AutoCAD EXERCISE

3D ART GALLERY


  1. Begin the AutoCAD program.
  2. Open exercise no. 2, and save it as "[your initials]6.dwg."
  3. When you begin this new drawing, you will be in Paper Space, because that is the space you were in when you last saved Exercise No. 1 just prior to plotting. Since Exercise No. 1 forms the foundation for this exercise, you will still be in Paper Space when you begin this exercise.
  4. Erase the single viewport already created in the Exercise No. 1 - type e<RET> and select the rectangle which looks like a border around the drawing (in Paper Space). When you erase the viewport, do not be alarmed - it will appear that the drawing itself has been erased, but it has not. It will be visible again after you create new viewports in the next step.
  5. Create four viewports: First set the current layer to A-SHEET. From the pull-down menu, select "View," then "Floating Viewports," then "4 Viewports." In response to the Command prompt <First Point> type 0,0<RET>. In response to the Command prompt "Second Point" type 10.5,8<RET>. You will now see 4 equally sized viewports filling the screen with the image of the model of the room with double doors showing in each viewport.
  6. Switch to Model Space by double-clicking on the word Paper at the bottom of the AutoCAD window.
  7. If it is not already the active viewport, activate the lower right viewport by placing the cursor arrow in it and clicking with the pick button (left button) of the mouse. This will make it the "current" viewport and will be active and until changed again. Note that the crosshairs are now appearing in this viewport. It will be the viewport you will now be drawing in.
  8. Just to make sure that the drawing is properly displayed at 1/8"=1'-0" scale within the lower right viewport, zoom to extents and reset the plot scale factor by typing the following: Z<RET>E<RET><RET>1/96XP<RET>
  9. Note that the number "1/96" is the plot scale factor for 1/8"=1'-0" scale, and is derived by dividing 1/8" by 1'-0" (=1/96). The "XP" refers to Paper Space scaling, so be sure to include the "XP" after the scale factor number. Each viewport may have a different plot scale factor, and thus may appear relatively smaller or larger than other objects on the same drawing sheet. This method has a great deal of use in being able to plot several scales of a plan or details of a plan on the same sheet of paper.
  10. Note that this may be done at any time to any viewport, while in Model Space.
  11. To be able to return to this view again in the future, if for some reason the magnification of the viewport gets changed while you are working in the drawing, you should save a "view" of the image with the correct zoom scale factor in this viewport. To do that, Select from the Pull-down menu "View" then "Named Views..." This will bring up the "View Control" dialogue box. Select "New" box, then type the name for this view: PLAN. Then select the "Save View" box. Then select "OK." The parameters and scale of this particular way of looking at this model have thus been saved under the name of "Plan." When you save your drawing file, this permanent and retrievable "view" will be saved with it. If you want to restore this view at any time in the future in any viewport, simply select from the Pull-down menu "View" then "Named Views..." and then select the "Plan" view to highlight it within the dialogue box, then select the "Restore" box, and then select "OK." You will be making "views" of the other viewpoints that will be setup for this exercise, and you should make it a habit to do this for all of your drawings where you want to have more than one way of looking at the model. Creating and using views is one of the easiest ways to save time with AutoCAD.
  12. So far you have been drawing a two-dimensional plan only. You will now give a three-dimensional form to the plan by changing the "thickness" of the walls and the doors. "Thickness" (in AutoCAD terminology) is the height of an object along the Z-axis. Normally, unless you set it to some other dimension, you will draw all objects with a thickness of  0.
  13. To change the thickness of the walls, select from the Pull-down menu "Modify" then "Properties...." This will prompt you to "Select objects: " Then pick all of the walls, including the jambs of the doors, and end object selection by clicking the right button on the mouse or typing <RET>. The "Change Properties" dialogue box will appear on the screen. This Dialogue Box will allow you to change the color, layer, linetype and thickness of the objects you have selected. You only want to change the thickness of these lines, so double-click in the box to the right of the word "Thickness:" and then type in 10'. Then pick the "OK" button. This will change the walls to being 10 feet high. Do the same for the doors, except make them 7 feet high. Leave the arcs which represent the swing of the doors at 0" thickness.
  14. Activate the upper right viewport by placing the cursor arrow in it and clicking with the pick button of the mouse. This will make it the "current" viewport and will be active and until changed again. Note that the crosshairs are now appearing in this viewport. It will be the viewport you will now be drawing in. The lower right viewport will remain showing the plan as it was, correctly scaled to 1/8"=1'-0". Type Z<RET>E<RET> to get the drawing to show up within this viewport if it is not visible.
