

How to Position Vertical Text

Working with Anchor Points

1" square on a 10" x 10" Page (centered)


Anchor Point (where to measure from) set to Center

Overview
Signmaster allows you to measure the distance from the page's origin (top left corner by default
‐ see above) to any one of the 9 positions of any object or text as shown in the Anchor Point icon
(see above). By clicking on an Anchor point the distance from the page's x and y coordinates will
be automatically displayed in the x and y origin.

To Do the following

When Vertical text is selected or in Text‐mode click in the x or y coordinate

Set the Position 1.

2. Click the Up arrow to increase the distance from the page's origin or the Down
arrow to decrease the distance from the page's origin or type in a value and press
Enter.

You can also use the Center node using the Pick tool to position the text
visually in the drawing (see above).

As there are many ways to size and position text you should experiment with both the mouse and typing
values and use the Undo tool to restore any unwanted changes.

 Character Spacing & Position


Vertical Text Node Editing Vertical Text
Vertical Text Tool

How to Adjust Character Spacing & Position

To Do the following

When Vertical text is selected or in Text‐mode click on the Node edit tool
Adjust Character
1.
(Manually)

2. Click and hold down the mouse button on the small blue node that appears
when zoomed in between each character of the text then slide this node
either up or down to adjust the position of the character and each
character after it (on that same line).

You can also hold down the Shift key to adjust the character either up or down.

Adjust All 1. When Vertical text is selected or in Text‐mode click on the Node edit tool
Characters
(Manually)

Click and hold down the mouse button on the Interactive Vertical Spacing
2. arrow in the lower‐left corner of the text then slide this arrow either left or
right to adjust the position of all the characters of the text proportionally.

Kerning For more information on Font Kerning see Kerning

Curves and Lines (Paths)


Signmaster Curves
Signmaster comes with a suite of powerful curves and a large range of editing tools and features.

 Overview of Signmaster Curves


Drawing Tools Flyout
Curve Creation Tools

Overview
Signmaster has 3 types of curves, as follows:

Suited for quickly creating small


Freehand Curve:
curve sections and shapes
Suited for creating complex curve
Polycurve:
objects
Suited for technical illustrations and
Polyline:
straight line sections

Signmaster's Curves are amongst the most powerful suite of


Curves in any graphics program on the market today and are
far superior to Bezier curves which are cumbersome to use and
simply not up to the task. Polycurves and Polylines are node
editable as you create them and all Signmaster curves come
with a large selection of powerful node tools and features.
Coupled with Signmaster's large suite of effects and layout
tools this means you can design and output an infinite range of
professional decals, signs and posters etc. quickly and easily.

Understanding Wireframe Mode

Open Curve (Normal View) Open Curve (Wireframe Mode)

When drawn on‐screen Curves are by default filled objects


i.e. they have a fill color (as shown in the Solid Red Curve
Object above). This can be deceiving because Open Curves
appear to be closed since the edge of the fill looks the
same as the edge of the curve. To overcome this
Signmaster has a special Wireframe Mode for Curve
Objects which removes the fill to reveal only the curve.
Wireframe Mode applies on an Object by Object basis i.e.
it only applies to an Object if it is set to this state. To place
a Curve Object in Wireframe Mode select it and click the
Wireframe button which is located above the Signmaster
Colorbar (as shown directly above).

 Creating a Freehand Curve


Drawing Tools Flyout

Curve Creation Tools

How to Create a Freehand Curve

To Do the following

Create a
Freehand
Curve

1.
Click on the Drawing Tools flyout

2.
Click on Freehand Curve

3. Click anywhere in the Drawing area and hold down the mouse button and Draw out t
required curve;

4. Let go of the mouse button and the curve will be created and then cleaned‐up by the
program and can now be edited, see Curve Editing
When in Curve Creation mode you can switch between Curve Styles by clicking the
Curve Style in the 2nd row of tools (as shown directly above).

Click on Cancel to go back into Object mode.

Once you have created a curve you can edit it, see Curve Editing

 Creating a Polycurve
Drawing Tools Flyout

Polycurve

Overview
A Polycurve is a curve or line drawn section‐by‐section with the mouse or a pen (position and
click) directly onto the drawing area and either left as an Open or a Closed Curve upon
completion.

How to Create a Polycurve

To Do the following

Create a
Polycurve

1.
Click on the Drawing Tools flyout
2.
Click on Create Curve

3. Click anywhere in the Drawing area, move to another Position and click again and a
Polycurve will be started (as shown directly above);

4. Continue to click where required and the curve will continue on;

5. When you have completed the Curve, click either:

(a) to finish the curve and leave it an Open Curve...

or

(b) click to finish the curve and close it so it becomes a Curve Object...

• While creating the Polycurve you can node edit any part of the curve and then continue
creating the curve, also see Curve Editing

• When in Curve Creation mode you can switch between Curve Styles by clicking the Curve
Style in the 2nd row of tools (as shown directly above).

Click on Cancel to go back into Object mode.

Once you have created a curve you can edit it, see Curve Editing

 Creating a Polyline
Drawing Tools Flyout

Polyline

Overview
A Polyline is a line drawn section‐by‐section with the mouse or a pen (position and click) directly
onto the drawing area and either left as an Open or a Closed Curve upon completion.

How to Create a Polyline


To Do the following

Create a
Polyline

1. Click on the Drawing Tools flyout s

2.
Click on Create Polyline

3. Click anywhere in the Drawing area, move to another Position and click again and a
Polyline will be started (as shown directly above);

4. Continue to click where required and the curve will continue on;

5. When you have completed the Line, click either:

(a) to finish the line section and leave it an Open Curve...

or

(b) click to finish the line section and close it so it becomes a Curve
Object...

• While creating the Polyline you can node edit any part of the curve and then
continue creating the curve, also see Curve Editing

• When in Curve Creation mode you can switch between Curve Styles by clicking
the Curve Style in the 2nd row of tools (as shown directly above).

Click on Cancel to go back into Object mode.


Once you have created a curve you can edit it, see Curve Editing

 Creating a Smooth Line Curve


Drawing Tools Flyout

Smoothline

Overview
A Smooth Line is a special curve drawn with the mouse or a pen (freestyle) directly onto the
drawing area with the curve passing through each node as the curve is drawn rather than being
based on a frame such as a Poly or Bezier Curve. The Smooth Line creates the smoothest
mathematical curve between 2 points and is ideal for hand tracing around an image or object
where you wish to create the most accurate representation of that object or to develop the
most pleasing curve based artwork possible.

How to Create a Smooth Line

To Do the following

Create a
Smooth
Line

1.
Click on the Drawing Tools flyout
2.
Click on Create Smooth Line

3. Click anywhere in the Drawing area, move to another Position and click again and a Smooth
Line will be started (as shown directly above);

4. Continue to click where required and the curve will continue on;

5.
When you have completed the Curve click on and the Curve will be completed.

• While creating the Smooth Line you can node edit any part of the curve and then continue
creating the curve, also see Curve Editing

• When completed a Smooth Line is converted into a standard Curve for normal editing.

• When in Curve Creation mode you can switch between Curve Styles by clicking the Curve
Style in the 2nd row of tools (as shown directly above).

Click on Cancel to go back into Object mode.

Once you have created a curve you can edit it, see Curve Editing

 Working with the Vector Brush


Drawing Tools Flyout

Vector Brush

Overview
A Vector Brush is a curve effect drawn with the mouse or a pen (freestyle) directly onto the
drawing area and automatically cleaned up by the program once completed.

How to Create a Vector Brush

To Do the following
Create
a
Vector
Brush

1.
Click on the Drawing Tools flyout

2.
Click on Vector Brush Curve

3. Click anywhere in the Drawing area and hold down the mouse button and Draw out the
required curve;

When in Vector Brush mode you can click and hold the mouse button to make a Square
Vector Brush.

4. Let go of the mouse button and the curve will be created and then cleaned‐up by the program
and can now be edited, see Curve Editing

When in Curve Creation mode you can switch between Curve Styles by clicking the Curve Style
in the 2nd row of tools (as shown directly above).

Click on Cancel to go back into Object mode.

Once you have created a curve you can edit it, see Curve Editing

Working with and Editing Curves

 Curve Objects & Shaping Tools


Curves Menu
Curve Objects

Overview
When Curves are closed shapes they often comprise of several individual curve sections which
are combined to produce a shape ‐ much like a letter 'O' which is made up of two combined and
circular curves, as shown here:

Signmaster comes with Curve Object tools to help you modify and edit these Curve Objects.

Working with Curves

To Do the following

Break Apart 1. Click on the Combined Curve Object (e.g. an 'O') and then on the Node

Edit tool

2. Click on the Curve Section that you wish to Break Apart (split apart the
Combined Curves);

3. Click on the Curves → Break Apart menu (as shown at top) and the
Selected Curve Object will be broken apart into its respective Curve
Objects.

