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Posts by mikechristenson

Professor of Architecture, University of Minnesota mike001@umn.edu Architect and Principal/Owner Design and Energy Laboratory, LLC mike@dandelab.com

3DS Max Design: Rendering a Still Image.

The process of rendering a still image usually follows this workflow:

Create a Camera.

Fine-Tune Camera Position and Parameters.

Adjusting a camera’s parameters.

Set up Render Parameters.

Render the Image.

 

Create a Camera.

Usually, the first step in creating a rendered still image from 3DS Max is to create a camera. There are two kinds of cameras in 3DS Max. Free Cameras are useful for creating animations (see 3DS Max Design: Rendering a Simple Path Animation). For still images, Target Cameras are more useful.

  1. Choose Create menu > Cameras > Target Camera.
  2. Click in the active viewport to set the location of the camera. Drag and release to aim the camera.

Fine-Tune Camera Position and Parameters.

Adjusting a camera’s position in the viewport. Use this procedure to manually adjust a Target Camera’s position and viewpoint.

  1. Choose Views > Viewport Configuration > Layout. Select a layout configuration with multiple viewports.
  2. Click in one of the viewports to select the Camera view. Other viewports can be set to Top, Left, etc., to provide adequate multi-dimensional views of the camera’s position in the scene.
  3. Click Apply; click OK.

Adjusting a camera’s parameters. Use this procedure to precisely adjust a camera’s parameters.

  1. Click on a camera to select it.
  2. In the Command Panel, click the Modify tab (second from left).
  3. Make adjustments under the appropriate rollout (e. g., Parameters, Depth of Field Parameters, Maxwell Parameters).

Set up Render Parameters.

Choose Render Setup (click F10, or Rendering > Render Setup) to access the Render Setup dialog box.

The Common tab includes basic settings such as render size and file destination, as well as more advanced settings for fine-tuning rendered output.

To render a single image (instead of an animation): Check the Time Output area: “Single” should be checked.

To change render output size: Make appropriate selections in the Output Size area.

To change file destination: In the Render Output area, click Files. Specify the file name, location, and type. (Note: this will turn the Save File toggle on; it will remain on until you turn it off.)

 

Render the Image.

Choose Rendering > Render.

 

3DS Max Design: Creating a Daylight System.

In 3DS Max Design, a Daylight System can be used to accurately simulate the lighting effects of natural sunlight based on location and time parameters.

To create a Daylight System:

  1. Choose Create > Lights > Daylight System (or Lighting Analysis > Create > Daylight System).
  2. In the Daylight System Creation dialog box, click Yes. (This automatically sets default parameters for the system.)
  3. Click and drag anywhere in the active viewport to set the Compass Rose. This indicates the orientation of the Daylight System.
  4. In the mental ray Sky dialog box, click Yes. (This automatically creates a sky “environment map”.)
  5. Click to place the Daylight System icon in the active viewport. Right-click in an empty area of the viewport to complete.
  6. Click Alt-B to bring up the Viewport Background options. Make sure that Use Environment Background is selected. (Alternatively, you can specify other content for the background.)
  7. In the Command Panel, under the Create tab, click the Systems button (far right side of tab).
  8. Set the day and time under the Time area.
  9. Set the location under the Location area.

Note: You can adjust additional parameters any time by clicking on the Daylight System icon in the active viewport. Parameters are available in the Command Panel under the Modify tab and the Motion tab.

3DS Max Design: Importing and Linking Models.

Linking from Revit. Linked Revit models are connected to their source file and will reflect updates made to that source. To import an existing Revit model into a 3DS scene:

  1. Choose Application menu > Import > Link Revit. (The Application menu is in the far upper-left corner of the screen.)
  2. Navigate to the Revit file, select it, and click Open.
  3. In the Manage Links dialog box, click on the Presets tab. Select the appropriate Preset (e. g., combine by material or category).
  4. Click on the Attach tab.
  5. To set the initial view (optional), click Revit View.
  6. Click Attach this file.
  7. In the Daylight System Creation dialog box, click Yes if you wish to adjust the parameters for the Daylight System. Otherwise, click No. (You can return to this option later by choosing Create > Lights > Daylight System.)
  8. Close the Manage Links dialog box. (You can return to the Manage Links dialog box at any time by choosing Application Menu > References > Manage Links.)

Linking from AutoCAD.