  15. In order for you to see the change that has been made to the model by giving the walls and doors a thickness, and now be able to view the drawing in three dimensions in this viewport, you will need to change your "viewpoint."
  16. VPOINT<RET>1,-1,1<RET>
  17. This immediately changed your "viewpoint" to an isometric viewpoint, looking from the lower right corner of the drawing and above the ground (a typical isometric viewpoint). This viewport will not be zoomed to a plot scale, but will simply be plotted at its current magnification. This is acceptable for pictorial views. However, if you want to display the isometric to a specific scale, you may do so by following the same method you did with the plan in step 7 above. Note that the lower right viewport will continue to show the model in plan view, looking from directly above after this step.
  18. Make a "View" of the isometric image using the method described above in step 8 above. Call this view "ISO-4-OCLOCK." This is an arbitrary but understandable name that means that it is an isometric view as seen from the 4:00 o=clock position. You can give saved views any name you want, but you cannot use spaces or slashes within the name.
  19. Switch the current viewport to the upper left viewport by clicking within it. Note that the crosshairs now appear within this viewport. To change the Viewpoint to an isometric looking from the lower left corner of the model and from above it, type the following: VPOINT<RET>-1,-1,1<RET>
  20. Make a "View" of this isometric image using the method described above in item 8. Call this view "ISO-7-OCLOCK."
  21. Next, switch the current viewport to the lower left viewport by clicking within it. Note that the crosshairs now appear within this viewport. To change the Viewpoint to an isometric view looking from the upper left corner of the model and from above it, type the following:
  22. VPOINT<RET>-1,1,1<RET>
  23. Make a "View" of this isometric image using the method described above in item 8. Call this view "ISO-10-OCLOCK."
  24. Now that each viewport has been assigned a specific view for plotting the drawing later, we can get serious about drawing the rest of this model, complete with all of the other items that will make up the Art Gallery. We can temporarily "put away our paper" by changing the "Tilemode" variable back to 1. This will disallow viewing or working in Paper Space, and will permit an easier process of drawing in Model Space. You will find drawing in 3d much easier when drawing exclusively in Model Space. To set the Tilemode variable back to 1, double-click on the word "Tile" on the bottom of the screen. This will turn on the variable Tilemode and disable paper space. Note that the word "PAPER" on the bottom of the screen automatically becomes changed to "MODEL" and the icon on the lower-left corner of the drawing now is the Model Space UCS icon.
  25. Select the 4-O=clock isometric position to draw the model in. To do this, select from the Pull-down menu "View" then "Named Views..." then pick the "ISO-4-OCLOCK" view. Then select "Restore" and then "OK."
  26. To make it easier to freeze and thaw separate walls in various viewports later so that the interior of the art gallery can be seen behind the wall in front, you must change each wall's layer to be on a separate layer. To do this, create the following four new layers, and color them all yellow:
  27. To change the lines representing the north wall to the A-WALL-NORTH layer, select from the Pull-down menu, "Modify" then "Properties..." Then pick the lines representing the north wall which you want to change to another layer. Then hit <RET> to confirm your pick. Then select the "Layer..." button from the "Change Properties" Dialogue Box. Select the A-WALL-NORTH layer from the list in the "Select Layer" Dialogue Box. Then select the "OK" button. These lines have now been changed to the A-WALL-NORTH layer. Do the same thing to the walls on the east side of the room -- change them to the A-WALL-EAST layer. Change the lines on the south side of the room to the A-WALL-SOUTH layer, and change the walls on the west side of the room to the A-WALL-WEST layer.
  28. You will notice that the wall portion above the doors (the so-called "header") is not yet drawn. To complete the room enclosure, you will need to draw this header. Zoom in on the doors. Set the current layer to A-WALL-HEAD by picking on the current layer name in the Toolbar and scrolling up or down to find the layer "A-WALL-HEAD" and picking on that. Draw two lines OSNAPping to the endpoints of the door jambs. Then change both the "elevation" (height of bottom of the objects above the ground plane) and the "thickness" height of object from its own bottom to its own top). To change the elevation after drawing the lines, Select the "Move" command. Pick the two lines to change, then <RET> to confirm the object pick. Then type 0,0,7'<RET><RET>. Then change the thickness of these two lines by selecting the "Edit" pull-down, then "Properties" then type P to select the previously selected lines. Double click in the box after the word "Thickness" and type in 3' <RET><RET>. You will be able to see the change before your very eyes.
