COURSES / DRAWING MACHINES / LECTURES / DAY 01 ← PREV 03 / 07 NEXT →
DAY 01 THU · 09:30 — 12:30 07 TOPICS 1 INTERACTIVE · 3 DIAGRAMS

Drawing with
Machines.

Foundations. We start at the machine itself — motors, controllers, and the coordinate systems that translate a vector on a screen into a stroke of ink on paper. Then we make our first marks.

01

Anatomy of a drawing machine.

A drawing machine is a small, deliberate robot. Two motors drive a tool across two axes; a third raises and lowers it. Behind them sits a controller — a microcontroller running firmware that turns instructions into stepper pulses. The tool is the end-effector: the part of the machine that meets the world.

Most drawing machines are Cartesian — they move along straight, perpendicular axes. Some, like the AxiDraw, use a CoreXY belt arrangement so the two motors share the load of both axes. The mechanics differ, but the contract is the same: tell the machine where to go, and it will go there.

FIG 1.1  Cartesian machine anatomy STATIC · LABELS 06
CONTROLLER +X +Y MOTOR MOTOR Y-RAIL Y-RAIL GANTRY (X) END-EFFECTOR WORK SURFACE
FIG 1.1 — Plan view. Components shared by the ACRO A1, ACRO 1515, and AxiDraw.
  • Motors. Steppers; turn in discrete steps. Resolution = steps per millimeter.
  • Controller. Reads instructions (often G-code), produces motor pulses.
  • End-effector. The tool that meets the material — a pen, a blade, a brush. Swappable — this matters for Day 3.
  • Work area. The rectangle the end-effector can reach. Smaller than the bed.
02

Vectors, not pixels.

A digital image can describe a picture in two fundamentally different ways. Raster images (JPG, PNG) store a grid of coloured pixels — great for photographs, useless for a machine. There are no coordinates to follow, no paths to trace. Vector images (SVG, PDF, DXF) store geometry — points, lines, curves. A machine can read these directly: each element is already a set of move-and-draw commands.

Quick test: zoom in. Blurry = raster. Sharp = vector.

FIG 1.2  Raster vs. vector STATIC · 2 PANES
RASTER · PIXELS Zoom in → blurry. No path data.
VECTOR · PATHS Zoom in → sharp. Coordinates the machine can follow.
FIG 1.2 — Same curve, two representations. Only the vector gives a machine coordinates to follow.

SVG is XML, human-readable, and every design tool exports it. A <path> element is literally a list of move-and-draw commands: the same primitives any machine speaks.

03

Coordinate systems: screen vs. world.

Designing for a machine means moving between two coordinate systems. The screen — where you sketch — counts pixels from the top-left, with +Y pointing down. The machine — where the drawing lands — counts millimeters from the bottom-left, with +Y pointing up.

The conversion is almost trivially simple. The bug, when it happens, is almost always silent: your drawing comes out upside-down.

FIG 1.3  Screen-space ↔ world-space INTERACTIVE · DRAG THE POINT
SCREEN SPACE · PIXELS · +Y ↓ 0,0 +X +Y X 120 px Y 60 px
WORLD SPACE · MM · +Y ↑ 0,0 +X +Y X 120.0 mm Y 140.0 mm
Origin · Screen TOP-LEFT · (0, 0)
Conversion world.y = canvas.h − screen.y
Origin · World BOTTOM-LEFT · (0, 0)
FIG 1.3 — Drag the yellow point in either pane. Coordinates update in both, with units swapping pixels ↔ millimeters.
"Master the difference between screen and machine."

The same idea applies to most creative-coding tools: p5.js, Processing, and HTML canvas all use screen-space by default. Blender, Unity, and most CAD tools use world-space. Machines speak world.

04

How machines read & interpret data.

Most drawing machines speak G-code: a flat list of move instructions. G0 means "travel" (tool up); G1 means "draw" (tool down). Coordinates are absolute, in millimeters.

FIG 1.4  Vector → SVG → instructions → mark STATIC · 4 STAGES
01 · VECTOR +X +Y 02 · SVG <svg> <path d=" M 30,130 L 70,30 L 110,90 L 150,40 L 175,130"/> </svg> 03 · INSTRUCTIONS G0 X30 Y130; move M3 S100; tool ↓ G1 X70 Y30; draw G1 X110 Y90 G1 X150 Y40 G1 X175 Y130 M5; tool ↑ 04 · MARK +X +Y
FIG 1.4 — Vectors become markup become instructions become motion. Every drawing round-trips this loop.
  • G0 / G1. Travel and draw. Tool up vs. tool down.
  • M3 / M5. Activate / deactivate the end-effector (e.g. servo for a pen).
  • Feed rate. How fast the head moves. Slower = wetter ink, deeper cuts.
  • Order matters. Path order determines job time. Sort to minimise travel. See drawscape.io/resources/optimize.
05

SVG authoring pipelines.

Any tool that exports SVG can feed a drawing machine. The landscape breaks into desktop editors, tablet apps, web tools, and code. Pick what matches your practice — then build a pipeline that ends in a clean .svg file.

Tool landscape

  • Inkscape — Free, open-source, cross-platform. The default for machine artists.
  • Adobe Illustrator — Industry standard. Paid. Excellent SVG export.
  • Affinity by Canva — Free desktop app. Full vector editor.
  • Adobe Fresco — Free. iPad only. Natural brush engine for hand-drawn work. Exports PDF.

Multi-tool pipeline recipes

  • Hand-drawn: Adobe Fresco (iPad) → Export PDF → Import in Affinity → Export SVG
  • 3D: Rhino or Blender → Export PDF/DXF → Import in Illustrator → Export SVG
  • Web-based (no install): Turtletoy, plotter.vision, SquiggleCam. See Resources for more.
  • Code-based: p5.js, Processing — generate SVGs programmatically.
  • Match document size to your machine's work area or aspect ratio. Set units to millimeters early.
  • Test on letter-size paper before committing to large stock.
06

Talking to the machine.

Each machine has its own native control software — the interface you use to load files, set the work origin, and send jobs. You can use these, or just make your own: in the end, they all move by receiving simple encoded serial commands.

By machine

Preview tools

  • vpype — CLI for SVG optimization and preview. vpype read input.svg show
  • OpenBuilds CONTROL — built-in 3D toolpath preview.
  • Saxi — browser-based preview for AxiDraw.
07

Get drawing.

We have 25 participants and three machines — so most of your time is spent off-machine, preparing your file. But the goal is to learn the difference between screen and machine, not to make a great drawing. Iterate quickly now, and the great drawings come later.

"The best drawings are the ones the machine disagrees with."

Group demo

The instructor runs some live drawings on one machine while everyone observes: we'll go over the importance of homing, setting the origin, doing a dry run (tool up), then finally draw.

Off-machine prep

This is where you spend most of your time — everyone works simultaneously.

  • Choose or create an SVG. Size it to 20cm.
  • Optimize the SVG — remove hidden layers, merge duplicate paths, sort to minimise travel.
  • Upload your file to the group folder.

Quick machine check

  • Load your file. Verify the origin. Do a dry run (tool up) to confirm bounds.
  • ~1 minute per person — be ready when it's your turn.

20cm canvas

Each participant gets a 20cm diameter circular canvas. One drawing, one tool, one pass — keep it simple. The goal: a finished piece by end of Day 1 you'd put on a wall. All canvases mount together as a collective exhibition in the gallery.