  1. Choose Application menu > Import > Link AutoCAD. (The Application menu is in the far upper-left corner of the screen.)
  2. Navigate to the AutoCAD file, select it, and click Open.
  3. In the Manage Links dialog box, click on the Presets tab. Select the appropriate Preset (e. g., DWG File Saved from AutoCAD).
  4. Click on the Attach tab.
  5. If you wish to import only selected layers, click the Select Layers to include button and make selections.
  6. Click Attach this file.
  7. Close the Manage Links dialog box. (You can return to the Manage Links dialog box at any time by choosing Application Menu > References > Manage Links.)

Importing a Generic .dwg file.

Use this procedure when importing a .dwg file created by any application other than AutoCAD. (You can also use this procedure with AutoCAD-created .dwg files if you wish to exclude the possibility of linking your model.)

  1. Choose Application menu > Import > Import. (The Application menu is in the far upper-left corner of the screen.)
  2. Navigate to the .dwg file, select it, and click Open.
  3. In the AutoCAD DWG/DXF Import Options dialog box, make any necessary changes to import options, or allow them to remain unchanged (default settings).
  4. Click OK.

Importing from Rhino or Sketchup. 3DS Max cannot direclty import models in Rhino (.3dm) or Sketchup (.skp) formats. However, if you save your model as a .dwg file, it can be imported using the procedure described above.

3DS Max Design: Working With Layers.

3DS Max files are organized into layers, similarly to AutoCAD or Rhino files. By default, a new 3DS Max file contains a single layer (“0”). This layer cannot be renamed or deleted.

Choose Tools > Manage Layers, or click the Layer Manager icon on the Main Toolbar.

To add a layer: Click the Create New Layer button on the upper left-hand corner of the palette.

To rename a layer: Right-click on the layer name and choose Rename.

To delete a layer: Right-click on the layer name and choose Delete.

To set a layer as Current: Click on the check mark next to a layer name.

To hide/unhide a layer: Click on the space in the Hide column.

3DS Max Design: Useful Keyboard Shortcuts.

Note: See http://en.wikibooks.org/wiki/Autodesk_3ds_Max/Shortcuts for a complete list.

        Enables the Move tool.

         Enables the Rotate tool.

         Snap toggle. This toggle enables/disables the snap settings. (Equivalent to F3 in AutoCAD.) To change snap settings, choose Tools > Grid and Snap Settings.

Alt-Q     Isolates the current selection. (To undo, choose Tools > End Isolation.)

Ctrl-V    Clones the current selection.

F10      Render setup.

Shift-Q  Renders the current scene.

 

Note: To automatically create a text file of all commands, including those with keyboard shortcuts assigned, choose Customize > Customize User Interface. On the Keyboard panel, click Write Keyboard Chart. Save the file to the location of your choice.

3DS Max Design: Basic Concepts.

What is 3DS Max Design?

The software’s primary use is for the production of photorealistic renderings of digital models. Renderings can be static (images) or dynamic (animations). Partly because of its lighting controls, 3DS Max Design is better-suited to architectural use than is the closely related software 3DS Max.

 

Resources.

If you have never used 3DS before, you should review the Essential Skills movies, which are available from the software’s Help menu. Also, Autodesk (the software company which produces 3DS, Revit, and AutoCAD) offers tutorials and learning materials in several locations:

http://www.autodesk.com/3dsmaxdesign-learningpath

http://www.autodesk.com/3dsmaxdesign-training

 

Video tutorials appear on this YouTube channel:

http://www.youtube.com/3dsmaxhowtos

 

CADTutor includes many written tutorials:

http://www.cadtutor.net/tutorials/3ds-max

 

Viewport Configuration.

It is standard practice while using 3DS to tile multiple viewports within the application window to allow for a comprehensive view of the 3D scene. Choose Views > Viewport Configuration, then Layout tab, to select from several options. The Active viewport is always bounded by a yellow rectangle. To toggle between a single Active viewport and multiple tiled viewports, click Alt-W. To adjust the size of viewports, drag the boundary between any adjacent viewports.

 

Viewport Options.

Each 3DS viewport includes a set of pulldown options in its upper-left corner, like this:

[+] [Top] [Wireframe]

Click and hold on these options to control the viewport content and mode.

 

Panning, Zooming, and Rotating Views.

Use the center mouse button to pan. (Hold Ctrl with the center button for SuperPan.)

Hold Alt with the center mouse button to rotate the view.

Spin the mouse wheel to zoom.

Alternatively, use the ViewCube in the active viewport to change the view.

 

The Command Panel.