This tool is ideal where you do want to Break Apart a complex Curve
Object.
Combine 1. Click on or drag a marquee over the Separate Curve Objects and then on

the Node Edit tool

2. Click on the Curve Sections that you wish to Combine (form a single Curve
Object from the Separate Curves);

3. Click on the Curves → Combine menu (as shown at top) and the Selected
Curve Objects will be combined into a Single Curve Object.

This tool is ideal where you want to display solid areas and holes of a
Curve Object such as in an 'O' or 'B' etc.

When working with Curves try working in Wireframe (The Wireframe shortcuts are located in the bottom right‐
hand corner of the program).

 Working with Nodes (Node Editing)


 Working with Nodes

To Do the following

Node Edit
1.
Click on the Curve Object and then on the Node Edit tool

2. Click on the Curve Section that you wish to Node Edit and the Nodes will
appear (as shown directly above);

3. Click on the Node you wish to Edit and either:

(a) Click and hold down the mouse button and Drag the Node to where
you wish to Position it, or;

(b) Right‐click on the Node to Toggle its Corner style (as discussed in
Overview above), or;

(c) Click on a Slider Node (blue arrow) and hold down the mouse button
and Drag the Slider Node to where you wish to Position it.

Part (b) can also be done by clicking on the Y key (Smooth section) or Z
key (Sharp section).
There are also a number of additional node tools which are discussed in
the following topics.

Add a Node 1.
Click on the Curve Object and then on the Node Edit tool

2. Double‐click on the Curve Section where you wish to Add a Node and a
Node will be created at that point.

Delete a Node 1.
Click on the Curve Object and then on the Node Edit tool

2. Double‐click on the Node that you wish to Delete and that Node will be
deleted.

You can also press Delete on the keyboard.

Select Multiple Nodes 1.


Click on the Curve Object and then on the Node Edit tool

2. Click and hold down the mouse button and Drag out a Marquee over the
Nodes you wish to select;
3. Let go of the mouse button and the Nodes will become selected.

There are also a number of additional node tools which are discussed ion the following topics.

 Reduce Nodes
Reduce Nodes

Reduce Nodes Tools

Overview
Often curve objects will contain additional nodes that do not contribute to the curves overall
shape i.e. there are additional and unnecessary nodes which can be removed without any
noticeable or significant influence on the shape of the object. These nodes can also have a
negative impact when applying effects and/or when cutting the curve out.

How to Reduce Nodes

To Do the following Shortcut


Keys
Reduce Nodes (by 1. Click on the Curve Object that you wish to Remove Nodes M
Object)
from;

2.
Click on the Node Edit tool

3. Click the Reduce Nodes dropdown and then Reduce Nodes


(as shown at top) and additional and/or unnecessary Nodes
will be removed from the Curve Object;

You can also set the parameters of the Node Reduction tool,
as follows:
Smoothing: 1 Sets the Smoothing Tolerance i.e. how
much to Smooth the Curve based on
the % of Node Reduction ‐ the Higher
the % the Smoother the results
Reduce Nodes: 2 Applies the settings on the Selected Curve
based on items 1. and 2.
Free Angles: 3 Sets the method by which rounded
corners are fitted with Nodes i.e.

(a) Where an Arc segment occurs and


Quarters has been set Signmaster will fit
two nodes to create a perfect Arc, or;

(b) Where Free Angles has been set


Signmaster will attempt to keep the
section smooth with a minimum number
of nodes.

Given the nature of Node editing we recommend that you sit back and watch the lesson on this topic to gain a
better understanding of how to use these tools and features.

 Curve Edit Tools


Node Edit Flyout

Node Edit Mode


Overview
Apart from it's Node Edit tools Signmaster has a number of important and very useful Cure Edit
Tools, as follows.

Working with the Curve Edit Tools


Workin
g with Do the following
the

Knife
Tool
(Slice
Mode)

1.
Click on the Curve Object and then on the Node Edit tool

2.
Click on the Knife tool

3. Click where you wish to Start to Slice the curve from and then click where you wish to Finish the
Slice (as shown directly above) and the curve will be severed at these points.

To separate the two curves from each other click Break Apart from the Curves menu.
Knife
Tool
(Delete
Mode)

1.
Click on the Curve Object and then on the Node Edit tool

2.
Click on the Knife tool

3. Click and hold down the mouse button, then Drag out a Marquee around the Curve Section you
wish to Delete (as shown directly above) and Let go of the mouse button and the selected area
will be Deleted from the Curve Object.

Eraser
Eraser (Delete ‐ Left‐click) Eraser (Add to ‐ Right‐click)

1.
Click on the Curve Object and then on the Node Edit tool

2.
Click on the Eraser tool

3. Click where you wish to Start to Erase the curve from and then click where you wish to Finish
Erasing (as shown directly above) and the curve will be Erased along these points.

To Add to the Curve follow these same steps but use the Right‐mouse button instead of the left.

When in Eraser mode you can click and hold the mouse button to make a Square Eraser.

Break
Curve

1.
Click on the Curve Object (Closed) and then on the Node Edit tool

2.
Click on the Break Curve tool

3. Click where you wish to Break the Curve (as shown directly above) and the curve will be Broken at
this point i.e. a Start and End point for the Curve will be created.

See Understanding Wireframe Mode to learn about Curves and Fill modes.
Close
Curve

Open Curve 1. Close Curve (Straight) 2. Close Curve (Smooth)

1.
Click on the Open Curve and then on the Node Edit tool

2. Click on:

(a) the Close Curve tool and the Open Curve will be Closed with a Straight line from the
Start to End Points (as shown directly above at 1.);

or

(b) the Close Curve (Smooth) tool and the Open Curve will be Closed with a Smooth line
from the Start to End Points (as shown directly above at 2.)

See Understanding Wireframe Mode to learn about Curves and Fill modes.

When working with Curves try working in Wireframe (The Wireframe shortcuts
are located in the bottom right‐hand corner of the program).

 Connector Tools
Node Edit Flyout
Node Edit Mode

Overview
Signmaster comes with a suite of Curve Connector tools that allow you to interactively connect
curve objects to together with either a Smooth or Tangential curve section or a Straight‐line
section.

Since these tools are interactive (provide live and dynamic feedback) it's easier for you to sit
back, watch and listen to the lesson on this topic rather than only referring to a static help file.

How to Use the Curve Connectors

To Use
Do the following Shortcu
the t Keys

Smooth
Connector

1. U
Click on the Curve Object and then on the Node Edit tool

2.
Click on the Smooth Connector tool
3. Click where you wish to Start the Connector from and then click where you wish to Finish the
Connector (as shown directly above) and the curve will be connected at these points.
The Connector Tool will provide interactive feedback for you to preview what the connection
will look like.
In the example above both curves are Open curves that have been selected together and
combined allowing the smooth connector to connect them together.

Tangent
Connector

1. J
Click on the Curve Object and then on the Node Edit tool

2.
Click on the Tangent Connector tool

3. Click where you wish to Start the Connector from and then click where you wish to Finish the
Connector (as shown directly above) and the curve will be connected and replaced with the
preview at these points.
The Connector Tool will provide interactive feedback for you to preview what the connection
will look like.
This tool will attempt to connect two points together with a perpendicular curve section as
shown in blue directly above.
Line
Connector

1. I
Click on the Curve Object and then on the Node Edit tool

2.
Click on the Line Connector tool

3. Click where you wish to Start the Connector from and then click where you wish to Finish the
Connector (as shown directly above) and the curve will be connected and replaced with the
preview at these points.
The Connector Tool will provide interactive feedback for you to preview what the connection
will look like.

When working with Curves try working in Wireframe (The Wireframe shortcuts are located in the bottom right‐hand corner of the
program).

 Replace Section
Node Edit Flyout

Node Edit Mode


Overview
Often you will be provided with artwork that has been scanned and poorly traced or the artwork
you've traced was of such poor quality that you'll need to tidy up the resulting curves
(curve/node edit), as in this example below:

This curve object requires its curves to be replaced and Signmaster has an easy to use and
intuitive tool to do it.

How to Replace a Curve Section

To Use
Do the following Shortcu
the t Keys
Replace
Section

1. Q
Click on the Curve Object and then on the Node Edit tool

2.
Click on the Replace Section tool

3. Click where you wish to Start Replacing the curve from (see Start Point 1. above) and then
carefully click along the curve at Intervals that generally reflect the shape you wish to create
(as shown by the red nodes directly above);
You can also node edit the replace section curve even while you're creating it.

4.
When you wish to commit the new section click and the Replace Curve will
delete the old curve and insert the new curve section, as shown here:
Since the Replace Section is interactive (provides live and dynamic feedback) i.e. it's difficult
to explain its use with a static help file, so we recommend that you sit back, watch and listen
to the lesson on this topic.

