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Contents
Introduction ............................................................................................................................................................ 2
Measuring Length ................................................................................................................................................. 3
The Law of One Length ....................................................................................................................................... 4
Applying the Law of One Length: A Simple Cone ...................................................................................... 6
Problem-Solving with the Law of One Length ........................................................................................... 8
Pillow-Sewing: A Naïve Approach to Making Patterns ....................................................................... 10
Gussets ................................................................................................................................................................... 11
Designing a Gusset ............................................................................................................................................. 12
Darts ........................................................................................................................................................................ 15
When Mathematics and Reality Collide ..................................................................................................... 16
Conclusion............................................................................................................................................................. 18
Introduction
The latter problem is one which has many applications beyond just making plushies.
It’s the fundamental problem of cartography: How does one attempt to take the three-
dimensional Earth and turn it into a 2D map? When doing so, there are two characteristics
that one would like to preserve. The first is that we would like the map to have a uniform
scale, which is to say that any two points which are, say, an inch apart should be the same
distance apart on the Earth, regardless of the absolute positions of these points. The second
is that we would like the map to be continuous; aside from the borders of the map, there
should be no gaps between any two points. If you’re an avid cartographer, you’ll know that
it’s impossible to satisfy both of these properties; the myriad of different maps out there is
a testament to the fact that if it was possible, somebody would have found out by now.
And such is the case with plush-making. Realistically speaking, it is more or less
impossible to construct “perfect” shapes like spheres, but we can do our best to
approximate what a sphere should look like, using the stretchy properties of fabric to help
us out. Though pattern-making requires meticulous attention to detail, it can be
surprisingly imprecise at times. My goal is to give you an idea of the types of
approximations you can use to develop your patterns.
3
Measuring Length
Before I begin, I want to talk a little about the notion of length. You’re probably
thinking, “I don’t need to be told what length is! How stupid do you think I am?” But a
thorough understanding of length is vital to making good plushie patterns. Fortunately, it’s
not a hard concept to explain; the most you’ll need is an understanding of the Pythagorean
Theorem.
Yeah, you remember the Pythagorean Theorem, don’t
you? That says that if you want to find the length of the
hypotenuse of a triangle, in this case 𝑐, you follow the
relation 𝑐 2 = 𝑎2 + 𝑏 2 , or 𝑐 = √𝑎2 + 𝑏 2 .
So what does this have to do with measuring length? The
Pythagorean Theorem gives us a way to measure the length
of any line. Well, we’d like a way to be able to measure the
length of a curve, something more sophisticated than taking
a piece of string, laying it on top of the curve, and then
measuring the length of the string. In essence, what we’re
going to do is “approximate” a curve using straight lines; that way, our estimate of the
curve’s length is simply the sum of the lengths of each of the individual lines.
For instance, take a look at the black
curve to the right. We could approximate
its length simply by measuring a straight
line distance from the start to the end of
the curve, denoted by the green line.
Clearly this will not give us a very
accurate estimate of the black curve’s
length. We could try the two piece
approximation given by the red path; this
is slightly better, but still not very good. If
we try a four-piece estimate, indicated by
the blue path, you can see that the blue path is much closer to the black curve than the
other two approximations, which will give us a better approximation of its length. In
general, we could increase the number of lines we use in our approximation to as large of a
number as we want; however, at some point, adding more lines to our approximation
wouldn’t help the approximation significantly. In particular, as we continue to increase the
number of lines we use in our approximation, the sum of the lengths we get will begin to
converge to a fixed number; that fixed number is the length of the path.
In practice, we’ll never need to find the exact length of a path; usually an
approximation of 5-12 lines, depending on the shape of the curve, will suffice.
4
you tried to connect the two. To solve this problem, we could shrink the piece on the right
down vertically until the lengths of the
two sides matched.
When would you actually want to
do this though? I actually used this
technique on my Sliggoo plush. Sliggoo’s
body is composed of a front body piece
and two side body pieces; the front
piece has a curved border which
connects to the side body piece, which
has a straight border. This gives the
plush the correct curved shape from the
front, but allows the side of the body to connect
smoothly to the front.
6
Note that when I say “naïve”, I do not mean “bad”; I mean that the method of pattern
making I am about to describe is something that is perfectly intuitive and something a
beginner would naturally want to do, but could nonetheless be improved upon.
Naturally, very few plushies are going to be just simple geometric
shapes (unless you’re making “cubies”, but if that’s all you’re out to
make you’re probably not going to be needing anything I say in this
tutorial). For instance, let’s suppose we were attempting to make a
pattern for Togetic on the right. In particular, let’s focus on the body.