The Command Panel is an essential part of the 3DS interface. By default, it is docked to the right side of the screen. (If you accidentally close the Command Panel, you can recover it by choosing Reset to Default State from the Workspace pulldown on the Quick Access Toolbar at the very top of the screen.)

The Command Panel includes several tabs, of which the most important is the Create tab.

 

Creating and Modifying Objects.

Creating basic objects in 3DS is a two-step process. Begin in the Create tab by selecting an object class (e. g., “Geometry”, “Shapes”, “Lights”, etc.). Click in the viewport to create the object. Once it is created, use tools in the Modify panel to adjust its parameters (e. g., height and width for boxes).

To create a box: On the Create tab, select the Geometry class. Under the Standard Primitives pulldown, choose Box. Click-drag in the viewport to define the base, then release and click again to define height. (Or, choose Create > Standard Primitives > Box.)

 

Selecting and Moving Objects.

Use the Select Object tool in the Main toolbar to select any object.

3ds_select

Use the Select and Move tool to move an object in any direction.

3ds_move

Once selected with this tool, an object displays the “Move Transform Gizmo.” To constrain a move action to an axis or plane, click and drag on the appropriate axis or plane on the Move Transform Gizmo. Precise coordinate adjustment can be made using the coordinate boxes at the bottom of the screen. Be aware of the distinction between Absolute and Offset Mode Transform commands. Offset Mode is useful for moving an object a fixed distance from its current point. The tool to change between these modes is to the immediate left of the coordinate boxes, and looks like this:

3ds_mode

Note: Particularly in scenes containing many lights, you might find it helpful to select objects from a list. Click H on the keyboard to see this list.

 

Importing an Existing Model.

3DS can import existing models from Sketchup, Revit, or AutoCAD. Under the Application menu (upper left-hand corner), choose Import. Make sure to select the proper file type.

 

Applying and Editing Materials.

3DS provides comprehensive and detailed methods for defining and editing simulated materials. Extensive libraries of predefined materials are also available; predefined materials can be edited for custom applications.

Begin the material application process by clicking M on the keyboard. This brings up a Material Editor dialog box. 3DS provides two modes for editing materials: the Compact Material Editor and the Slate Material Editor. Switch between them under the Modes dropdown menu at the top of the material editor. The following commands work within the Compact Material Editor:

To apply a simulated material to a selection: Select the objects to which you wish to apply the material. Next, in the Material Editor, select the material you wish to apply. Next, under the Material menu, click Assign to Selection.

To choose a predefined material from a library: Select a blank material from the sample slots in the Material Editor window. Next, click Material > Get Material. Browse to any material in the list, and double-click it.

To edit the characteristics of a material: In the Material Editor window, choose the material you wish to edit. Material parameters and characteristics vary by material type. Editable material attributes will appear in the Material Editor window.

 

Placing Lights.

3DS offers controls over simulated lighting from the simplest to the most complex. Here are some simple commands and tools for adding and adjusting simulated light within a scene:

To add simulated sunlight to a scene: Set the active viewport to a Top view. Click Create > Systems > Daylight System. Click “Yes” to any recommendations made by the software. Next, click and drag to set the Compass Rose (indicating North). Finally, click to set the simulated sun.

To change the simulated location, time of day, etc.: Select the Daylight system (click H for a list of objects; the Daylight system is under “Groups”). On the Motion panel, Parameters tab, location controls are under the Control Parameters rollout.

To add an “OMNI” light (i. e., a light which shines in all directions): Click Create > Lights > Standard Lights > Omni.

 

Producing a Rendering.

3DS provides multiple options for rendering (i. e., producing photorealistic images). The Mental Ray rendering engine is selected by default in 3DS Max Design. To produce a rendering, choose Render from the Rendering menu, or press Shift-Q. Either option opens a Rendered Frame window.

 

To change Render settings: Press F10. This opens the Render Setup dialog box.

To change between the default Mental Ray engine and the simpler Scanline engine: At the bottom of the Render Setup dialog box, within the Assign Renderer rollout, choose the desired rendering engine (Mental Ray by default).

To save a rendered view: After a rendering is complete, click the Save Image button at the top of the Rendered Frame window.

 

AutoCAD: Working in 3D Space.

Visualizing 3D Space.

Use the View > Views panel to choose between one of several preset orthographic and isometric views of AutoCAD’s simulated three-dimensional space.

Use the VPORTS command to configure multiple model space viewports within model space. This feature lets you view your work from several different directions simultaneously. (Also View > Model Viewports > Viewport Configuration.) [Note: model space viewports operate differently than paper space viewports. Model space viewports are easily configurable to allow simultaneous, dynamic views of a model under construction; Layout space viewports are better suited to a composition of fixed views on a page.]