When working with Curves try working in Wireframe (The Wireframe shortcuts are located in the bottom right‐hand corner of
the program).

Pen Style (Stroke)

Working with Pen Styles (Stroke) in Signmaster

 Working with Pen Styles


Overview
Signmaster allows you to apply a pen, pen style and pen color to curves and text along with
setting the pen's corner styles, z order, rescaling properties and an option to convert the pen to
curves so that the pen style itself can be cut out. In addition to pen style (line style) you can also
fit an end cap (arrows and feathers) from the large selection of end caps in Signmaster to open
curve objects.

A pen style is also known as a stroke in other programs.

2‐Step Process
In order to set the pen style or line style and color you must first apply a pen to a curve or
object. Once an object has a pen applied then you can edit and adjust the pen style and end
caps, as follows.

Pen Styles and the DesignCenter


When an object with a pen style is selected a Pen tab will appear under Color, Fill and Pen tools
in the DesignCenter, as shown above, with most of the tools outlined in this topic available here
and function the same. The advantage of the DesignCenter is that you can leave it open to
access the pen tools whenever you require them, also see DesignCenter

Working with Pen Styles

To Do the following

Apply a Pen 1. Click on the Curve or Text that you wish to apply a Pen to with the Pick

tool
2. Click on any of the selection of Pen Width's and a Pen will be applied to
the Object.

You can also apply a Pen by right‐clicking on a color swatch from the color
bar.

When working with Curves try working in Wireframe (The Wireframe shortcuts are located in the bottom right‐
hand corner of the program).

 Pen Style Tools


Pen Style Flyout
Pen Tools

Overview
Along with having Pen Styles Signmaster allows you to also set the pen's corner style and the
option to convert the pen to curves so that the pen style itself can be cut out, as follows.

Working with Pen Style Tools

To Do the following

Set the
Pen
Corner
Style
1. Click on the Curve or Text that you wish to change the Pen Style of with the Pick tool

3. From the Design Center click the Pen Corner Style dropdown (as shown above) and select
the required Corner Style.

This tool works on an individual Pen Style i.e. on a by Pen Style by Pen Style basis.

Convert
Pen to
Curves

Signmaster allows you to Convert a Pen Style into Curves so that it can be cut out (as
shown in the example directly above in wireframe).

1. Click on the Curve or Text that has a Pen Style that you wish to Convert to Curves with the

Pick tool

2. From the Design Center click Flatten (as shown above) and the selected Pen will be
Converted to Curves.

This tool works on an individual Pen Style i.e. on a by Pen Style by Pen Style basis.

When working with Pen Styles try working in Wireframe (The Wireframe shortcuts are located in the bottom
right‐hand corner of the program).

 End Caps
End Caps Flyout
End Caps

Overview
In addition to pen style (line style) you can also fit an end cap (arrows and feathers) from the
large selection of end caps in Signmaster to open curve objects, as shown in the two examples
below.

Overview
In addition to pen style (line style) you can also fit an end cap (arrows and feathers) from the
large selection of end caps in Signmaster to open curve objects, as shown in the two examples
below.

Working with End Caps

To Do the following

Apply
an End
Cap

1.
Click on an Open Curve that you wish to apply an End Cap to with the Pick tool
2.
Click on either the Left or Right End Cap selector (as shown at top);

3. Click on the required End Cap and an End Cap will be applied to the Object.

You can repeat this process to change either End Cap on the Open Curve or Select the 1st End Cap
from the Selector to remove the End Cap.

Adjust • The Size of an End Cap is directly related to (a function of) the Pen Style width i.e. the thicker the
Size of
Pen Style the Larger the End Cap and vice versa.
End Cap

Delete • Select the 1st End Cap from the Selector (as shown at top) to remove the current End Cap.
an End
Cap

Change • The Color of an End Cap is directly related to (a function of) the Pen Style Color i.e. the Color of the
Color of Pen Style is applied to the End Cap.
End Cap

When working with Pen Styles try working in Wireframe (The Wireframe shortcuts are located in the bottom right‐hand
corner of the program).

Images (Bitmaps)

Working with Images


Images (bitmaps) are fully supported in Signmaster and form an essential part of full color
artwork. Note: These tools and features are limited in Signmaster Basic.

 Understanding Images (Bitmaps)


Images (Bitmaps)

2376 x 1584 Pixel Bitmap Individual Pixels

Images (Bitmaps)
The term image is used interchangeably with bitmap because it's a more general term that may
refer to any picture or photograph regardless of its format (how it's stored on computer disc).
Essentially, a bitmap is a computer file that when opened or run creates an electronic
representation of a picture and/or text that is made up of a grid of very small square dots
usually viewed on your computer monitor, that forms the illusion of a picture and/or text. The
illustration (above) reveals how these pixels appear when zoomed in.

Image Size
Images are referred to by their size in pixels i.e. the number of pixels across (width) by the
number of pixels high (height). In the example of the flower above the image is 2376 pixels wide
by 1584 pixels high. When you select the image in the program its size is reported in the Object
Manager.

Image Color (CMYK v RGB)


Images that are either Monochrome (black and white), Greyscale, Paletted (8bit), CMYK or RGB
can be imported or inserted into Signmaster. For the best possible color reproduction from your
large format or desktop printer we strongly recommend that you work with RGB Bitmaps and let
Signmaster convert these for use with the built‐in RIP and regular printing, see Understanding
Color & Models

Note: CMYK stands for Cyan, Magenta, Yellow and Black | RGB stands for Red, Green and Blue

Image Formats and Compression (lossy and lossless)


As the amount of computer memory required to store a bitmap can be significant, there have
been a number of compression routines devised over the years to reduce a bitmap's size on
disc. These routines such as .gif and .jpg do away with image quality to reduce the amount of
memory required to store the image and are referred to as lossy compression. Other formats
like .png, .tga and .tif utilize a non‐destructive compression routine that isn't as effective in
reducing the amount of memory required to store the image but have the advantage of not
losing any of the image's information (quality) and are referred to lossless compression.
Signmaster will allow you to open all of the popular image formats then edit and output these
as you require.

Vectorizing (Tracing)
Although we fully support .jpg images we recommend avoiding .jpg for tracing images in
particular because .jpg uses lossy compression (as explained above). This process does away
with important information that would otherwise be used to obtain the best trace results. As
such and where possible trace .bmp, .png, .tga, or .tif images, see The Image Vectorizer

Dots Per Inch (DPI)


Dots per inch (DPI) or dpi is often confused as an actual measurement of an image on computer
disc which is quite incorrect. As explained above the size of the image is measured by the
number of pixels across and the number of pixels high. DPI, however, refers to the physical
world i.e. the number of dots that are actually printed per inch onto media such as paper or
vinyl. Similarly the term Pixels Per Inch (PPI) or ppi refers to the number of pixels used to display
an image such as the one above on your computer's monitor.

Therefore when calculating an image in terms of DPI you need to think of an image's pixels
being stretched or squashed to fit within a physical size set by you in the drawing area. So if you
wanted the image of the flower shown above to be printed at say 24" wide (609.6mm) then you
would need to stretch its 2,376 pixels over 24" which works out to be 99 dots per inch i.e. 99dpi.

Printer DPI
This is not to be confused with the number of dots the image is stretched over as explained
directly above. A printer is capable of squirting out very small dots of ink which then form each
dot of the image (often millions in total) i.e. the image is made up of square dots (2,376 in the
example above) with each dot being a single color which the printer then creates with a series
of much smaller dots of Cyan, Magenta, Yellow and Black to create each dot of the image in the
correct color (of course some printers use other ink sets).

So in our example above of 2,376 pixels (image dots) to be printed over 24" a printer set to print
this at 600dpi would need to print 14,400 dots across to represent the 2,376 dots of the image
i.e. the printer needs to squirt 6.06 dots of ink to make up each dot of the image. If set to 300dpi
then it would only need to squirt half this quantity but when using less dots the more pixilated
the print would appear. This is why many devices print at ever increasing dpi to significantly
improve the quality of their output.

To learn more about these topics in‐depth visit sites such as: wikipedia.com
 Inserting (Importing) an Image
Image Menu

Insert Image

The procedure to Insert/Import an Image is discussed in Insert Image (Bitmap)

 Acquiring an Image (Scanner/Camera)


Image Editing Flyout

Acquire Image

Overview
You can scan an Image (bitmap) directly into Signmaster using the your Scanner and the
Windows Image Acquisition utility, outlined as follows.