  29. Zoom Previous to return to the previous overall isometric view. Type Z <RET> P <RET>.
  30. Make a "User Coordinate System" parallel with the north wall so you can draw paintings on it. So far we have only drawn in plan, using the standard coordinate system which comes set by default when you begin your editing session, called the "World Coordinate System." In this standard coordinate system, the origin of the XYZ axis (0,0,0) is at the lower left corner of the drawing, the positive X direction is toward the plan east, the positive Y direction is toward the plan north, and the positive Z direction is coming out of the plan toward the viewer. In order to draw anything in elevation using AutoCAD, such as the paintings on the walls of the art gallery, you will need to have a coordinate system created which is parallel to each wall. The coordinate system on which the paintings on the north wall will be drawn, for instance, will have has its origin at the lower left corner of the wall, its positive X axis to the right (east) along the base of the wall, its positive Y axis toward the ceiling, and has its positive Z axis out toward the center of the room perpendicular to the face of the wall.
  31. So that we can see the location of the UCS origin and be able to tell which UCS is active, we will need to turn on the UCSICON and have it jump to the current UCS=s origin. If the UCS Icon is not currently turned on so you can see it, select from the Pull-down menu, "View," then "Display" then "UCS Icon," then check the word "On". You should now be able to see the icon on the lower left corner of the screen, if you did not before. To position the icon at the "origin" of the UCS, select from the Pull-down menu, "View," then "Display" then "UCS Icon," then check the word "Origin." This will make the icon for the UCS in this viewport appear at its "origin" and has the advantage of being graphically easier to visualize. The "origin" is the point 0,0,0 in each coordinate system. Each UCS has its own origin, or 0,0,0 point. When the variable Tilemode is turned off (set to 0), and you switch to Model Space to reveal the multiple viewports, you will see that each viewport's display of the UCSICON is independent and will need to be turned on and set to its origin individually for each viewport.
  32. Create a "User Coordinate System" (also called "UCS") parallel to the north wall, Type UCS <RET> then type 3<RET>.
  33. To save this UCS so that it can be restored later (always a good idea to do), type DDUCS<RET>. This will bring up the "UCS Control" Dialogue Box. Click on the word "*NO NAME*" in the dialogue box at the top. Then double-click on the word "*NO NAME*" in the box to the right of the "Rename To:" button. This will highlight it. When it has been highlighted, type in the name you want to give it. I suggest the name NORTHWALL. Then select the "Rename to" button, then select the "OK" button. This User Coordinate System, now called "Northwall," will be saved with the drawing. Just like layers and viewports, there can be only one UCS active at any time. If, in the future, a different UCS is active and you want to draw on the north wall of this art gallery again, you will be able to make the NORTHWALL UCS current (active) by typing DDUCS <RET> and then selecting the word NORTHWALL from the list of created UCS's, then selecting the "Current" box, then "OK."
  34. Make a "User Coordinate System" parallel with the east wall: Change your viewpoint to the ISO-10-OCLOCK view. and follow the same steps described for the north wall above. Name this UCS "EASTWALL."
  35. Looking from the same viewpoint, make a "User Coordinate System" parallel with the south wall. Name this UCS "SOUTHWALL."
  36. Change back to the World Coordinate System (plan coordinate system). The easiest way is as follows: type UCS<RET><RET>.
  37. Make the ISO-4-OCLOCK view current again. To do this, select from the Pull-down menu "View"  then "Named Views..." then pick the "ISO-4-OCLOCK" view. Then select "Restore" and then "OK."
  38. Return to the World Coordinate System: Type UCS<RET><RET>.
  39. Cap the tops of the walls. To do this, first create a new layer called A-WALL-TOP and make it the current layer. Type BPOLY <RET>. Select the "Pick Points" button from the "Boundary Creation" Dialogue Box. Pick a point anywhere between the wall lines. Then hit a <RET> to finish the command. You will see the edges of the base of the wall highlighted, and when you hit <RET> a "polyline" will be drawn around the inner surfaces of the walls. A polyline is a series of lines which are connected together and become one single object. They have special abilities, such as the ability of turning them into solids which cannot be seen through and will hide lines behind them when the "HIDE" command is invoked. To convert the polyline to a solid, select from the Pull-down menu, "Draw" then "Solids," then "Extrude," then type L<RET><RET> (this will pick the "Last" object drawn). Type .001 <RET> <RET> in response to the "Height of extrusion" prompt. Move this  solid to the top of the wall by using the MOVE command. Type M<RET> L<RET><RET>.  Then type 0,0,10'<RET><RET>.