Use the 3DORBIT command to control the projection by mouse. While in the 3DORBIT interface, right-click to change the projection from parallel to perspective.

 

Basic 3D operations.

The commands which you have learned in 2D work will also work in 3D. Some of the commands (ROTATE, MIRROR, OFFSET) make reference to the current x-y plane. To change the x-y plane, use the UCS command (discussed below). Tip: Be careful when you use the TRIM, FILLET, and EXTEND commands in 3D. These may not always work the way you expect them to, because of the confusion resulting from representing a 3D space on a 2D screen, and also because they don’t operate on three-dimensional solids.

 

Building a box.

The BOX command is used to build cubical volumes representing beams, walls, floors, sills, building masses, etc. To build a box:

  1. Type BOX at the Command prompt.
  2. At the prompt Specify corner of box or [CEnter] <0,0,0>, point-click or enter coordinates to specify a corner of the box.
  3. At the prompt Specify corner or [Cube/Length], point-click, enter coordinates, or select the C or L options to continue.
  4. At the prompt Specify height, point-click or enter a number to specify the height.

Related commands: SPHERE; CYLINDER; WEDGE

 

The UCS command.

Use the UCS command to temporarily change the coordinate system (i. e., the axes along which AutoCAD measures x, y, and z coordinates). UCS is especially useful for 3D work, as planes of reference often change if objects are modeled at different angles or at multiple heights.

The three-point option: To invoke this command, type UCS and then 3. Click on three points in space to define the new axes.

The align to object option: Use the hidden OB option within the UCS command to align the UCS to any visible object.

To return to the normal axes: type UCS and then W.

To generate a plan view with respect to the current coordinate system: type PLAN at the command prompt.

 

Rotating objects around a point.

Use the ROTATE command as in 2D space. [NOTE: the ROTATE command rotates selected objects around a base point on the x-y plane. To change the current x-y plane, use the UCS command. Or, to rotate selected objects around a line, use the ROTATE3D command.]

 

Rotating objects around an axis.

To rotate an object around an axis:

  1. Type ROTATE3D at the Command prompt.
  2. Select the objects you wish to rotate.
  3. At the prompt Specify first point on axis or define axis by [Object/Last/View/Xaxis/Yaxis/Zaxis/2points], click on a point on the intended base line (or use one of the other methods; see AutoCAD’s Help for additional information).

 

Creating a quick 3D drawing from existing 2D elevations.

  1. View an elevation drawing in three-dimensional space.
  2. Select the lines composing the elevation.
  3. Use the ROTATE3D command to rotate these lines about the “base line” or “ground plane” in the elevation drawing: rotate them by either 90 or -90 degrees (if you choose the wrong one, rotate them again by 180 degrees).

Extruding.

Use the EXTRUDE command to “push/pull” closed polylines (e. g. rectangles) into three-dimensional space to a given height. Tip: EXTRUDE won’t work on blocks or hatches. Tip: Use the PEDIT command to join independent lines and arcs into closed polylines. Use the PEDIT Multiple option, with a fuzz distance set to a number greater than 0, to join lines which don’t meet into a closed polyline.

 

Slicing.

Use SLICE to cut objects along a plane. This is somewhat analogous to the TRIM command in two dimensions.

Example use of the SLICE command:

  1. Construct a simple rectangular box (e. g. with the BOX command).
  2. Type SLICE at the Command prompt.
  3. Select the box.
  4. Click on three non-colinear points to define a slicing plane: for example, the midpoints of existing sides of the box, or the endpoints of temporary location lines.
  5. Click on a point on the side of the slicing plane corresponding to the portion of the object you wish to keep.

slice

 

Joining 3D Objects.

The UNION command is used to join two or more 3D objects together in a single object. Together with COPY, it can be used as a three-dimensional equivalent to the EXTEND command: For example, copy a 9-inch-high cube from 0, 0, 0 to 0, 0, 3; UNION the two objects; the result is a new object, 12 inches high.

 

Cutting Plans and Sections.

The SECTION command generates a special kind of AutoCAD object called a region. Regions are similar to closed, filled polylines; they can be extruded into solids or exploded into lines. Type SECTION at the command prompt; the command operates similarly to SLICE, except that it doesn’t require you to designate a point on the “desired side” of the plane. Also, if you want to cut a section or plan at a specific point, it may help to draw a temporary object such as a box to facilitate defining a cutting plane (per step 4 in the procedure below).