How to Acquire an Image from a Scanner or Camera

To Do the following

Select
Source
1. Click the Images menu → Select Image to Vectorize → Acquire Image & Vectorize → Select
Source... menu (as shown at top) and the Select Scanner window will open (as shown directly
above);

2. Click on the Twain Source that begins with WIA (Windows Image Acquisition) and reports your
Scanner's Make and Model;

3. Click on OK and when you next click Acquire Image the Scan window will open using your
Make and Model of Printer.

Acquire
an Image

1. Insert the Artwork you wish to Scan into your Scanner as per the Scanner's manual;

2. Click the Images menu → Select Image to Vectorize → Acquire Image & Vectorize → Select
Source... menu (as shown at top) and the Select Scanner window will open (as shown directly
above);

3. Click Preview and Select over the Area you wish to Scan;
4. Set the DPI that best suits the Artwork you wish to Scan‐in;

To change the DPI settings click on Adjust the quality of the scanned picture, (as shown in blue
text in the 2nd window above)
5. Click on Scan and once complete the window will close and the Paste Cursor will come up in
Signmaster from where you can Paste‐in the Scan.

If you're scanning and Image to Vectorize it, see the Vectorizer's: Acquiring an Image (Scanner/Camera)

 Rendered Size and Position


Image Size and Position

Image Size
Images are referred to by their size in pixels i.e. the number of pixels across (width) by the
number of pixels high (height). In the example of the flower above the image is 2376 pixels wide
by 1584 pixels high. When you select the image in the program its size is reported in the Object
Manager.

Dots Per Inch (DPI) & Pixels Per Inch (PPI)


Dots per inch (DPI) or dpi is often confused as an actual measurement of an image on computer
disc which is quite incorrect. As explained above the size of the image is measured by the
number of pixels across and the number of pixels high. DPI, however, refers to the physical
world i.e. the number of dots that are actually printed per inch onto media such as paper or
vinyl. Similarly the term Pixels Per Inch (PPI) or ppi refers to the number of pixels used to display
an image such as the one above on your computer's monitor.

Therefore when calculating an image in terms of DPI you need to think of an image's pixels
being stretched or squashed to fit within a physical size set by you in the drawing area. So if you
wanted the image of the flower shown above to be printed at say 24" wide (609.6mm) then you
would need to stretch its 2,376 pixels over 24" which works out to be 99 dots per inch i.e. 99dpi.
A selected image's DPI and rendered size is reported in the DesignCenter (as shown directly
below).

Images and the DesignCenter


When an image/bitmap is selected a suite of image tools will appear under Bitmap and Image
tools in the DesignCenter, as shown above, with most of the tools outlined in the topics on
images/bitmaps available in the DesignCenter. The advantage of the DesignCenter is that you
can leave it open to access the image/bitmap tools whenever you require them, also see
DesignCenter
Working with Anchor Points

1" Image (bitmap) on a 10" x 10" Page (centered)


Anchor Point set to Center (where to measure from)

Positioning
Signmaster allows you to measure the distance from the page's origin (top left corner by default
‐ as shown directly above) to any one of the 9 positions of an Image (bitmap) as shown in the
Anchor Point icon (see above). By clicking on an Anchor point the distance from the page's x and
y coordinates will be automatically displayed in the x and y origin.

To Do the following
Set the Position 1. When an Image (bitmap) is selected click in the x or y coordinate

2. Click the Up arrow to increase the distance from the page's origin or the Down
arrow to decrease the distance from the page's origin or type in a value and
press Enter.

You can also use the Center node using the Pick tool to position the
object visually in the drawing (see above).

You can change the size of the image using the width and height edit boxes and lock the ratio by clicking on the
padlock to the right of the scale edit box.

 Convert to Bitmap (Images)


Images Menu

Convert to Bitmap

The procedure: Convert to Bitmap is discussed in Converting Objects

Image Editing

 Node Editing Images


Node Editing
Overview
Images much the same as curves can be node edited. This method of editing the image can be
an easy and very quick way to obtain the results you need. You can then convert the node‐
edited image to a bitmap and thereby discard any areas that have been effectively removed
through node‐editing.

Node‐Editing
The same tools that apply to node‐editing curves also apply to node‐editing images which are
discussed in Working with Nodes (Node Editing)

Contour Cutting
A Contour Cutting Line or Outline is a special purpose curve that can be identified by a printer/cutter
to print then cut out your artwork from a single file.

 Working with Contour Cutting


Create Outline/Create Contour ‐ Application Window

Click Image to Magnify [+]

Contour Cutting
The procedure to Contour Cut an Image is discussed in Contour Cutting

Contour Cutting

 Contour Cutting
 A Contour Cutting Line or Outline is a special purpose curve that can be identified by a
printer/cutter to print then cut out your artwork from a single file.

Note: ARMS (Automatic Registration Mark Sensing) is a generic term used for vinyl cutters
that use an automated system to identify the location of printed marks for great contour
cutting accuracy. Some manufacturers use different terms for this system which can be used
interchangeable with the term: ARMS.
 Contour Cutting Overview
 Objects Menu Contour Cutting

Overview
Contour Cutting involves placing an outline around an Object or Objects in Signmaster. The
Object(s) but not the Outline are printed onto media such as white vinyl, later the Outline is cut
out using special Registration Marks (ARMS) or a Laser Pointer and a Vinyl Cutter, which then
creates a decal or sticker. The Outline can be set at any distance from the edge of the Object or
Objects and cut out from a separate vinyl cutter or on a Printer‐Cutter. An example of Contour
Cutting is shown above.

Print, Laminate & Cut


Another application of Contour Cutting is to create a Cutline around an artwork's perimeter. The
artwork (not the Cutline) is then printed and later laminated and the Cutline then cut out to
create the finished artwork. Laminating is done just prior to Step 3. in both the Laser and ARMS
help topics.

Contour Cutting ‐ Step‐by‐Step Process


Contour Cutting is undertaken in a series of steps and these steps will depend on what
equipment you have, which will include a Desk‐top or Large Format Printer and either a Laser
Pointer Cutter, a Vinyl Cutter with automatic mark sensors (ARMS) or combination of devices.
The equipment you have and what you wish to make will determine how you use the modules
provided with Signmaster.

To simplify this process we have created a Topic for each of the typical applications, as follows:

Create a Contour Cutline (outline)


Contour Cutting with a Laser Pointer, Vinyl Cutter
Contour Cutting with Automated Mark Sensors (ARMS)
Templates ‐ Cutting Artwork from other Programs

 Create a Contour Cutline (outline)


 Cut‐Contour Module

Click Image to Magnify [+]

Create a Cut‐Contour (outline)


Signmaster comes with a dedicated Cut‐Contour module (as shown above) which automatically
outlines selected Objects using a system color: ContourCut that is recognized by other programs
such as RasterLink and Versaworks when publishing the artwork with a Contour Cutline as a PDF
file.
Contour Cutting Wizard
If you are using your own Vinyl Cutter to make decals or stickers please use the Contour Cutting
Wizard rather than the Cut‐Contour module as the wizard has the tools to build Contour
Cutlines.

Create a Cut‐Contour

To Do the following

Open Create Cut‐Contour 1.


In Signmaster click on the Pick tool

2. Click on the Object or Objects that you wish to Contour Cut (outline);

3. From the top toolbar, click on Create Cut Contour (as shown directly above) and Create
Cut‐Contour will open.

You can also click on the File menu → Contour Cu ng → Create Cut‐Contour.

Contour Cutting Images • When you include Image(s) (without a Clipping Path) the Cut‐Contour will ask you to
Auto‐trace the Image(s), click Yes and the Vectorizer will open with the Image(s);
Click Image to Magnify [+]

• The Image(s) will now have a Contour Cutline (outline) paced around their perimeter; so
you can follow the same steps under Contour Cut (Vectors) below to set a Contour
Cutline.

Click Vectorize to trace any images loaded into the Cut‐Contour module.

Set Outline Method

1. Select Build Contours to create a contour cut line around the artwork including images
with a mask or white background, or;

2. Select Build Boxes to create a box (square) shape around the objects
Set Outline Options

1. Set the required Corner Style;

2. Click in the Outline (%) edit box and either use the Up or Down arrows or type in the
required Value, or;

3. Click in the Outline (Units) edit box and either use the Up or Down arrows or type in the
required Value;

4. If you wish to keep any holes check Keep Holes;

The changes made will automatically appear in the preview area.

5. Click Accept and the Contour Cut (as shown in the preview) will be applied as a Contour
Cut Curve and returned into Signmaster.

Set Image & Effects


Options

By default you will be asked to vectorize any images that are brought into Create
Contour Cut. If you select No all images will be ignored.
Images that have a white background will have this area treated as transparent. This
means the image itself will have a contour cutline placed around it at the offset you set,
as shown in the example directly above.

• Background Sensitivity is used to better vectorize images that have light colored edges
that may not trace as expected. By adjusting the slider and clicking Vectorize you will
see if the image has been traced to your satisfaction.

• Include Effects when checked sets any effects to be included for the contour cutline.

• Use Image Masks when checked sets any effects to be included for the contour cutline.

Check Include Images and Vectorize to trace any images loaded into the Cut‐Contour
module.