  40. Cap the top of the header over the door.  This is easily done by first drawing a rectangle at the top of the header, and then converting it into a solid similar to the step above.  You can make it easier to draw this rectangle by first changing the current elevation to 10' (Type ELEV<RET>10'<RET><RET>) Remember to set the current elevation back to 0 after you are finished with this step.
  41. Put a floor in. To do this, first create a new layer called A-FLOR colored red, and make it current.  Select the "Rectangle" command from the Draw pull-down menu. OSNAP one corner of the rectangle to the lower left corner of the room, and OSNAP the other corner of the rectangle to the upper right corner of the room. Select from the Pull-down menu, "Draw" then "Solids" the "Extrude," then type L <RET> <RET>. Type .001 <RET> <RET> in response to the "Height of extrusion" prompt.
  42. Make the Northwall UCS Current. To do this, type DDUCS <RET> and then select the word NORTHWALL from the list of created UCS's, then select the "Current" box, then "OK."
  43. Make the A-WALL-NORTH layer current.
  44. Draw paintings on the north wall: The paintings you will draw are all rectangles of a size you will determine, and are all 2" thick. They are solid on their surfaces and will be various colors. They will be drawn on a separate layer corresponding to the layer of the wall on which they are drawn.
  45. Set the current thickness to 2" so that all paintings drawn will be 2" thick (that is in the Z direction or out away from the wall). To do this, select the "Format" pull-down menu, then "Thickness."   Then type 2<RET>.
  46. 2" then becomes the "current" thickness. Remember to set the current thickness back to 0 (zero) after drawing the paintings on the three walls, otherwise, everything from this point on, until you change it again, will be drawn with a thickness of 2", which is normally not desirable.
  47. To draw the paintings on the north wall, select from the "Draw" pull-down menu, then "Rectangle." Pick a point for the lower left corner of the rectangle on the north wall surface, then pick a point for the upper right corner. Do this for several paintings of varying sizes. Try to compose this wall as nicely as possible, just as if you were actually hanging real paintings.
  48. If you want to move a painting that you have already drawn, try to use the "Grips" mode for moving -- it is really fast! Click on the rectangle at the "Command:" prompt. This will show the grips at each corner of the rectangle. Then make one of them hot by clicking on it and turning it red. Then hit the spacebar on the keyboard to toggle the grip edit function to "Move". Simply move it and click on the point you want to move it to. Easy as pie.
  49. Now to see what this drawing will look like with "hidden lines" removed, type HIDE<RET>. After a second or two, the isometric drawing will be changed to show only actual surfaces which would be visible by a person assuming that the objects are solid. Note that the paintings are not complete, in that they are the 2" thick outlines (like frames) only and do not have solid surfaces. To see what this room will look like with colored shading added, type shade<RET>. To get the unshaded image back, type regen<RET>.
  50. In order for the paintings to have solid surfaces, a 3DFACE must be added to each painting. First make all lines visible again by typing regen<RET>. Then, from the pull-down menu, select "Draw," then "Surfaces," then "3D Face."
  51. Snap the corners of the 3DFACE to the four endpoints (corners) of the painting, one painting at a time. Make sure that you OSNAP to the endpoints, and make sure that the point OSNAPped to is the outer face of the painting. It is easy to miss, so you may want to zoom into an area to OSNAP. Do this for all of the paintings on the north wall. To test that you have picked the right endpoints to snap the 3DFACEs to, invoke the SHADE command again.
  52. To make the drawing look more interesting, change the color of each of the paintings. To change the color of the paintings, select from the Pull-down menu "Modify," then "Properties..." Pick the painting to change with a crossing window to select both the edge of the painting and the 3DFACE of its surface. Click the right button of the mouse to confirm object selection. There should have been 2 objects selected (for one painting). The "Change Properties" Dialogue Box will appear. Pick the "Color..." button from the Dialogue Box, and then select a color from the palette which will pop up.
