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Dressmaker Companion

Cutting planner

How much fabric does it take to cut?

Pick a single pattern or a whole dress and the planner lays the real pieces out on a 1.3-wide bolt, holds the grain you ask for, and reports the cloth each fabric needs with the cutting steps it takes.

1,852 panels · 215 cuttable cuts · game data build 25482629

What are you cutting?

What is on the table

Choose the part and the pattern. The layout follows the pattern you pick, never the other way round.

This Bodice is laid out at the neutral mannequin's measurements until you pick a customer.

Change pattern

Pattern

See every pattern in the catalogue

Who is it for?

A bodice is cut to the bust and the waist, a skirt to the waist and the hips. Sleeves and collars are cut identically whoever wears the dress.

Cutting for the neutral mannequin

Type measurements

The same three numbers the game fits a dress to.

The neutral mannequin sits at 0.10 bust, 0.20 waist and 0.25 hips.

How straight must the grain run?

Straight down the bolt is a perfect grain. A piece turned across the bolt scores lower, and a piece on the bias ignores the direction altogether.

A tighter grain usually costs a little more cloth. The table under the layout shows what each target would take.

The plan

Best layout found

The packer tries several orders and keeps the shortest run it finds. That is a result, not a proof that no shorter layout exists.

Cloth needed
0.54Summed over every fabric in the plan.
Average grain
92.9The weakest panel came out at 75.
Panels
7Cut from 1 garment parts.
Cutting steps
1The cutting table reaches 10.00, so longer layouts are cut in more than one pass.

Fabric needed

The length this cut takes off the bolt, drawn from the panels' real outlines.

  • Unassigned fabric0.54Cut from Bodice7 pieces · 1 cutting stepsNo fabric chosen, so these parts are planned together on one bolt.

The layout

One drawing per cutting step, to scale. Every piece of this cut is in its place on the bolt, with the line the scissors follow.

Unassigned fabric0.54 of cloth used · 1.30 wide
Undershirt Front · Rotation 270° · Straight down the bolt · Grain 100Undershirt Back · Rotation 270° · Straight down the bolt · Grain 100Bodice Front · Rotation 270° · Straight down the bolt · Grain 100Apron Belt Front · Rotation 270° · Straight down the bolt · Grain 100Bodice Strap Right · Rotation 180° · Straight down the bolt · Grain 75Bodice Strap Left · Rotation 180° · Straight down the bolt · Grain 75Apron Belt Back · Rotation 270° · Straight down the bolt · Grain 100BBBBBBB
BBodice · 7 panelsDashed rule: the line you cut along.

Each piece is labelled with the part it belongs to. Solid outline is the seam line the pieces are fitted along, dash-dot is the line the scissors follow.

The order to cut in

The cutting table reaches 10.00 of cloth in one pass, so anything longer is cut in stages. Cut the steps in order and pull more cloth off the bolt between them.

  1. Step 1 — Unassigned fabric0.54 of cloth · 7 pieces

Grain and cloth

What the grain costs on this bolt.

Cloth on this bolt
0.54
Average grain
92.9
Weakest panel
75

Grain is scored per panel: a piece lying straight along the bolt scores 100, a piece turned across it scores lower, and a bias piece ignores the direction. The average is weighted by panel.

What each grain target would take

Each target laid out on the fabric that takes the most cloth, so the cost of a straight grain is visible beside the saving.

What the game counts

The Sketchbook works out what a cut will take from the area of its panels. A layout works it out from where the panels actually land. Both are printed here, because they rarely agree.

Sketchbook estimate
0.76
This layout
0.54
Difference
0.22

Neither figure is wrong. One is what the game charges you in the Sketchbook before you cut, the other is how much cloth the pieces really use once they are nested.

How it reads

How this plan is made

Every part is measured and grown on its own before anything is packed, so a sleeve is never stretched by the customer's bust. Then the parts that wear the same fabric are nested together on one bolt. Seam allowance is added around each piece and the pieces are fitted seam line to seam line, which is why two panels can sit closer than they look like they should.

