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PVA - Jim

Multi-View Interface

Multi View Requirements  

30 members have voted

  1. 1. What would Multi View need to include for it to be useful to you?

    • Select which view each of the view windows displays.
      28
    • Control the Class and/or Layer visibility in each view separately.
      18
    • Drag separate view windows of the same file apart from each other, onto separate monitors if desired.
      23
    • Have separate render modes and/or projections for each view window.
      26
    • Control how many views are displayed.
      27
    • Shortcut to quickly toggle between multi view and single view.
      22
    • Separate Clip Cube for each view window.
      11


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And to restate an observation I made elsewhere.... different viewports would need different perspective settings because orthogonal views need to be true views (eg. top/right/left etc.) while 3d views should have perspective.

 

KM

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I was just checking to make sure I wasn't missing something obvious, I am glad everyone's response was effectively a nicely-worded version of: "Yeah Active View only, Duh."

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I think I get it.

 

Jim asked if 3DCon should control all views at once ?

No ! Just one view only.

The one where the cursor currently hovers over.

 

I don't like an "active" view. And even less the need to actively switch to activate one.

All viewports need to be active the same time.

 

And as C4D finally is able to restrict an activation of a camera to the Perspective Window only,

and not apply to the "active" view (thank god with R18 now),

 

If you all need, I could live with a restriction of a 3D Mouse to effect the one Perspective Viewport only.

But see no advantage.

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The "Active" view is what was meant by the view that was currently being moused over. Not like having to click a checkbox or select an Active Layer from a dropdown menu.

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Yes, everything fine, all viewports accept inputs directly.

 

Just the use of a 3D Mouse controlling all viewports at the same time was so abstruse for me that

I even misunderstood the question :)

It doesn't happen for view changes with a normal mouse either.

 

Here too . Active View.

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Is there a way to have multiple simultaneous views of a 3d model while in the design layer ? Im setting out the internals of a data cabinet and i need to make sure that everything fits in, in 2 planes, both the front facade, but also depth wise. 

 

Ive tried doing it in 3d and keep changing the the view, and also tried drawing in 2d with a front and side elevation and manually keeping them in sync, but both processes are a bit tedious, i would love to be able to do it in 3d and have 2 views that are both live updating and editable at the same time. 

 

Is this possible ? 

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I think I somehow missed the Poll (?)

 

 

  • 1. Select which view each of the view windows displays.
    1 +++
     
  • 2. Control the Class and/or Layer visibility in each view separately.
    0
     
  • 3. Drag separate view windows of the same file apart from each other, onto separate monitors if desired.
    0 (0,001)
     
  •  
  • 4. Have separate render modes and/or projections for each view window.
    1 +++++
     
  • 5. Control how many views are displayed.
    1 +++
     
  • 6. Shortcut to quickly toggle between multi view and single view.
    1 +++++
     
  •  
  • 7. Separate Clip Cube for each view window.          0
 
 

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4.

Perhaps it would be possible by this to finally separate Orthogonal Views (Front/Left/Right/Back/Top/Bottom)

from the 3D View Settings.

(Render Mode and Perspective Mode)

 

6.

I have the luxury of an App that can maximize the current View Window the cursor hovers by pressing

NumBlock 0.

For any kind of Window.

So useful also to temporarily access things like Dialogs, Resource Manager, OIP and such things.

It maximizes a Window inside the View Block. So for the 4 Drawing Windows View Block, maximizing/decreasing

a single view lets you also switch through Views very fast and easy.

 

7.

If clip cube for orthogonal views means that you can control front and back Clipping Planes,

it can be useful to set different clippings.

Like a very small depth of Front view, to just get snapping height points at interest,

while keeping full model top plan zoom to access the whole building and such things.

But not so much important, as I think.

 

 

I 98% of time use 3+1 Mode = 3x orthogonal wireframe views + 1 shaded perspective or Isometric

So I like to be able to group settings for similar view types.

Like object type display filters, render modes and even zoom level connection.

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5 minutes ago, zoomer said:

4.

Perhaps it would be possible by this to finally separate Orthogonal Views (Front/Left/Right/Back/Top/Bottom)

from the 3D View Settings.

(Render Mode and Perspective Mode)

 

This is required and long overdue. An orthogonal view in perspective is pretty much useless for editing a model in.

 

KM

 

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Would be nice to have 3 On/Off Buttons for RenderMode in Quick Settings +  1 Perspective On/Off

(Configurable. I mostly need Wireframe, OpenGL and last used RW Mode, others may use HL, Aquarell and what else)

Or better small transparent Icons in View Border.

 

I could live well 98% if there would be standard Plan View Render Mode separated for Orthogonals vs Isometrics,

Perspective On/Off Isometrics only.

I said this initially after the release in VW 2015, what we got was QS boxes for the old behaviour in VW 2016.

Then I could live with the tedious DropDowns that need so much concentration.

 

Even in Isometrics, I sometimes need to switch to Wireframe.

And each time I have to decide if I will need that so often that it is better to switch the whole QS Setting or

just temporarily change Rendermode by the DropDown only, for a few times :)

 

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