Welcome To Signmaster Help - Draft
Welcome To Signmaster Help - Draft
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.
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.
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
Popup Help
A set of specific help files that discuss and
explain areas within modules and program
windows e.g. in the Vectorizer.
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.
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
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.
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.
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)
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.
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.
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 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.
or
Click on the Help menu in Signmaster and then Gateway.
Click License and Activate.
Having Problems? write to Activate Help or visit our: Activate Website (or copy and paste:
https://futurereg.com/activate.php ‐ into your Internet browser)
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.
Solution
Unplug the network cable, reboot the computer and click Activate. Now the manual
Activation window will come up ready for you to follow.
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.
Signmaster Terminology
Before you get started with Signmaster, you should become familiar with our terms, as follows:
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.
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.
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.
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.
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.
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.
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
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.
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.
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:
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.
• 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.
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.
Set Display & Filters The Property Inspector has a number of Display and
Filter Settings, as follows:
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:
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.
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.
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;
Insert Pages
1. Click Insert Page(s) and the Insert Pages window will open, as shown directly
above;
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:
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
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)
Page Setup: 6 Opens the Page Setup module to adjust the page
size and background etc.
Right‐Click
Options
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.
Shortcut
To Do the following Keys
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.
(Portrait) or Landscape.
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
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
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.
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:
• 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
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.
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)
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
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:
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);
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);
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).
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.
You can also Display or Hide Rulers from the View → Rulers menu.
Reposition
the Rulers
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
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.
Please note: The tools/features listed here may only be available in Signmaster Pro and/or Xpt
Importing Files
How to Import Files
Import any File 1. Click File menu → Import and the Import window will open (as Ctrl+I
Format shown above);
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.
• 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);
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.
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
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);
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);
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);
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;
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);
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);
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
Arrow
Power Shapes Flyout Signmaster ‐ Application Window
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.
To Do the following
Create an Arrow 1.
Click on the Power Shapes flyout
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
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
3.
Click this button: to reveal the Arrow tools (if not already visible);
You can also adjust these settings from the Property Inspector.
Wireframe 1.
Click on either the Pick tool or the Node edit tool
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;
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
3.
Click this button: to reveal the Arrow tools (if not already visible);
You can also work in Elastic (Rubber) mode see Elastic Mode (Rubber Mode).
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.
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;
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
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
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
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;
1.
Click on either the Pick tool or the Node edit tool
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.
Chaos Star
Power Shapes Flyout Signmaster ‐ Application Window
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.
To Do the following
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;
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
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.
1.
Click on either the Pick tool or the Node edit tool
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
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.
1.
Click on either the Pick tool or the Node edit tool
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
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.
To Do the following
Create a Spiral 1.
Click on the Power Shapes flyout
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.
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
3.
Click this button: to reveal the Spiral tools (if not already visible);
You can also adjust these settings from the Property Inspector.
Wireframe 1.
Click on either the Pick tool or the Node edit tool
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;
1.
Click on either the Pick tool or the Node edit tool
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.
Square
Power Shapes Flyout Signmaster ‐ Application Window
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.
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;
4. When satisfied with the Square shape let go of the mouse button.
Edit a Square
(Numerically)
1.
Click on either the Pick tool or the Node edit tool
3.
Click this button: to reveal the Square tools (if not already visible);
Wireframe 1.
Click on either the Pick tool or the Node edit tool
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;
1.
Click on either the Pick tool or the Node edit tool
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.
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.
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;
4. When satisfied with the Circle shape let go of the mouse button.
Edit a Circle (Visually) 1.
Click on the Node edit tool
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
3.
Click this button: to reveal the Circle/Ellipse tools (if not already visible);
Wireframe 1.
Click on either the Pick tool or the Node edit tool
3.
Click this button: to reveal the Circle/Ellipse tools (if not already visible);
1.
Click on either the Pick tool or the Node edit tool
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.
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.
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;
4. When satisfied with the Triangle shape let go of the mouse button.
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
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
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;
1.
Click on either the Pick tool or the Node edit tool
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.
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.
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
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
3.
Click this button: to reveal the Polygon tools (if not already visible);
Wireframe 1.
Click on either the Pick tool or the Node edit tool
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;
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.
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
To Do the following
4. When satisfied with the Basic shape let go of the mouse button;
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.
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.
To Do the following
Select an Object 1. Open the Object Selector, see working with the Object Selector
(Object Selector)
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
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
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
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.
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.
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.
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.
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
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):
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);
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).
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 learn more about Advanced Resizing of an Object click Advanced Resize Tools. To learn more about the
Rotation tools please click Rotate and Skew.
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.
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);
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
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)
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
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.
To Do the following
Sliding
an
Object
• 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;
To Resize Non‐Proportionally:
Hold down the Alt key while doing Step 2.
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.
click on Copy
Duplicate +
1.
Click on the Pick tool
2. Click on the Object you wish to Duplicate;
The shortcut for Duplicate is the Plus (+) from the Numberpad.
Shortcut
To Do the following Keys
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 also work with and select a Group or any object
within a Group visually (thumbnails) using the Object
Selector.
2.
Click on Ungroup from the 1st row of tools and the
Objects will become Ungrouped (individually editable).
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.
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.
Unlocked Locked
1.
Click on the Pick tool
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
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
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.
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.
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).
