CutMap creates cutlists of your SketchUp models using the sheet goods and solid wood of your choosing.
You create your model using SketchUp just as you normally would.
To use CutMap you also need to define your stock. What sizes and types of sheet goods and solid woods are available to you and which types to you prefer to use? CutMap has predefined some common types of stock so you may not need to define any stock to get started. When you are ready to create custom stock you do this using the CutMap Stock | Sheet goods and Stock | Solid wood pages.
How does CutMap know what stock item to use for a part in the model? The answer is by matching the material of the part to the material of the stock item.
You paint the parts in your model using a material of your choice. You then assign the same material to the stock item you want to use for these parts. CutMap will automatically use the stock item based on the matching materials.
CutMap comes pre-installed with a material named BirchPly and that material is assigned to 4' x 8' and 1220mm x 2440mm stock sheet goods items. To get started simply paint your model with the BirchPly item, select those stock goods in the Available stock list and create a cutlist. Later you can customize the materials to what you actually want to use.
|CutMap 0.4.5||1. Now supports SketchUp 2017. This version supports all supported SketchUp versions (2014 - 2017). Previous versions did not work on SketchUp 2017.||Download|
|CutMap 0.4.4||1. Fix for: When adding more than one sheet configuration in one session, options set in one configuration would also change in the other new configurations.||Download|
|CutMap 0.4.3||1. CutMap now asks permission before writing data to a model the first time.||Download|
|CutMap 0.4.2||1. Fixed bug in the new grain orientation paint and rotate methods when using group container objects (component instance objects were OK).||Download|
|CutMap 0.4.1||1. Fixed bug in the "copies" feature where CutMap would produce more copies than asked for.|
|CutMap 0.4.0||1. Reworked grain orientation methods |
In this update we've reworked grain orientation methods used in the Respect Grain cutlist option. Previously CutMap determined the grain orientation by inspecting how the material laid on the object. Because that could be imprecise, CutMap now manages the grain direction status explicitly using the CutMap: Apply material and CutMap: Rotate material commands (available in the context menu). You can also manage the grain direction completely yourself using the CutMap: Apply material command.
Please note that materials applied in previous versions of CutMap will no longer register the orientation correctly in CutMap 0.4. To fix this, reapply materials using the CutMap: Apply material command. However, you will probably want to first clear the existing material of an object using the new CutMap: Remove material command as CutMap: Apply material will not overwrite existing materials when multiple objects are selected.
Also note that the CutMap: Rotate material command only works on objects that are painted at the face level and not on objects that are painted at the object level. CutMap: Apply material always paints objects at the face level, so that may be your best choice for painting objects when you wish to rotate materials.
You can apply materials using the regular SketchUp methods (i.e., not using CutMap: Apply material and CutMap: Rotate material) and still specify the grain orientation to CutMap by using the CutMap: Change orientation status command.
2. Changes for compatibility with SketchUp 2016.
3. All changes CutMap makes to your model are now undoable. Previously some changes CutMap made, such as adding default materials, were not made undoable.
|CutMap 0.3.9||1. Fixed dimension problem for parts contained in transformed assemblies.|
2. Added method in UI to delete CutMap's local or global database.
|CutMap 0.3.8||1. Fixed bug when using materials with spaces in name.|
2. Fixed bug where material image would not be visible for certain material names.
|CutMap 0.3.7||1. Fixed bug introduced in v0.3.4 that caused the SnapTo tool to act erratic.|
2. Fixed bug on Windows that caused many of the CutMap material features to malfunction when a custom material was added.
