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Inserting viewport over existing viewport

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Message 1 of 8
Anonymous
29571 Views, 7 Replies

Inserting viewport over existing viewport

I am wanting to insert a second viewport over an existing viewport and have the information in the existing viewport behind the second viewport and not seen.  I want the second viewport boundary to be the "trimming" edge of the existing viewport.  How do I do this?

7 REPLIES 7
Message 2 of 8
nwray
in reply to: Anonymous

Hi Jeff,

 

I believe that you will not be able to put one viewport "over" another one without encountering errors.  What you can do that will get that effect is to make a polygonal viewport (one of the options when you create a viewport) and leave a "cut out" area where you can put another viewport.  This will look like a viewport within a viewport without actually being one.

 

Norm

GIS Specialist

BOXX Technologies APEXX 2 2402 Workstation
Intel Core i7-6700K @ 4.4 GHz
32 GB RAM / 500 GB SSD
NVIDIA Quadro M2000 Graphics
Windows 7 Pro 64 bit C3D 2017
Message 3 of 8
Anonymous
in reply to: nwray

That would work, but the viewport I am wanting to insert is in the middle of the existing viewport.  I was able to put it all together in model space so only had the one viewport, just not how I wanted it to be done.

Message 4 of 8
nwray
in reply to: Anonymous

Try this:

 

Draw the border for your bigger viewport, then draw the border for your smaller viewport somewhere inside it (don't actually make viewports, just draw out how you want the borders).  Enter the command "REGION", select the two objects, and hit enter.  This creates two regions (check the object properties).  Now you can enter the command "_SUBTRACT", which will have you select the main region (the bigger one), then select the region that you are subtracting (the smaller one).  When you execute this command, you will get one region with a "hole" in the middle.  Now you can choose "view..viewports..object" and select the region.  This should create a viewport with a hole in the middle.  Once that is done, you can just create another viewport in the hole, and your drawing should look like you have one viewport on top of another.

 

I tried doing this by creating an mpolygon with an "island", but the viewport command will not recognize a mpolygon as a valid boundary (no idea why, it's basically the same as a region).

 

Hope that works.

 

Norm

GIS Specialist

BOXX Technologies APEXX 2 2402 Workstation
Intel Core i7-6700K @ 4.4 GHz
32 GB RAM / 500 GB SSD
NVIDIA Quadro M2000 Graphics
Windows 7 Pro 64 bit C3D 2017
Message 5 of 8
donnancmom
in reply to: nwray

worked like a charm.  thanks.

Message 6 of 8
andrew.challans
in reply to: nwray

Thanks Norm that works perfectly.

Message 7 of 8

Hey all. I'm trying to use this method. I can generate the region with the hole in the middle. I convert it to a viewport, and add another round viewport to the whole I've created. In paperspace, everything looks and acts correctly. I can adjust the contents of each of the viewports, etc. 

 

When I print, the rear(large) viewport, despite having a hole in it, shows as if it does not have a hole. I've seen this method listed in various places, so I'm convinced I'm missing some small detail.

Message 8 of 8

Replying to my own question.....


Somewhere else I found reference to circles not working with viewports well. I redid my region using a 100 sided polygon to mimic a circle. Subtract in order to create the viewport with a now polygonal hole in it, then added another normal round viewport on top. Now everything seems to be working correctly, and the polygon hole is excluding other objects as expected.

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