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Rotate UCS with base coordinates
I want to rotate viewport and have base coordinates (point seen in model has same coordinates as the same point seen in viewport). When I rotate UCS according to my knowledge coordinates are different.
My method is as follows:
1. UCS > Z > Angle
2. plan > current
And then coordinates are different.
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Assuming you do not want to rotate the UCS nor any drawn objects in modelspace and you only want to rotate the VIEW of your viewport that's on a layout tab.
Example: You want to rotate the VIEW in the viewport 30-degrees counter clockwise (your angle may vary). After rotating the view seen inside your viewport you want the X,Y coordinates acquired while in the viewport to be consistent with the unrotated conditions back in modelspace. Is this description correct?
Go to your layout tab and activate the viewport. Then do this::
- UCS=>Z=>30 <<Cursor crosshairs and UCS icon will be rotated 30 degrees CCW. Objects will appear as non-rotated. The small square normally displayed on the UCS icon at the intersection of X- and Y-axes is no longer there. The small square on the icon indicates World coordinates. Since that square isn't displayed, coordinates are not World>>
- PLAN=>Current <<Objects in the viewport will now appear as rotated. The UCS icon will have horizontal and vertical axes. Cursor crosshairs will be horizontal and vertical too. The coordinates are still NOT accurate.>>
- UCS=>World <<The small square on the UCS icon now appears which means World coordinate system have been restored. Coordinates of objects in the VP are now consistent with coordinates in modelspace.>>
- Optional, PLAN=>World <<This returns your view that's displayed in your VP back to World CS. The small square on UCS icon will be displayed and crosshairs will be vertical and horizontal. The UCS icon will also have vertical and horizontal axes and the small square on the UCS icon has returned. Your VP display is a reflection of modelspace conditions.>>
Chicagolooper