  1. Set the current layer to receive newly drawn section information.
  2. Type SECTION at the Command prompt.
  3. Select the objects to cut. (For example, draw a window around the entire model.)
  4. Click on three non-colinear points to define a slicing plane in plan or section. (For example, points on the surface of a box.)
  5. The current layer receives new objects (regions). Turn off all other layers to see these new objects. The objects can be exploded (using the EXPLODE command) to turn them into simple lines.

section

 

AutoCAD: Plot Style Tables.

A plot style is a set of instructions telling AutoCAD how to print objects. Plot styles can override object settings: for example, a plot style might instruct AutoCAD to print all objects in a drawing using black ink, rather than object/layer colors. A plot style table is a set of plot styles. Plot style tables are assigned to layouts; each layout can have a different plot style table (or no plot style table at all, meaning that no special instructions are used to print the drawing).

Types of plot style tables.

Plot style tables are of two types: color-dependent and named. Color-dependent plot style tables instruct AutoCAD to assign plotting properties based solely on object color. For example, a color-dependent plot style table might instruct AutoCAD to assign every red object in a printout a given line width. Named plot style tables instruct AutoCAD to assign plotting properties to objects independent of their color.

Color-dependent.

Color-dependent plot style tables are primarily useful for one reason: they can be used to assign printed line weights on the basis of color. This is typically how professional offices set up plot style tables, because it is equivalent to the Pen Assignments feature in older versions of AutoCAD.

Named.

Named plot styles allow a greater degree of freedom than color-dependent plot style tables, in the sense that printing properties may be assigned separately from object color. Under this scheme, plot style is an object property, like color or lineweight.

Creating a plot style table.

To create a color-dependent plot style table:

  1. Choose [Application Menu] > Print > Manage Plot Styles.
  2. Double-click on the Add-A-Plot Style Table Wizard icon.
  3. In the introductory dialog box, click Next.
  4. In the “Begin” dialog box, select “Start from scratch” and click Next.
  5. In the “Pick Plot Style Table” dialog box, select “Color-Dependent Plot Style Table” and click Next.
  6. In the “File name” dialog box, enter a name for your plot style (for example, “Style-1”) and click Next.
  7. In the “Add Plot Style Table – Finish” dialog box, click “Finish”. (The next section discusses the detail of editing plot style tables.)

[Note: Plot style tables are stored on the local hard drive and are NOT retained together with your AutoCAD drawing, should you move to a different computer. If you wish to save a plot style table together with your drawing, choose [Application Menu] > Print > Manage Plot Styles; then hold down the Shift key as you drag-and-drop the desired table to an external drive. Invert this process on the second computer. (You are copying a .ctb file between two computers.)]

 

Editing a plot style table.

To edit a plot style table:

  1. Choose [Application Menu] > Print > Manage Plot Styles.
  2. Double-click on the name of the plot style table you wish to edit.
  3. In the Plot Style Table Editor, you can view information about your table in three separate tabs. To continue with our example, choose the Form View tab. This will display information about your table as a form.
  4. Specify the colors for which you wish to designate printing attributes. (To select every color in the list simultaneously, hold down the SHIFT key as you click on the first and last colors in the list.)
  5. Specify attributes. (For example, under Properties / Color, choose Black.)
  6. Click Save & Close.

Assigning a plot style table to a layout.

Assigning a plot style table to a layout forces AutoCAD to follow the instructions in the table. To assign a plot style table to a layout:

  1. Click on the layout tab to which you wish to assign a specific plot style table.
  2. Type PAGESETUP.
  3. Click Modify.
  4. Under Plot Style Table tab, choose the plot style table you wish to assign to the layout.
  5. Click on the Display plot styles check box.
  6. Click OK.

AutoCAD: The XREF command.

Use the XREF (eXternal Reference) command to reference one drawing into another. The referenced drawing is often called a base drawing or simply an XREF. The concept is essential when you’re organizing a large set of drawings consisting (for example) of floor plans, ceiling plans, sections, title borders, etc.

 

A typical application.

A typical application of the XREF command involves the creation of “plot sheets.” Plot sheets are AutoCAD drawings which contain an XREF’d base drawing, such as a floor plan, which is viewed through a layout space viewport. Plot sheets also usually contain an XREF of the architect’s title border.

 

Example use of the XREF command.