Ignoring the colored triangles, one can see that Togetic’s body is
symmetric; therefore, you could just attempt to trace out the shape of
the body, make a mirrored copy, and then sew the two on top of each
other. If you did that, you would end up with a pattern piece like the one
below. Just make a mirror copy, sew them together leaving the neck
open, and then stuff! Easy, huh?
Not so fast; while the end result you would get would
look somewhat close to your target, the main thing you would
be immediately disappointed by is that the body would not be
nearly wide enough. It would not look as round and ovoid as
desired, but rather would look thin, with kinks at the seams of
the pattern. This is why I refer to this technique as “pillow-
sewing”; the end result would look more like a pillow. While this
approach may work for some shapes, it would not work for
geometric shapes with depth, like spheres (you couldn’t take
two circles and sew them together to get a sphere). However,
this two-dimensional approach is leading us in the right direction; we need a way to take
this simple two-dimensional approach and give it the desired width.
11
Gussets
Designing a Gusset
As mentioned, designing a gusset can be quite difficult if you don’t know how to get
started. However, there is a fairly methodical approach that can help you get started.
1. First, determine the length of the gusset to be made, and then create a vertical line of
that length.
2. Mark points at regular intervals on the part of the pattern where the gusset is to be
attached, and mark those corresponding points on the vertical line.
3. At each marked point, determine the amount by which the body should be widened
at that point. Then draw a horizontal line of that length intersecting the
corresponding point on the vertical line.
4. Once all the points are marked, draw a curve as best as you can that passes through
the endpoints of the horizontal line.
5. Resize the gusset so that the length of the curve is the same as the original length of
the vertical line. (Remember, curves are always longer than lines when they start
and end at the same points!)
Let’s run through this example using Togetic above as an example. We would like to attach
a gusset to Togetic’s body on the right in order to make Togetic’s body wide. Walking
through the steps, we have:
1. To the right, I have marked Togetic’s body with a
start and an end. These points are where the
gusset will be attached to the body. I’ve then
marked out regular intervals between the part of
the body between the Start and the End, nine of
them to be exact. Your marks don’t have to be at
completely even intervals. Once we do this, you
can approximate the length of the curve from
Start to End by summing the lengths of the line
intervals between Start and 1, 1 and 2, etc., all the
way up to 9 and End. In this case, the curve ends
up being about 300 pixels long, so I will create a corresponding vertical line
of 300 pixels, which is to the right of the body piece.
13
2. Next, we mark this vertical line with the points corresponding to points 1
through 9. The end result looks something like the line to the right.
3. At each of the points, we decide how much width needs to be added to the
body. For this particular body piece, we will assume that at S and E, the width
of the gusset will be zero. We then need to determine how much width will be
added at points 1 through 9.
This is a process which can be tricky and depends on the nature of the plush.
However, sometimes you can make some mathematical assumptions which
can help give an explicit number on how long the horizontal line should be.
For instance, suppose we’re at point 6 on Togetic’s body and we’re attempting
to determine how much width to add at point 6. To get an estimate, we can
assume that if you were to take a vertical cross-section of Togetic’s body at
point 6, then that cross-section would take the shape of a circle. If this is the
case, how much width is missing? If we were to sew the two mirrored body
pieces together, then the total
length around that part of the
body would be 2𝐿. However,
if this is actually supposed to
be a circle, then circles have a
circumference of 2𝜋𝑟. In this
𝐿
case, 𝑟 = 2, so the
circumference of the circle is
𝜋𝐿. Then the amount of
“missing” width between the
circle and the body is
approximately 𝜋𝐿 − 2𝐿 =
(𝜋 − 2)𝐿. In this case, we would choose to make the
horizontal line through point 6 have the corresponding
width of (𝜋 − 2)𝐿.
To fix this, just approximate the length of the curve again, and then scale the piece
down appropriately. For instance, if my original vertical line was 300 pixels tall, but
I ended up with a curve that was 400 pixels long, then we would like to scale down
300
the gusset piece by a factor of 400 = 75%.
Darts
Gussets are great for widening patterns as well as giving them curvature, but
sometimes there isn’t enough room on a pattern piece to fit a gusset, or sometimes a gusset
fails to provide the desired curvature. In these situations, darts can come to the rescue.
In order to understand darts, you first
need to understand a little bit about sphere
patterns. To the right are two pieces of a
typical four-piece sphere pattern. If you were
to sew together four of these pieces, you
would end up with a shape that resembles a
sphere.
Suppose that we overlapped the two
pieces as shown in the bottom image into a
single piece. We see that we have a little
notch in the top and bottom of the piece
which we can sew together. When sewn
together, these darts would provide a little bit
of curvature, similar to the curvature of a
sphere. As such, we have created a pattern
piece which by itself can have curvature. These little
notches are examples of darts.