Size Tools (Object Mode) Elastic (Rubber) Mode ‐ Text Increases with Textbox
To Do the following
Turn on Elastic
Mode
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
• Current Fill: displays the selected object's fill and if clicked will open the relevant fill dialog
• 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
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).
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:
Size on Disc 10 Reports the size in Mb the image will take up,
once saved in the file and on disc
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.
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.
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.
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.
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.
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
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. 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;
4. Click the Alignment you wish to use and the objects will reposition as shown in the
preview.
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;
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;
5. Click the Alignment you wish to use and the objects will reposition as shown in the
preview.
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;
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
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.
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. 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).
You can also access the Distribute tool panel from the Tools menu → DesignCenter → Distribute Tools.
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.
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 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.
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
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
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).
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
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
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
For instruction son how to match a color for proofing, see Color Matcher
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
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.
To Do the following
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
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.
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.
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.
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
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.
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.
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.
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 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.
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
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.
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 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.
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.
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
To Do the following
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.
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.
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.
Fill Tools
Wireframe
Fill
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 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 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
1. Draw a Marquee over or individually Select (holding down Shift) all the Objects
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).
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
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).
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
3. Click Common and only the areas which are Common to all of the Objects will
remain (as shown in the example directly above).
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
When Shaping Objects try working in Wireframe (The Wireframe shortcuts are
located in the bottom right‐hand corner of the program).
Text
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)
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
2. Click anywhere in the drawing area and type the required text.
2.
Click the Vertical Text tool
3. Click anywhere in the drawing area and type the required text.
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
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.
Select a Font 1. Click on the Text tool or when in text‐mode click on the Font Selector
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.
How to Break
Text
To Do the following
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.
Signmaster allows the user to Break Text into paragraphs, lines, words and into individual characters
Break Text 1. When text is selected or in Text‐mode click on the Advanced Text tool
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.
Signmaster allows the user to Convert Text from one type of text into another type of text
To Do the following
Text can be converted from one type to another an indefinite number of times.
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.
To Do the following
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
Underline styles do not need to be converted to curves in order to cut or plot these out.
Change Case
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.
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
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.
To Do the following
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.
(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.
To Do the following
To turn reverse fill off just click the Reverse‐Fill tool and the text will have its original fill restored.
Overview
Signmaster allows you to align artistic text to the left, center, and to the right.
To Do the following
(align left)
Align Artistic Text
(align center)
(align right)
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).
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.
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.
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
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.
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
Overview
Signmaster allows you to evenly space the words of text using the Word Spacing tool.
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.
To Do the following
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)
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.
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.
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
You can also resize the text non‐proportionally by holding down the Alt key.
Resize
Text
(Numeri
cally)
1.
Click on the Pick tool
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.
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
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.
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.
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.
To Do the following
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.
To Do the following
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)
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.
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
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
3.
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.
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
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.
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.
Overview
Signmaster has 3 types of curves, as follows:
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).
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.
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;
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).
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.
Create a
Polyline
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;
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).
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.
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).
Once you have created a curve you can edit it, see Curve Editing
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.
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).
Once you have created a curve you can edit it, see Curve Editing
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.
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
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).
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);
(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.
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
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.
2.
Click on the Node Edit tool
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.
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.
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
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.
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
This curve object requires its curves to be replaced and Signmaster has an easy to use and
intuitive tool to do it.
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).
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.
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).
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.
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.
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)
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.
Note: CMYK stands for Cyan, Magenta, Yellow and Black | RGB stands for Red, Green and Blue
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
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
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.
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)
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.
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).
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
Image 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.
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.
To simplify this process we have created a Topic for each of the typical applications, as follows:
Create a Cut‐Contour
To Do the following
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.
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
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;
5. Click Accept and the Contour Cut (as shown in the preview) will be applied as a Contour
Cut Curve and returned into Signmaster.
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.
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.
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. From the top toolbar, click on Contour Cutting Wizard (as shown
directly above) and Contour Cutting Wizard will open.
1. Click Build (as shown directly above) and the Create Cut‐Contour
module will open;
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;
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.
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:
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.
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;
To learn more about Contour Cutlines (outlines) and how they work see Contour Cutting
Overview.
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.
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.
3. From the top toolbar, click on Contour Cutting Wizard (as shown
directly above) and Contour Cutting Wizard will open.
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
2. Select Enable Template and then click Save Template, and the Save
window will open;
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.
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);
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;
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);
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
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
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.
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.
To Do the following
1. Click in the Copies edit box (as shown directly above) and set the Number of
required Copies to be printed;
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;
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;
Include Masters will print the Master Page (background page) of any selected
page within the document.
• 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).
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.
• Select the color space you wish to view the artwork in prior to printing by selecting
either:
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.
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).
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.
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
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.
To Do the following
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.
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.
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;
• If required you can set the Blade Offset, Force and Speed Options, as
shown directly above;
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;
Perforation Cut
If required you can set cut lines to be perforated i.e. as dashes, which is
also known as pouncing.
Send to Cut Once you are ready to cut the artwork you have prepared, click
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.
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
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.
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.
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.
Vinyl Spooler
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.
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
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.
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).
Please note: The tools/features listed here may only be available in Signmaster Pro and/or Xpt
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).
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.
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
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
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
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.
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.
Tech Support
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:
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
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