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  1. #1
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    Default Rotate Viewport

    How do you rotate a viewport?

    Thank you very much.

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    AUGI Addict cdatechguy's Avatar
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    Default Re: Rotate Viewport

    Quote Originally Posted by Spanky View Post
    How do you rotate a viewport?

    Thank you very much.
    MVSETUP -->Align-->Rotate View...
    Michael "MP" Patrick
    "I only drink :coffee: until it's acceptable to drink :beer: or :whiskey: or :wine:"

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    Default Re: Rotate Viewport

    I use DVIEW => All => TWist

    The viewport has to be active. You will need to input the rotation you would like at this point. Just follow the remaining prompts.

    I haven't heard of the MVsetup before. I tried it and both have about the same number of steps.

    Just another option.

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    Default Re: Rotate Viewport

    Quote Originally Posted by margaretl View Post
    I use DVIEW => All => TWist

    The viewport has to be active. You will need to input the rotation you would like at this point. Just follow the remaining prompts.

    I haven't heard of the MVsetup before. I tried it and both have about the same number of steps.

    Just another option.
    DVIEW is mostly used for 3D objects.....MVSetup is specifically used for viewports.
    Michael "MP" Patrick
    "I only drink :coffee: until it's acceptable to drink :beer: or :whiskey: or :wine:"

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    All AUGI, all the time Richard.Kent's Avatar
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    Default Re: Rotate Viewport

    Both of the solutions given are good answers, either will work. If you want to know what those commands are doing in the background, so to speak, read on.

    You can accomplish the same objective by manipulating the UCS and then use the Plan command. So, you start by using UCS, Z, 90. Plan, Current.

    The 90 is for rotating the "view" 90 degrees, plug in any other value for other angles. Don't know the angle?, then use UCS, Object, pick an object to align to, or UCS, 3, then pick three points, the first and second points will describe the X axis, the third point will describe the Y axis.

    Again, after using those methods, invoke Plan, C, and you have the same results as the other methods.

    If you know you will simply need to rotate the view 90 degrees often, then it is easy enough to write a simple macro or lisp routine for
    UCS;Z;90;;PLAN;C;

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    All AUGI, all the time CADDmanVA's Avatar
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    Default Re: Rotate Viewport

    Quote Originally Posted by kent.elrod View Post
    ...You can accomplish the same objective by manipulating the UCS and then use the Plan command. So, you start by using UCS, Z, 90. Plan, Current....
    Cool! I always used DVIEW for rotating Viewports. Now I know a simpler way, thanks!

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    Default Re: Rotate Viewport

    I select an entity I want to be the new positive x-axis, and use UCS, E (entity) option, then plan. Another method is UCS, 3P (3 point), where you define a new origin, and positive x and y axes.

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    Certifiable AUGI Addict tedg's Avatar
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    Default Re: Rotate Viewport

    I have a routine I wrote for creating views around a plan for creating building sections and elevations, it does what's been described, rotates the usc, sets the plan view, zooms extents and names the view. It does this on all four sides of the plan, then you simply restore that named view ("front", "right", "back" and "left") while in model space or through a viewport.
    Code:
    ;;;;MAKE-VIEWS.lsp  by Ted G.
    
    ;;;Makes four views around a plan View for projecting geometry 
    ;;;to create Building Elevations and Sections 
    
    ;;;It's assumed the "front" of the building is at the bottom of the plan
    ;;;while in the world coordinate system.
    
    (defun c:4v ()
    (command "ucs" "w" "plan" "")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "FRONT")
    (command "ucs" "z" "90" "plan" "current")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "RIGHT")
    (command "ucs" "z" "90" "plan" "current")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "BACK")
    (command "ucs" "z" "90" "plan" "current")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "LEFT")
    (command "-view" "restore" "FRONT")
    (princ))
    (princ "  MAKE-VIEWS loaded")
    (princ ", type: 4V")
    Hope it helps, it's been made part of our standard procedures.

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    Default Re: Rotate Viewport

    Quote Originally Posted by tedg View Post
    I have a routine I wrote for creating views around a plan for creating building sections and elevations, it does what's been described, rotates the usc, sets the plan view, zooms extents and names the view. It does this on all four sides of the plan, then you simply restore that named view ("front", "right", "back" and "left") while in model space or through a viewport.
    Code:
    ;;;;MAKE-VIEWS.lsp  by Ted G.
    
    ;;;Makes four views around a plan View for projecting geometry 
    ;;;to create Building Elevations and Sections 
    
    ;;;It's assumed the "front" of the building is at the bottom of the plan
    ;;;while in the world coordinate system.
    
    (defun c:4v ()
    (command "ucs" "w" "plan" "")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "FRONT")
    (command "ucs" "z" "90" "plan" "current")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "RIGHT")
    (command "ucs" "z" "90" "plan" "current")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "BACK")
    (command "ucs" "z" "90" "plan" "current")
    (command "zoom"  "e"  "zoom"  ".9x")
    (command "-view" "save" "LEFT")
    (command "-view" "restore" "FRONT")
    (princ))
    (princ "  MAKE-VIEWS loaded")
    (princ ", type: 4V")
    Hope it helps, it's been made part of our standard procedures.
    i have no idea what this means. do you mind explaining?

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    Default Re: Rotate Viewport

    Quote Originally Posted by kent.elrod View Post
    Both of the solutions given are good answers, either will work. If you want to know what those commands are doing in the background, so to speak, read on.

    You can accomplish the same objective by manipulating the UCS and then use the Plan command.

    Again, after using those methods, invoke Plan, C, and you have the same results as the other methods.
    Never manipulate the UCS on a Civil/Survey/GIS drawing to rotate the view. All our work is based on coordinates. It could have catastrophic results.

    This macro works well in Model Space either in a Paper Space viewport or from the Model tab, you cannot twist Paper Space.
    Code:
    ^C^C_dview;all;;tw;\;^P(progn(setvar "snapang" (- (getvar "viewtwist")))(princ))

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