How the layout is worked out

  1. The panels are builtEach part is grown from its own pattern: measurements first, then the width cap the game applies to a large customer, then seam allowance around every edge.
  2. The parts are grouped by fabricParts that wear the same fabric go onto one bolt. Parts that wear different fabrics never share one, because that would be a plan for cloth the dress does not use.
  3. The pieces are nestedThe pieces are turned to the grain you asked for and nested seam line to seam line, and the shortest run the packer finds is kept.
  4. Long runs are split into stepsA run longer than the table's reach is split at a straight line into steps, so every step can be cut on the table as it stands.

What it does not do

  • Layouts are planned for a 1.3-wide bolt, the width the game's own cutting table works to.
  • A panel is placed by its real outline, holes and all. Bounding boxes are never used to stand in for a shape.
  • The planner reports cloth, never money. The game prices a dress with its own formula, and that formula is not a layout.
  • Average grain is reported. The grade a dress earns also counts fit and sewing, which are not decided here.

The parts on the table

The game's own line art for each part of the dress, so a slot name and a shape on the table are the same thing.

Is this the least fabric possible?

The packer is a search, not a solver: it lays the pieces out in several orders, keeps the shortest run, and can miss a better arrangement. A shorter layout may exist. What the planner does promise is that combining the parts on a shared fabric is never reported as better than it is — when the combined run comes out longer than cutting the parts one after another, the shorter of the two is what you get.

Verified on game data build 25482629.

Questions

Cutting questions

  • How much fabric does a whole dress need?

    Add up the cloth each fabric needs: the planner reports one figure per fabric, because two fabrics are two purchases. A dress cut from a single fabric is one figure. Panels are nested on a 1.3-wide bolt, so the figure is a length of that bolt rather than an area.

  • Can a bodice, sleeves and a collar share one piece of fabric?

    Yes, as long as they wear the same fabric. Parts that share a fabric are laid out together on one bolt, so a sleeve can drop into the space a bodice leaves beside the table's own edge instead of starting a new length.

  • Why is the combined layout shorter than adding up the parts?

    Because laying the parts out together finds gaps that three separate layouts cannot. The planner reports both numbers on every shared fabric: what the parts need cut one after another, and what they need cut together. If the combined layout does not come out shorter, you are shown the shorter of the two.

  • Do sleeves and collars change with the character wearing the dress?

    No. A bodice is cut to the bust and the waist, and a skirt to the waist and the hips. Sleeves and collars are cut from the same pattern for every customer, so changing the character rescales the bodice and the skirt and leaves the rest alone.

  • What is a cutting step?

    One pass over the cutting table. The game's table has a reach of 10, so a layout longer than that is split at a straight vertical line and cut in more than one go. Each step is drawn separately and each carries its own length, because each one is a separate length of cloth you pull off the bolt.

  • Does a stricter grain target use more fabric?

    The grain target is a floor rather than a setting: every panel is placed at that grain or better, and a stricter floor usually costs a little more cloth. The table under the layout lists each target beside the length it needs, so the trade is visible before you choose.

  • Is the fabric on the plan what the dress will cost?

    They are separate numbers on purpose. The cost of a dress is worked out from the game's own fabric formula, which is not the length a layout uses, so the cloth this planner reports says what to buy and the cost calculator says what it charges. The planner refuses to price anything.

Planning a cut

A layout is the answer to a question the game leaves open. The Sketchbook tells you what a cut will take before you start, but it works from the area of the panels, and panels do not tile: two bodice halves leave a wedge between them that a sleeve can sit in, and a collar can drop into the gap beside the table's edge. The only way to know how much cloth a dress really takes is to place the pieces and measure.

That is why the planner separates the fabric. A dress wearing two fabrics is two purchases, and a single combined figure would send you to the shop with the wrong number in your head. Each fabric gets its own layout, its own length and its own cutting steps.

Sharing a bolt is where the savings are. When three parts wear the same fabric they are laid out together, so the pieces interlock instead of each part paying for its own leftover edge. The planner reports both numbers on a shared fabric — the parts cut one after another, and the parts cut together — and shows you the shorter one, so a combined layout is never worse than the plan you would have made by hand.

Two things stay outside this page. Money is the game's own formula and not a layout, so a plan never becomes a price. And a grade is built from grain, fit and sewing together, so the grain reported here is one input to a score rather than the score itself.