To learn more about Contour Cutlines (outlines) and how they work see Contour Cutting Overview.

 Contour Cutting with a Laser Pointer, Vinyl Cutter


(Contour Cutting Wizard)
Contour Cutting Wizard
Click Image to Magnify [+]

Print then Cut with a Laser Pointer Vinyl Cutter


Signmaster comes with a dedicated Contour Cutting Wizard which has been designed to work with a Desk‐top
or Large Format Printer and a Laser Pointer Vinyl Cutters.

It is unnecessary to create a Contour Cutline before sending your artwork to the Contour Cutting Wizard as
the wizard is designed to undertake this step as well.

Contour Cutting ‐ The Step‐by‐Step Process


To create a Contour Cutfile around your artwork, print then cut it out ‐ requires you to follow a series of
simple steps. Each step must be undertaken in order to proceed to the next step and these are presented in
order when using the Contour Cutting Wizard.

These steps are as follows with optional settings:


Step 1. Build Cut‐Contours (outline)
Step 2. Print the Artwork
Step 3. Cut the Artwork

Laser Pointer Offset


Some Laser Pointer Vinyl Cutters need to be calibrated i.e. using a simple tool in Signmaster you can work out
the offset of the laser pointer to the cutting blade i.e. the position of the Laser Point relative to the cutting
blade.
Working with a Laser Pointer Vinyl Cutter and the Contour Cutting Wizard

To Do the following

Set the Laser Pointer Offset 1. To set or adjust a Laser Pointer's offset which can vary from
Cutter to Cutter, Open the Vinyl Spooler from the File menu →
Cut/Plot → Vinyl Spooler;

2. Click on the Connection tab → Setup Device and the Device Setup
tab will come up (click on this);

3. Click Laser Offset and follow the instructions.

If it is not already, switch Use Laser to On from the Units options


in the Device Settings which you can access from the Settings
menu in the Vinyl Spooler or press F2.
Open the Contour Cutting Wizard 1.
In Signmaster click on the Pick tool

2. Click on the Object or Objects that you wish to Contour Cut


(outline);

3. From the top toolbar, click on Contour Cutting Wizard (as shown
directly above) and Contour Cutting Wizard will open.

4. Check Manual to use the Laser Pointer.

You can also click on the File menu → Contour Cu ng → Contour


Cutting Wizard.

Step 1. Build Cut‐Contours (outline)

1. Click Build (as shown directly above) and the Create Cut‐Contour
module will open;

2. Create a Contour Cutline as explained here: Create a Contour


Cutline (outline);

3. Once the Contour Cutline has been built, go through the view
modes (as shown directly above) to check the Contour Cutline has
been satisfactorily created;

4. Proceed to Set Output Options (next).


Set Output Options This includes several small and related steps with some being optional,
as follows:

Select a Printing Device

Select which Printing Device (method) you wish to use to print the
artwork out, outlined as follows:

The contour cutline will be cut out after the artwork has been
printed.

Sends the artwork (with the registration marks) to the


Print
selected Printer from the Dropdown list i.e. via a
Direct
Windows printer driver (suitable for desk‐top printing).

‐ Click Properties to adjust your Printer's settings

Print Sends the artwork (with the registration marks) to


PDF Adobe® Reader® and brings up the Print dialog.

Saves the artwork as a high‐resolution .tif image which


Save can be imported into another program to print out the
Image artwork.

Publishes the artwork to a PDF file. The PDF file is


Save normally used by another program to print out the
PDF artwork or Adobe® Reader®.

‐ To adjust the PDF Output click on the PDF Options tab


(as shown directly above);
‐ Preserve Spot Colors sets any Spot Colors within the
artwork to retain the color's detailed information within
the PDF file.

‐ Convert vectors to CMYK sets any vectors within the


artwork to be represented in CMYK within the PDF file.

‐ Quality Settings are used to set the level of detail to


retain or to set the file size on disc smaller.

Select a Cutting Device

1. Select the Vinyl Cutter you wish to use;

2. If required, click Spooler to adjust your Cutter's Settings in the


Vinyl Spooler e.g. Blade Compensation or to Switch the Laser
option to On, see tip directly below.

Switch Use Laser to On from the Units options in the Device


Settings which you can access from the Settings menu in the Vinyl
Spooler or press F2.

Auto Detect Marks will only be available for Vinyl Cutters with
built‐in Automatic Registration Mark Sensing (ARMS).
Set Source Options (optional)

The Source Options (as shown directly above) refer to the artwork
and are optional, explained as follows:

when checked sets the Objects that were


Selected Objects selected in the designing area to be
Contour Cut, all other artwork is ignored.

when checked sets the boundary of the


Clip to Page page's border from the designing area as
the artwork's extent.

when checked sets all of the artwork to


Include Full Bounds be included in cutfile (including any
masked areas).

when checked brings up the quantity


Tiled Copies
settings (see below).

sets the distance the marks are set away


from the artwork. Note: setting this to
Mark Position less than 1 inch or 25mm may cause the
artwork to intersect the marks and spoil
the artwork.

when checked sets the marks to the


match the width of the artwork allowing
Full Width the artwork to take up more of the
media, which is ideal when printing on
small page sizes.

when checked applies a Cutline as a


Weedbox
perimeter around the artwork.

sets the name of the Job for PDF, the RIP


Job Name and the Vinyl Spooler to assist in
managing your work.
Set Quantity (optional)

1. Set the number of copies you require and any spacing by using the
up or down arrows or typing in a a value (as shown directly
above);

The wizard will indicate when the Contour Cut Job will not fit
within the Printer's media size in the Preview window on the
right‐side.

Step 2. Print the Artwork

1. Click Print (as shown directly above) and depending on your


selection in Printing Device above your artwork will either Print
(from your selected Desk‐top Printer), or you will be prompted to
save a PDF or TIF file.

2. Once you have successfully printed your artwork and if required


laminated it, proceed to Step 3. below.
Step 3. Cut the Artwork

1. Load the printed artwork into your Vinyl Cutter in a position that
fits within your Cutter's maximum cuttable width (as shown
directly above) ‐ Note: you can adjust for any rotation in the Align
Cutfile Wizard, as explained below;

2. Click Cut (as shown directly above) and the artwork will be sent to
the Vinyl Spooler as a Cutfile waiting to Cut or the Align Cutfile
Wizard will automatically open;

3. The Align Cutfile Wizard is designed to assist you to align the


printed Registration marks with your Vinyl Cutter. It guides you
step‐by‐step with detailed instructions in the top left corner of the
module which is much easier to follow while performing a
Contour Cut rather than referring to a manual.
Important
Even a small misalignment is likely to result in poor results. So it is
important to use a magnifying glass when aligning the laser
pointer with the printed Registration marks to obtain the best
possible results.

To learn more about Contour Cutlines (outlines) and how they work see Contour Cutting
Overview.

 Templates ‐ Cutting Artwork from other Programs


Contour Cutting Wizard

Click Image to Magnify [+]

Overview
If you use another graphics program such as Adobe® Illustrator® or CorelDRAW® you can still
use Signmaster for contour cutting your artwork designed in these other programs with your
ARMS vinyl cutter. This is done using a template generated from Signmaster which you import
into your other program and then export with the completed artwork to use in Signmaster to
contour cut.

The Step‐by‐Step Process


To use templates is step‐by‐step process which if followed will make the process as simple as
possible. These main steps are as follows:
Step 1. Create a mark template at the required output size
Step 2. Import the template into another application and place the artwork within the
template's boundary
Step 3. Export the contour cut artwork and print the design (decals) with the marks
Step 4. Import the contour cut artwork, load printed artwork into your cutter and send to be cut

Template Instructions

To Do the following

Set the Template Size • The template size is based on the Page size in the designing area. As
such, set the page size to match the final output (print and cut size)
of the artwork, see Pages.

Open the Contour Cutting 1.


Wizard In Signmaster click on the Pick tool

2. Click on the Object or Objects that you wish to Contour Cut


(outline);

3. From the top toolbar, click on Contour Cutting Wizard (as shown
directly above) and Contour Cutting Wizard will open.

You can also click on the File menu → Contour Cu ng → Contour


Cutting Wizard.

Set the Mark Type and Position • At this stage you must select the vinyl cutter you wish to use, and
the settings which apply so the correct marks are used for the
template. Click here for: Laser cutters, and here for ARMS cutters.
Once set you can move onto the next step (below).
Create a Template

1. In the Contour Cutting Wizard (see above) click on the Template


tab;

2. Select Enable Template and then click Save Template, and the Save
window will open;

3. Navigate to a location on your computer, type in a file name you


will remember and click Save, and a PDF file will be saved to that
location.

This PDF file will be used in your other graphics program to layout
your artwork and will have a Template ID in the top left corner for
later reference, see below.

Import Template, Add Artwork


and Export

Example shown using CorelDRAW®

1. In your other graphics program import the Template file that you
have saved earlier;
For information on importing please refer to your other graphics
program's help file or manual.