|CutMap 0.3.6||1. CutMap now correctly detects the material of components (or groups) that are painted from the material of a container component. Previously components needed to be painted individually for CutMap to register the material. Now you can paint a container of components and CutMap will pick-up the material in all otherwise unpainted child components.|
2. Fixes bug when using materials where the material name is surrounded with brackets, e.g., "[Color_C44]".
|CutMap 0.3.5||Minor bug fixes.|
|CutMap 0.3.4||This update fixes a bug in CutMap that affected users who use the comma as the decimal separator (e.g., "5,5mm").|
|CutMap 0.3.3||You can download this version from the SketchUp Extension Warehouse here. You can also install it directly from SketchUp. From SketchUp, open the Extension Warehouse using the Window | Extension Warehouse menu item, then search for CutMap.||Open Warehouse|
SketchUp will automatically install extensions when downloaded inside SketchUp from the Extension Warehouse. Manually installing a downloaded rbz file is also very easy.To install an rbz file:
The most common reason is that the materials in the model do not match any materials assigned to sheet goods. CutMap associates a part with a specific sheet by matching the material applied to an object in your model to a material assigned to a sheet. If you have not painted your model at all, or have painted it in materials not associated with the sheets you have selected for the project, then no parts will match-up with sheets and a cutlist will not be generated. The Using Materials tutorial explains this in more detail.
Other reasons are:
The components or groups that are showing up in the cutlist scene are probably assigned to Layer0. Layer0 is a special layer that is always visible in all scenes. Other layers are selectively visible in a scene. Cutlist scenes only show the layer that CutMap created for that cutlist (and, of course Layer0).
When creating objects (components or groups) for your model the best practice is to draw your geometry into Layer0, then when you make it into a component or group, to then assign the object to any layer other than Layer0. This strategy takes advantage of the fact that Layer0 is always visible in all scenes, so if you ever need to explode an object the geometry is guaranteed to be visible. The object itself, however, will not be visible in Layer0 which gives you the flexibility to show or hide it in specific scenes.
If you do find parts of your model in the cutlist scene it is easy to fix. Simply select the errant objects in the cutlist scene, open the Entity Info window (Window | Entity info menu item), and then select another layer from the Layers dropdown.
If the material has not not been used in your model it is not possible for CutMap to discover the name. SketchUp just doesn't make the selection available until its been used in the model.
A workaround is to simply paint something in your model with the newly selected material. Now that the material is in the model it will show up in the menu item and in the Materials tab in the CutMap window. You can always remove the material later using the CutMap: Remove material all materials context menu item.
Note that this isn't a problem with CutMap's default materials unless you have purged unused materials in your model.
CutMap is not able to get the image of materials that are not used in your model. Once you paint something in your model with the material if will be available and CutMap will be able to show the patch. The CutMap default materials are added internally to your model so these images will always be available (unless you have purged unused materials in the model). The materials you add yourself do not get this treatment, however. In a future version of CutMap we may be able to make it an option to always add the custom materials you have assigned to sheet goods to the models you are using with CutMap.
A workaround is to simply paint something in your model using conventional SketchUp methods. After that the material will be available to CutMap and you will be able to use the CutMap material methods and shortcuts.
Please see our tutorials here for help in using CutMap.
If the data in the CutMap window looks incorrect, with missing information and empty material patches, then the CutMap data may have become corrupted. This should never happen, but the software is in beta, and there are reports of this occasionally happening. We, of course, are working to make sure that this, in fact, never happens.
If the CutMap data has become corrupted it is easy to reset. In the CutMap window click on the logo while pressing the Shift + Alt keys (on Windows) or the Shift + Option keys (on the Mac). From the dialog select the option to reset global data, model data, or both. You may want to start with resetting just the model data (options local to just the current model), and if that doesn't work, then reset the global data (which are your customized sheets and materials)
Before resetting the data please file a bug report if you can. Create a bug report by doing the following:
We are very interested in getting feedback! If you have a question or a comment, a bug report, or an idea for a new feature, please send an email to: firstname.lastname@example.org Thanks!
We are preparing a new release of CutMap. Along with the free version of CutMap there will now be a reasonably priced paid version with additional features. We will always publish and support a genuinely useful free version, but we hope people will want to support the paid version so we can continue to improve the app and innovate.
The underlying cut list parsing engine is based on code in the CutList SketchUp plugin developed by Steve R., Copyright 2006-2014 daltxguy Copyright 2005, CptanPanic.