  1. Draw a floor plan using standard AutoCAD drawing commands. Save the drawing in an accessible location (e. g., a shared drive). Close the floor plan.
  2. In a second drawing, type XREF. Right-click in the empty area of the panel to reference (“Attach”) the floor plan drawing into the model space of the plot sheet.
  3. In the layout space of the plot sheet, create a scaled viewport through which you can see the floor plan. Use the viewport to manage layers.
  4. Use the XREF command to reference a copy of the architect’s title border into the layout space. (A title border is an AutoCAD drawing containing project-specific information.) Title borders typically contain space for sheet-specific information such as a sheet number and name.

Note: Plot sheets can be composed to show multiple XREFs at multiple scales.

 

Overlay or Attach?

Every XREF is classified either as being attached or overlaid. Attached XREFs will “nest” into successive XREFs: You can XREF a drawing containing another overlaid XREF. Overlaid XREFs do not nest: if, in a new drawing, you attach an XREF containing an overlaid XREF, the overlaid XREF won’t appear in the new drawing. In the XREF dialog box, double-click on the word Attach (or Overlay) next to the XREF drawing name to change its status.

 

Common base point.

If you create a series of drawings such as floor plans, elevations, and sections, describing a single building, consider drawing each drawing such that the point (0, 0, 0) represents the same point in space in each drawing. This allows easy cross-checking of (for example) plans to sections by XREFing one into the other at (0, 0). Such cross-checking also works between floor plans – allowing easy verification of whether, for example, elevators, mechanical shafts, and exterior walls align between drawings.

 

Multiple users.

By default, AutoCAD will prevent other people on a network from opening a drawing if that drawing is XREFerenced into your drawing. If you wish to disable this feature, and allow other users to edit the XREFs, type OP; click on the Open and Save tab; under External References, set Demand Load to “Enabled with copy.”

 

Binding XREFs.

To “break the link” between an XREF and its host drawing, and to permanently insert the XREF within the host: in the XREF Manager dialog box, highlight an XREF and click Bind. Choosing Insert is equivalent to using the Insert command to copy an external .dwg file into the host drawing. Choosing Bind inserts the XREF into special new layers, intentionally keeping the XREF layers separate from the host drawing layers.

AutoCAD: Layouts and Viewports.

Each AutoCAD drawing contains at least one layout space. A layout space differs fundamentally from the (singular) model space, in that every layout space has edges corresponding to a specific paper size.

Model space and layout space.

Each AutoCAD drawing contains only one model space; however, a model space is practically infinite in extent (no edges). Drawings are usually created in model space, and layout space (also called paper space) is used to format views of those drawings on paper.

Initial activation.

When a layout space is initially activated (the first time the corresponding Layout tab is clicked), AutoCAD displays a default page size with a single viewport (see below). Type PAGESETUP to bring up the Page Setup dialog box, prompting you to define a printer and paper size. Each layout space in a drawing may be formatted for a unique printer and/or a unique paper size.

Viewports.

When a layout space is initially activated, AutoCAD automatically creates a viewport. So-called paper space viewports are analogous to windows or holes in a piece of paper through which a drawing can be viewed at a particular scale. Using viewports, multiple views of a single drawing, or of multiple drawings, may be formatted on a single layout (i. e.  a piece of paper). Each viewport may be configured with its own settings for scale and layer visibility.

Basic viewport operations.

To delete an existing viewport: type PS [enter], then type E [enter], select the viewport (click on its edge), [enter].

To make a new viewport: type PS [enter], then type MV [enter], then click on two points (a corner and an opposite corner) to define a rectangle.

To resize an existing viewport: type PS [enter], then click on the existing viewport, and drag its corners to new locations.

To copy an existing viewport: type PS [enter], then type COPY [enter], click on the existing viewport, [enter], and indicate base and displacement points.

To move an existing viewport: type PS [enter], then type MOVE [enter], click on the existing viewport, [enter], and indicate base and displacement points.

To make the frame around a viewport disappear: type PS [enter], then click on the boundary of the viewport, and use the layer pulldown palette to assign the viewport to a new layer. Turn this layer off, or freeze the layer.

 

Viewports and scale.

By definition, when a model space drawing is viewed through a paper space viewport, the drawing is seen at scale. The ratio between the actual size of the drawing and its printed size is called the scale factor.

 

Changing viewport scale. To change the apparent size (i. e. the scale) of a drawing within a viewport: type PS [enter], then click on the edge of the viewport, then click on “Standard Scale” and select a scale from the list.

OR… Type MS [enter], click inside the viewport, type Z [enter] (for ZOOM), and then type 1/nXP (where n equals the desired scale factor, such as 1/96 for 1/8” = 1’-0”).