2. Position your artwork with both the print and cut objects to be
within the boundary of the template's page, which is indicated by a
light grey color (see directly above and below);

Example shown using CorelDRAW®

3. Create a new layer and name it the Cut Layer (or similar);

4. Move the contour cut lines (vectors) to this layer without changing
their position with respect the template, as shown directly above;

5. Export this layer as either an .ai, .eps or .pdf file to a location you
will remember on your computer;

6. Print the artwork that you wish to contour cut and then load it
correctly into your vinyl cutter ready to be contour cut making sure
there are no areas that are lifting or buckling along the edge of the
media;

For information about performing any of these operations, please


refer to your other graphics program's help file or manual.
Import Saved Vector Artwork, 1. In Signmaster click the File menu → Import → File;
Match Template ID and
Contour Cut

2. Navigate to where you saved the file earlier select it and click Open,
and paste the file into the designing area;

3. With only the Artwork Selected open the Contour Cutting Wizard
(as explained above);

Contour Cutting Wizard

Click Image to Magnify [+]

1. In the Contour Cutting Wizard (see above) click on the Template


tab;

2. Select Enable Template and then click Apply Mark Template to


Artwork, (as shown directly above);

3. Select the corresponding template number from Select Template ID


(this must match the loaded artwork's Template ID), and you will
see the cutfile in the preview (as shown directly above).

4. Click Cut Template and the Align Cutfile Wizard will open;

5. Follow the same instructions at this stage from the help files for the
cutter type you have. Click here for: Laser cutters, and here for
ARMS cutters.
Desktop Printing

Printing
Signmaster comes with a comprehensive range of Printing Tools for desktop printers.

 Printing – Overview
The Print Window

Click Image to Magnify [+]

Overview
Signmaster comes with a comprehensive range of Printing Tools for desktop printers. These
tools allow you to preview your work including a soft‐proof prior to printing, along with setting
the numbers of copies, a print range, setting the print‐job's size and position with pin‐point
accuracy and setting a large number of print options such as fitting scale rulers, a grid and/or
guides, printing in wireframe or all in black along with the background and master pages. You
can also print registration marks and system colors.

The Printing window has been designed as a simple step through utility, that is fully
implementable from the one window. These steps are clearly laid out in the following topics.
For Large (Wide) Format Digital Printing, see the Signmaster RIP

 Printing – Terminology
 Before you get started with the Print window, you should become familiar with our
terms, as follows:
Our Term Equivalent Term Description
Object Item An element in a drawing such as a shape, image, curve or text
Document Drawing/Graphic The artwork you create and save in Signmaster
Window Module/Screen Dialog box that is a subprogram
Print‐job File/Job/Queue The objects to be printed onto a page
Base Color Under Base A special color created in the drawing area for use by a device
Cut Color Contour/Outline A special color created in the drawing area for use by a device
Registration
Reg Color A special color created in the drawing area for use by a device
marks
Soft Proof Preflight An on‐screen preview of how the Print‐job will look when printed
A computer file constructed of individual pixels (colored squares) that form a picture or
Image Bitmap/Picture
photograph
Docker Popbox A box containing available commands and/or properties relevant to a specific context
Flyout Popout A button that opens a group of related commands or menu items
Master
Background page A page that is shown as a background (behind) another page
Page

 The Print Window


 When you Print a Document, the Print window opens containing several Print Options
and Tools:
Working with the Print Window
Signmaster comes with a comprehensive Printing window for desktop printers.

 Setting up your Printer


The Print Window
Click Image to Magnify [+]

Overview
Every printer comes with its own Windows Printer‐driver that you will need to install for
Signmaster to send Print‐jobs to it. Please refer to your Printer's manual and/or supporting
documentation for assistance in understanding and setting your Printer's options. If you have
lost or misplaced your installation disc ‐ search for it online and you are likely to find the correct
or an updated Printer‐driver.

Printer Properties
With the Printer you wish to print to selected from the dropdown list of installed Printers (as
shown directly above), click on Properties and your Printer's Properties window will open, from
which you can adjust page size and printing quality etc. Once you have set these settings click
OK to be returned back to the Printing window.

Print as Image
Some printers will print certain parts of a graphic incorrectly or with objectionable artifacts. To
overcome this check Print to Image to print your artwork as a flattened bitmap.

Print to File
This option saves the Print job as a file to your Signmaster Samples Directory (usually in
Documents or My Documents) which can be printer later and/or from a different computer.

 Copies & Range


The Print Window
Click Image to Magnify [+]

Overview
Copies sets how many times to print the job out and what order to print the pages in. Range
sets which content or group of pages of the job to print out.

How to Set Copies & Range

To Do the following

Set the Number of


Copies

1. Click in the Copies edit box (as shown directly above) and set the Number of
required Copies to be printed;

Collate On Collate Off

2. If you wish to print 2 or more copies of the document check Collate if required
(as shown directly above).
Set the Print
Range

1. Click in the Print Range dropdown (as shown directly above) and select the
required Option;

The Print Page Selector

Click Image to Magnify [+]

2. If you wish to print a selection of pages, click on Select and the Page Selector
will open (as shown directly above);

3. Hold down Ctrl and select each page you wish to print, or hold down Shift to
select a contiguous range of pages;

4. Click Select and only those selected pages will be printed.

Include Masters will print the Master Page (background page) of any selected
page within the document.

 Print & View Options


print Options

The Print Options operate as follows:


• The Grid, Guides, Rulers, Dimensions and Border all add their
respective elements to the Print‐job when checked on.

• The Background, Images and Use Masters are options that may be
used as part of your design which you can add/remove from the
Print‐job by checking (on) or unchecking (off).

• Print in Black and Wireframe alter how the Print‐job is printed


regardless of the printer type.

• Cut‐Color, Reg‐Color and Base‐Color are System Colors and are


incorporated into the artwork when its designed and these
options when checked on will be included with the Print‐job, also
see Working with System Colors

• Registration Marks (if selected) add to the Print‐job and display in


the preview to be printed‐out.

How to Set Print Options


To Do the following

Set the
Print
Options

1. Check the required Options and uncheck those Options that are not required
and the selection(s) will be applied and appear in the preview and print‐out
as selected;

2. Click on the Registration Marks drop down (as shown directly above) and
select the required Mark type, and the selection will be applied and appear
in the preview and print‐out as selected.

How to Set View Options


To Do the following

Set the View


Options

• Select the color space you wish to view the artwork in prior to printing by selecting
either:

RGB: On‐screen colors;

CMYK: Printed colors for a softproof or preflight i.e. what the artwork will look like
when printed in color, or;

Grey: What the artwork will look like when printed in black and white.

 Print Size, Layout & Position


The Print Window

Click Image to Magnify [+]


Overview
You are provided with complete control over the size and position of the Print‐job, as explained
below.

Layout Tools

Scale
Sets the physical size of the artwork as a percentage of the original size to the page size being
printed on i.e. the scale. To set a specific size select User Defined and set the width and height
which will provide the scale as a %

Position
Sets where the artwork will be printed on the page. By default this is set to Center to Page. To
reposition the artwork either click and drag with the mouse (in the preview area) or select User
Defined and set a Top and Left position (as shown above).

 Working with System Colors


The Print Window
Click Image to Magnify [+]

Overview
System colors are special colors incorporated into your artwork to be used by your device(s) to
perform certain functions such as Contour Cutting, Under Base, Finisher or for Registration
Marks, see System Colors for more information.

Printing System Colors

Although System Colors are incorporated with your artwork, the Printing window can override
the actual color these are printed by your printer. To print System Colors check the required
System Color (as shown directly above) and then set the actual color you wish to print under the
Color Selector (also shown directly above).

Under Base and Finisher print at the designed color, also see Signmaster RIP

Cutting and Plotting


Automated Cutting & Plotting
All versions of Signmaster come with an automated cutting module which takes your artwork and
prepares it ready for immediate cutting.

 Send to Cutter (Autocut)


Send to be Cut

Click Image to Magnify [+]

Overview
The Send to Cut module takes your artwork and separates it by color (if required) and provides
you with a suite of specialist cutting tools to quickly prepare your artwork for immediate cutting,
as shown above and explained as follows.

Working with Send to Cut

To Do the following

Open Send to Cut 1.


Click on the Pick tool

2. Click on the Object that you wish to Send to Cut;


3.
Click Cut which will open with the selected object (as shown at
top).

You can also click on the File menu → Cut/Plot → Send to Cu er

Select Cutter & Orientation

1. Select the Cutter you wish to send your artwork to cut with;

The Media width is the maximum cuttable width of your cutter, not
the physical width of the media (vinyl/paper/card) i.e. what your
cutter can actually cut.