  53. Alternatively, first pick the objects with the pick box (grips will appear). Then pick the color drop down list to the right of the Layer drop down list, and pick a color.
  54. Draw paintings on the east wall: Switch the view to the ISO-10-OCLOCK viewpoint. Change the current user coordinate system to the EASTWALL UCS. Change the current layer to the A-WALL-EAST layer. To do this, select the layer box on the Toolbar and scroll up or down to find the A-WALL-EAST layer. Pick it. Then draw several paintings, put 3DFACEs on them and assign different colors to them. Carefully consider composition and color distribution just as a curator would. You may want to hang some circular paintings also (sparingly). Note that circles come complete with their own tops, so you will not need to place 3DFACEs on them. It would be difficult to put a 3DFACE on a circle anyway, if you had to, so it is a good thing that they do not need any. Circular paintings are called "tondos" and were favored by some Renaissance artists such as Raphael and Michaelangelo.
  55. Do the same as above for the south wall, drawing on A-WALL-SOUTH layer and on the SOUTHWALL UCS.
  56. Setup plan, elevations and isometric views: Once the paintings have been drawn, the entire room can be plotted showing the plan in the lower right viewport, the elevation of the south wall in the upper right viewport, the elevation of the east wall in the upper left viewport, and an isometric view in the lower left viewport. Follow the steps below:
  57. Turn Tilemode off by double-clicking on the word "TILE" at the bottom of the screen. This will bring back the Paper Space viewports. Switch to Model Space, if you are not in Model Space (Double-click on the word "PAPER" at the bottom of the screen so that it turns into the word "MODEL." Make the upper left viewport active by clicking in it. Make the EASTWALL UCS current by typing DDUCS<RET> selecting the EASTWALL UCS and making it current. Then type PLAN<RET>. A "plan" of any UCS is defined as a view in the -Z direction perpendicular to its XY plane. Therefore, the plan of the EASTWALL UCS is what we would normally call an "elevation" of the east wall.
  58. Thaw all layers. Type -LA <RET> T <RET> * <RET> <RET>. [Note that you will need to precede the letters "LA" with a dash ( - )]
  59. You will need to freeze the layers A-WALL-WEST, A-WALL-HEAD, A-WALL-TOP, and A-DOOR in this current viewport only in order to eliminate the west walls, doors, header above the doors, cap on wall, etc. from interfering with a clear view of the east wall elevation. To do this, bring up the Layer and Linetype Properties dialogue box, and click on the icon which looks like a sun with a overlapping square to turn it into a snowflake with a overlapping square for the layers A-WALL-WEST, A-WALL-HEAD, A-WALL-TOP, and A-DOOR. This will freeze that individual layer in the current viewport only, while leaving it thawed in the other viewports. Then select "OK."
  60. Zoom this viewport to the correct scale. Type Z <RET> E <RET> <RET> 1/96XP <RET>, to make the east elevation appear at 1/8" = 1'-0" scale in this viewport. You may "pan" the drawing to center the elevation drawing directly above the plan. Panning will not change the zoom scale.
  61. Make the upper right viewport active. Make the NORTHWALL UCS current. Then type PLAN <RET>. This will produce an elevation of the North wall. You will then need to freeze the A-WALL-SOUTH, A-WALL-TOP, and the A-DOOR layers in this viewport to eliminate the paintings on the south wall, the cap on the walls, and the doors from showing up in this elevation. Follow the procedure described in step 41 above.
  62. Zoom this viewport to the correct scale. Type Z <RET> E <RET> <RET> 1/96XP <RET>, to make the east elevation appear at 1/8" = 1'-0" scale in this viewport. You may "pan" the drawing to center the elevation drawing directly above the plan. Panning will not change the zoom scale.
  63. Click on the lower left viewport. Restore the ISO-7-OCLOCK viewpoint in this viewport. Do not freeze any entities in this viewport. Zoom this viewport to Extents.
  64. Click on the lower right viewport. Type UCS <RET> <RET> for an easy way to make the World Coordinate System the current UCS. Type PLAN <RET> <RET>. This will make the viewport show a plan.
  65. Freeze the A-WALL-HEAD and the A-WALL-TOP layers in this viewport. If you do not remember how to do this, review step 39 above.
  66. Zoom this viewport to the correct scale. Type Z <RET> E <RET> <RET> 1/96XP <RET>, to make the east elevation appear at 1/8" = 1'-0" scale in this viewport. You may "pan" the drawing to center the elevation drawing directly above the plan. Panning will not change the scale.