In short, a dart is any sort of notch or cut
which is placed into a pattern piece with the
intention that you sew the dart together before
attaching the piece to other pattern pieces. Darts
have a variety of purposes, but all of them involve
reshaping a pattern piece into a more desired form.
Darts can be used for a wide variety of
purposes, and I will admit that I don’t understand
them fully, so I’ll refer you to Voodoo-Tiki’s Pony
Mane and Tail Tutorial which, despite the name,
contains advice about darts (and other pattern-
related tips) which apply to any pattern-making
endeavor.
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I would like to take a moment to make a disclaimer which I probably should’ve put
in the beginning of the document; everything I have just documented represents my
personal approach to making patterns. I’m willing to bet that most plushie makers
probably don’t ever pull out calculators when designing their patterns, let alone export
numerical data sets into Excel (although who knows, maybe I’m wrong). Furthermore, I am
willing to concede that this approach does not work 100 percent of the time, and that in
recent times I have gotten quite stuck on making patterns. However, this does not mean
that the aforementioned approach is devoid of value; indeed, I owe the fact that I came this
far in plush-making to my rigorous approach to making patterns. Nonetheless it is
important to acknowledge the shortcomings of my approach, of which there are many.
The number one pitfall with the approach I
mentioned is that it fails to take into account that
pattern pieces are printed out onto fabric, which is
inherently stretchy. For example, consider the
cone pattern described earlier in this document. If
we were making the cone out of construction
paper and leaving it hollow, then there would be
no issue. However, the fact that we are making the
cone out of fabric, which comes in various degrees
of stretchiness, and then stuffing the cone to
rigidity means that the end result is going to have
a bulge to it, which will affect the final product’s shape. For instance, consider my Carbink
plush. I began Carbink’s plush pattern with the assumption that Carbink’s rock base was a
pyramid with an octagon base. However, as you can see, once stuffing is applied, the top of
the octagonal pyramid bulges upward and there is a clear outward bulge on the rest of the
rock.
For another example of a pitfall, consider the gusset we designed for Togetic’s body.
In determining the width of the gusset at point 6, I made the innocuous assumption that,
without the gusset, the cross-section of the fully-stuffed pattern after being sewn would
have a perimeter of length 2𝐿. However this may not be the case; after being packed with
stuffing, the fabric is likely to stretch to such a degree that the perimeter when stuffed
would be, say, 2.3𝐿. This would mean that my original estimate for the width of the gusset
would have been too large, and as a result the final pattern might turn out fatter/wider
than expected. The only way around this is to use your intuition; if your mathematical
estimate is consistently too large, then in the future, still use the mathematical approach to
estimate a width, but then scale it down according to what you’ve previously observed.
17
An alternative title for this section could have been “The Importance of Pattern
Testing”, because really that’s what it all boils down to. You can make theories about
pattern shapes and tests until you’re blue in the face, but if you never stop yourself in the
middle of the process to actually ensure that the shape you’re envisioning is the shape
you’ll get, then you’re inevitably going to end up wasting a lot of fabric when you try to
make your plush and it turns out different from what you imagined.
I’d like to mention two other things, both of which I briefly mentioned in my
Beginner’s Tutorial. First, don’t be afraid to modify existing patterns. If there’s a feature
from a pattern you previously used that you liked, e.g. you really liked the shape of the
head, attempt to modify that pattern into something you can use for your current project.
Even if you can’t directly reuse the pattern piece, try to identify the properties of the
pattern piece which gave you the design element you liked. In particular, for me, I’ve made
a lot of plushies for Pokémon with very round, circular designs (e.g. Goomy, Slurpuff, and
Aromatisse), so I relied immensely on modifying the basic four-piece sphere pattern for my
needs. In fact, if you look at my Goomy pattern, you’ll notice that the tops of the heads are
just the top half of the sphere patterns. Take advantage of the resources that other people
have provided for you.
The second thing I want to reiterate is the importance of taking risks. Sometimes,
you’ll have no idea how to replicate a particular feature on something you’re making. For
instance, I attempted to design Togetic’s head, and had no idea at first how to replicate the
spikes on its head. If you have some crazy ideas on how you might pattern out a feature,
don’t be afraid to try it out! Especially when it comes to pattern-making, failures are
absolutely constructive in that they guide you in the right direction and also help reconcile
pattern-making theory with reality. However if your crazy idea works out, then you have a
new patterning technique which you know you can apply to all of your future projects!
Furthermore, when you test a pattern and it turns out just as you wanted, it’s like striking
gold. Never get discouraged!
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Conclusion