2. Set the Orientation by clicking each checkbox, such as Rotate and


Mirror to save media or to cut in reverse;

3. If required select Absolute Position to force the artwork to cut


where it has been positioned in the Designing area.

4. If required select Advance After Plot to feed out the media to the
end of the cutfile after being cut. This is ideal if you prefer that the
media feed out after the cut has completed so you can slice it off
and start the next cutfile.

Properties brings up the Device Settings window from where you


can set Blade Compensation, Overcut and many other settings.

Important: Each selection applies to all Cutfiles in the current


project.
Set General Options

1. Select the Quantity of Cutfiles you wish to send to the Vinyl Spooler;

The quantity will appear in the Vinyl Spooler and not the Send to
Cut preview.

2. If you have multiple colors and wish to cut these as separate pieces
select Separate by Color and the colorbar will populate with the colors
of the artwork, as shown directly above;

3. If required select any of the automated cutting features, as follows:

Auto Speed‐Weed: when checked applies a Speed‐Weed box to


each object.
Auto Weed‐Box: when checked applies a Weed‐Box to each
object.

Registration Marks: when checked applies a Registration mark to


each Cutfile for easy alignment in situ.

Important: Each selection applies to all Cutfiles in the current project.

Set Text Options

If required select any of the automated cutting of text features, as


follows:

Easy Lift‐Marks: when checked applies special weeding marks


to the holes of text to greatly assist in weeding,
as shown directly above.

Weld Text: when checked welds (removes overlapping


sections) of text, ideal for cutting script based
fonts which tend to overlap at the tips of each
glyph.

Speed‐Weed Text when checked applies a Speed‐Weed box to


only: text only.

Important: Each selection applies to all Cutfiles in the current project.


Cutter Control

• If required you can set the Blade Offset, Force and Speed Options, as
shown directly above;

Important: Each selection applies to all Cutfiles in the current


project.

Set Position

• If required you can position the Cutfile exactly where you want it to cut
by setting the x (horizontal axis), and/or the y (vertical axis) by setting a
value, as shown directly above;

• To set the Weed‐Box Offset that is located on in the General Settings


tab, set a value as shown directly above;
Important: Each selection applies to all Cutfiles in the current
project.

Perforation Cut

If required you can set cut lines to be perforated i.e. as dashes, which is
also known as pouncing.

To set the perforation select a Preset Line Style as shown directly


above, or set the Width and Gap as required using the edit boxes, also
shown directly above.

Important: Each selection applies to all Cutfiles in the current


project.

Send to Cut Once you are ready to cut the artwork you have prepared, click

• to immediately cut the current page, or


to send all the pages to the Vinyl Spooler from where you can cut
out each in turn.

The Vinyl Spooler

 The Vinyl Spooler


Vinyl Spooler
Click Image to Magnify [+]

Overview
The Vinyl Spooler is the final stage before sending your Artwork that has been converted into a
Cutfile to your Vinyl Cutter or Plotter to be cut out.

The Vinyl Spooler is essentially a file management utility that stores various types of (processed)
Cutfiles and allows you to sort and filter your Cutfiles and if required arrange them into a single
queue using the Optimize and Nest options.

To better understand how to use the Vinyl Spooler please sit back, and watch and listen to the lesson on this
topic.

 Vinyl Spooler – Terminology


 Before you get started with Cutting/Plotting, you should become familiar with our
terms, as follows:
Our Term Equivalent Term Description
Window Module/Screen Dialog box that is a subprogram
A set of curve‐based artwork objects (vectors) that have been prepared to be cut out
Cutfile Job/Queue/File
with a Vinyl Cutter or a Plotter
The area (Width x Height) assigned to a Cutfile i.e. the size of the job to be cut out on the
Tile Panel/Sheet/Page
Media
Speed‐ An automated process of adding a weedbox and additional cut lines around artwork to
Easy/Power Weed
Weed assist in the cutting and weeding process
A cutline around the perimeter of the Artwork with a internal cutlines to improve
Speed‐Box Border/Box
weeding
Weed‐Box Border/Box A cutline around the perimeter of the Artwork
Break Release
Separates all curves of a shape to individual and editable curves
Apart compounds
Combine Make compound Combines all curves of a shape into a single curve object
Tile Bleed Overlap/Extra The amount to extend past the assigned edge of a Cutfile i.e. the Overlap amount
The setting of the Artwork's position based on its origin and the Media's origin i.e. what
Trim Crop/Space
to base the measurement coordinates on
Automatically positions Artwork, based on the Groups, within the Cutfile to minimize
Nesting Squash/Sort
layout time and vinyl wastage
Automatically positions Cutfiles (usually based on color) within the cut queue to
Optimize Pack/Squash/Sort/
minimize layout time and vinyl wastage

 The Vinyl Spooler ‐ Application Window


 When you send Cutfiles to be cut out the Vinyl Spooler opens containing a preview and
special Cutfile filters and packing tools ready to send the Cutfiles to a Vinyl Cutter
(plotter):

Working with the Vinyl Spooler


The Vinyl Spooler is the final stage before sending your Artwork that has been converted into a
Cutfile to your Vinyl Cutter or Plotter to be cut out.

 Sorting & Filtering Cutfiles (Managing)


Vinyl Spooler

Click Image to Magnify [+]

Overview
Even with modest use and before too long the Vinyl Spooler will hold a large number of Cutfiles
that will need to be managed. To simplify this the Vinyl Spooler comes with storage folders
along with sorting and filtering tools to enable you to easily manage your Cutfiles and work‐
flow.

Cutfile Folders
In the tree view in the left column all of your Cutfiles are stored in the following folders:

Folder Description
Stores all the Cutfiles that have been recently sent to the Vinyl Spooler and are waiting to be
Current
cut out
Custom A spare storage folder that you can use to manage Cutfiles on‐the‐fly

Done Stores Cutfiles that have been cut out and are waiting to be moved off to Repeats or Deleted

Repeats Stores all those Cutfiles that you wish to recut at some point
Works as a recycle bin by holding deleted files that are waiting to be either permanently
Deleted
deleted or recut

Sorting Cutfiles (Place in Order)

You can sort the Cutfiles within each folder by expanding out the folder and clicking on the item
you wish to 'filter by' along the top bar (as shown directly above).

If either of the Filters i.e. by Color or by Job, are checked then only those Cutfiles being
filtered will be sorted and displayed in the list.

Filtering Cutfiles (Display Relevant Cutfiles)

When either the Filter by Job or by Color options (as shown directly above) are checked i.e. in
use, the Cutfiles in the current folder are filtered accordingly. To switch either filter off, uncheck
it and the selected folder will no longer be filtered by that filter.

Often you will send a job from the Cutfile Document to the Vinyl Spooler and only be
interested in cutting out that job. When you do this the last job sent is automatically filtered for
this very reason i.e. you will only see the Cutfiles of the last job sent when the Vinyl Spooler
opens.

Show All Jobs & Most Recent Job

As you create Cutfiles and load these into the Vinyl Spooler the list of individual Jobs will grow in
the Current folder until these are sent to the Vinyl Cutter (Plotter) and automatically moved off
into the Done folder. The All Jobs which toggles to the Most Recent filter switches between the
most recent job and all the jobs in the Current folder.

Send to (Manually Move Cutfiles)


You can manually move Cutfiles by clicking on and holding down the mouse button and then
dragging the selected Cutfile to the required Folder. You can also select the Cutfile and click on
the Send to dropdown and select the Folder you wish to send the Cutfile to.
 Auto‐Fit (Job Queue)

Vinyl Spooler

Click Image to Magnify [+]

Overview
Auto Save Media takes any selected Cutfiles (regardless of their color) and places them into a
single queue ready to be immediately sent to a Vinyl Cutter or Plotter.

Using Auto Fit

To use Auto Save Media select the Cutfiles you wish to place together into a single queue by
holding down Shift to select a range of Cutfiles or Ctrl to make a specific selection of Cutfiles,
then select Auto Fit and the selected Cutfiles will automatically be arranged to take up as little
media (based on their boundaries), as shown in this example:
To remove or add another Cutfile simply Deselect or Select other Cutfiles.

 Nesting
Vinyl Spooler

Click Image to Magnify [+]


Overview
Nest takes any selected Cutfile and automatically selects all the Cutfiles of that same color and
places all of them into a single queue ready to be immediately sent to a Vinyl Cutter or Plotter.

Using Nest

To use Nest click on the Cutfile (color) in the Current folder (in the Vinyl Spooler), you wish to
place together in a single queue and click Nest (as shown directly above) and the selected
Cutfiles will automatically be arranged to take up as little media (based on their boundaries), as
shown in this example:

To remove any Cutfile from the queue simply Deselect each unwanted Cutfile by holding
down Ctrl and clicking it.