  67. Align the Plan and North Elevations so that one will appear directly below the other in typical orthographic projection fashion. This is not as straightforward as it should be because the plan and elevation are shown in separate, independent viewports. Use the following method for aligning the plan in the lower right viewport with the north wall elevation in the upper right viewport:
  68. In Paper Space, draw a construction line from a building element that appears in both viewports (e.g., the ENDpoint of one of the walls) on the floor plan, straight up through the top viewport above it. Now MOVE the whole top viewport so that the same point will be on this line. To do this, turn ORTHO on, issue the MOVE command, select the top viewport to move (pick a point on the viewport border), OSNAP the "base point" to the same point of the elevation view in the top viewport as the point in plan from which you drew the line. Then OSNAP PERpendicular to the construction line you just drew for the "second point of displacement." The top viewport and its contents will now be moved over so that points all line up from one view to the other. Erase the construction line. Stretch the sides of the top viewport to adjust it so it is lined up with the bottom viewport. The easiest way of stretching viewports is to pick them at the Command: prompt to put grips on their corners, make one of the grips on the viewport you want to move "Hot" by picking it, and then "stretching" it to snap into a grip on the corner of the other viewport.
  69. Align the east elevation in the upper left viewport with the north elevation in the upper right viewport using the same method as you did to align the plan and north elevation.
  70. Draw a human figure for scale: Make the lower left viewport current. Make the NORTHWALL UCS current. Make the layer A-DOOR current. The A-DOOR layer is frozen in the other viewports, and therefore the human figure will only show up in the isometric view, which does make sense, I am sure you will agree. Draw the outline of a 6'-0" high standing human figure by using a "Polyline." A polyline is a special type of line in which several segments are connected together and become one entity. Polyline can be drawn by selecting "Draw" from the pull-down menu, then "Polyline". You can close the last segment of the polyline back to the first, by typing C <RET>. When you have finished drawing the outline of the human figure, make it into a solid. To do this, select from the Pull-down menu "Draw" then "Solids" then "Extrude" then pick the human figure to extrude. Type 8 <RET><RET> in response to the prompt "Height of Extrusion." This will convert the hollow polyline into a fine, fully figured, and solid human companion.
  71. Make the World Coordinate System current. The fastest way of doing this is to type UCS <RET><RET>. Use the "Move" command to move the figure out into the room and away from the wall. Move it to a location so that the figure will be visible when hidden lines are removed. Rotate the figure 30 degrees around its base. Select the "Rotate" command from the "Modify" pull-down menu then select a "base point" near the center of the figure at its feet. Then for the rotation angle type 30<RET>. This will make the figure look more natural.
  72. Switch to Paper Space.
  73. Zoom to the extents of the Paper Space border by typing Z<RET>E<RET>. Next type DDEDIT<RET> to bring up the text editing dialogue box. Pick the title line of text with the pickbox. Place the cursor at the date and change the date to the date you will be turning this drawing in for grading. Also, use the keyboard cursor control keys (the arrow keys) to move the cursor within the dialogue box to the last number and change this number to Exercise No. 3.
  74. Prepare the drawing for plotting: Since you will want to remove hidden lines in the isometric view when you plot, select "View" from the pull-down menu, then "Floating Viewports,", then "Hideplot," then type ON<RET> then select the viewport in which you want to hide the lines during plotting by picking its viewport border. It will not hurt to pick all the viewports for hiding lines.
  75. Save the drawing: Select "File" from the pull-down menu, then "Save." Since you opened the drawing and gave it the name of FEH6, it will be automatically saved to that name without any further input from you. Of course, you should have been saving this drawing about every ten minutes, so I really do not have to tell you again how to do this. However, you should always save the drawing just prior to plotting.
  76. Plot this drawing. Plot the drawing in Paper Space at a scale of 1=1. See the main handbook text for instructions on how to set this up. Select from the pull-down menu "File" then "Print." Select the Windows System plotter, and set the plotter parameters and pen assignments. Since you are plotting in Paper Space and you have already selected viewports in which to hide lines, there is no need to check the box marked "Hide Lines" in the Plot Configuration dialogue box.
  77. When plotting is finished, if you are satisfied that everything is OK, close (exit) AutoCAD, by clicking on the X in the upper right corner of its window.

 

END OF EXERCISE NO. 5