 Settings‐Cut Options
Vinyl Spooler ‐ Cut Options tab
Click Image to Magnify [+]

Overview
The Cut Options tab contains important controls for the make and model of Vinyl Cutter(s) or
Plotter(s) you have installed. These tools are used to set how the device(s) behaves and must be
set correctly to obtain the best possible results.

See, Configuring a Plotter (Vinyl Cutter) for detailed information.

Cutter (Plotter) Setup

 Setting up a Vinyl Cutter


Cut Options Connection
Overview
At installation Signmaster will provide you with a list of vinyl cutters that the software supports, you
may wish to install an additional cutter that Signmaster supports, and/or calibrate the cutter's
Laser, automated mark sensor (ARMS) or Blade offset you have.

Install another Cutter


To Install another cutter open the Vinyl Spooler and click the Cut Options tab as shown above. Next,
click the + Add button (as shown above) and follow through the wizard.

Calibrate
To calibrate the cutter open the Vinyl Spooler and click the Connection tab as shown above. Next
click the Setup Device button (as shown above) and select the required Calibration wizard (as
shown directly above).

If you do experience any problems, see Troubleshooting

Please note: The tools/features listed here may only be available in Signmaster Pro and/or Xpt

 Configuring a Vinyl Cutter (Plotter)


Plotter Settings

Expand Nodes to see all Settings

Overview
The Device Settings window uses a tree view which expands out to reveal the Configuration
Commands & Settings relevant to the installed and currently selected Vinyl Cutter or Plotter (as
shown above). To open the Settings window click on the Plotter menu in the Vinyl Spooler and
then click on Configure Plotter (F2).

Commands & Settings


The Commands & Settings are grouped into related topics such as Units and can be viewed
either by each topic by clicking on the relevant left button, or all settings by clicking All Settings.

Adjusting Settings
Unless directed by one of our technicians and/or before making changes please consult your
Device's Manual and take care whenever changing these settings as they can greatly influence
how your device operates and you may have unexpected results. You can adjust these settings
by clicking in the relevant setting and making changes. When you click Accept the changes will
take effect.

Add a New Device


To add a new Device click the + Add button in the Cut Options tab in the Vinyl Spooler and
follow through the wizard.

Common Cutting Problems/Settings

There are a number of common cutting problems which can be adjusted and fixed in the Plotter
Settings window. However, to simplify this process and automatically apply these settings we
have added some shortcuts in the Settings menu in the Vinyl Spooler. These common problems
are as follows:

Tight Packing Sets the gap to be much closer between Cutfiles when nested and
optimized

Force Position Forces the Cutfile to the x,y position it was placed in the Cutfile Document

Preserve Cutting When selected does not optimize the cutting path. This reduces tracking
Order problems on cutters that lose alignment when cutting complex artwork

Set Default Feed Applies the End Method and Extra Feed that you have set under the
Cmds Settings tab in the Vinyl Spooler

Change Rotation Changes the Origin Mode (Rotation) from the current Origin Mode on the
device itself (see Units in the Plotter Settings window)

Set Blade Sets how much to offset the blade when travelling around sharp corners
Compensation (ideal for cutting small text with Asian cutters)

 Troubleshooting
Detect Device
Overview
If you cannot get the cutter to work, don't panic as it is usually just a setting such as the plotter
language or selecting the correct port number. Please follow through these steps which will
guide you through all the typical problems people encounter.

That said, please be aware that everything must be correctly set for your Vinyl Cutter (Plotter) to
actually work ‐ if you skip over or fail to complete any part of any step it is very likely you will
not get your vinyl cutter to work and sometimes a cutter can break down or a cable stops
working.

Hardware (It is so often Steps‐1 & 2 that are overlooked and why a device refuses to work)

Step‐1

Check that your Vinyl Cutter (Plotter) is actually connected:

1. Power cable is firmly connected and the power is on;

2. Communications cable is the correct cable and is firmly connected into the correct Port
(Interface Plug) on the Computer and the Vinyl Cutter;

3. The cable and its connectors are not physically damaged i.e. no bent pins or frayed wires, also
try to use the shortest cable you have.

Step‐2

Check that the Vinyl Cutter (Plotter) is ready to cut:

1. Load some media (vinyl or paper) in the Vinyl Cutter making sure that any sensors in the device
are covered;

2. Make certain that the pinch rollers are in the correct position (there are usually yellow or white
indicator marks) and most Vinyl Cutters need the pinch rollers to line up with the knurled
rollers under the cutting deck;
3. Initialize the Vinyl Cutter i.e. most cutters need to be set to Online so that the machine can set
itself up and/or be placed in Ready Mode;

4. Perform a Test Cut from the Vinyl Cutter's menu. If this fails, then your Vinyl Cutter may need
to be repaired or looked at by a technician before continuing;

5. After a successful Test Cut, repeat 3. (above) and go to the Step‐3 (below).

Software

Step‐3

After Steps 1 and 2 have been successfully completed:

1. Click on the Connection tab in the Vinyl Spooler;

2. Click Detect and carefully follow each step in the Wizard, which will help you communicate with
your cutter.

If the Detect Connection Wizard fails to find the cutter it is very likely that you have an Anti‐
Virus program interfering with Signmaster and its correct operation, there is a Port/USB error in
Windows, or the cutter has malfunctioned and will need to be repaired.

Solution:
1. Switch off any Anti‐Virus software and try again.
2. Open Device Manager (from Control Panel in Windows) and check to see that there are no
errors being reported in the USB section.
‐ if there are you will need to clear these errors, please contact Microsoft for support.
3. Return the cutter to the place of purchase to be independently tested.
‐ this may incur charges, please check with your dealer first.

Tip: to check that the ports are working on your computer try a test print via the same port on
any other device and program.
Tech Support
If you're unable to get your vinyl cutter working with Signmaster please don't be concerned as
there is more assistance available. For example, you can arrange a time for one of our technicians
to login to your system and assist you remotely.

Please allow up to 24 hours for a response (it's usually much less). Please note that on weekends
and public holidays we have less staff available, so please allow some extra time during these
periods.

It's important that before you request support, that you follow all the steps in this Help Topic and
the Setup Wizard to their conclusion, as doing so will usually get most devices up and running
without needing to seek external help. It also assists us to get to the root of any problem you may
have, because it rules out a number of problems.

Please click here for: Signmaster Support

*PSN stands for Product Serial Number.

Also visit forums that discus your make and model of Vinyl Cutter or Plotter and the various Search
Engines online ‐ as it's reassuring to know that if you're having problems so will have others and
there is likely to be an easy solution just waiting for you to find it.

Support & Training

Tech Support

 Tech Support & Links


 Technical Support relates to bugs (glitches) that you may experience using the software,
or with your hardware and/or errors from Windows which are explained (below). Please
note that Tech Support is unrelated to learning how to use the software and we do
provide a large selection of short lessons covering the vast majority of the program's
tools and features along with informative tutorials.
Windows and Drivers
In order for Signmaster and your cutter and/or printer to function correctly on your
computer, the Windows operating system and any installed programs, drivers and
networks must be properly installed and functioning correctly (i.e. these must be stable).

If you’re experiencing problems using Signmaster on your computer and/or getting error
messages please visit this comprehensive Diagnostic website provided by Microsoft
(https://support2.microsoft.com/fixit/). You might be surprised how many issues your
computer may actually have.

Antivirus/Malware
Your Antivirus/Malware programs must also be configured to permit Signmaster to
operate unrestricted. This usually means that you must set Signmaster as a Safe
program from within your Antivirus Software. Please consult that software’s help file for
instructions. If you are able mark this entire folder as safe:

C:\Program Files (x86)\FutureCorp

Crashing or Hanging
If Signmaster crashes or hangs and a Bug Report window appears, please follow through
the instructions for it to be emailed to our Support team. If you use webmail such as
hotmail, gmail or Yahoo etc. in Signmaster click the Help (menu) > Support > Upload
Incident Report and from this window you can save the Bug Report to your Desktop as a
text file. You can attach this file in your webmail account and send this to
[email protected] where it can be assessed and the problem dealt with.
 Support Services:

If you do not have a connection, type the link below into the address
Click the Link Below
bar of an Internet browser that does
Do not use Google or other Search Engine! Copy and paste the link directly into the Address
(Requires an Internet Connection)
bar of your Internet Browser

Manufacturer Support http://www.iifuture.net/support


Support Services

 Training & Links


 Lessons
We provide a large selection of short lessons on our website covering the vast
majority of the program's tools and features which can be accessed by clicking on
either one of these link:

Reference

Reference

 Terminology Links
Before you get started with Signmaster, you should become familiar with our terms which you
will find throughout this manual, as follows:

Signmaster Terms
License Terms
‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐
Signmaster Curves
Understanding Images
Types of Text
‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐
Working with System (Device) Colors
Understanding Color & Models
‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐
Image Vectorizer ‐ Terminology
‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐
Vinyl Spooler ‐ Terminology
‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐
Printing ‐ Terminology
 Glossary

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