Operation Manual

Reviewer’s Guide [ 9 ]
can also save time by using EntityGrips to
quickly reposition, align, copy, or resize entities.
New! Quick Input: This time-saving feature
brings a command-entry interface directly to
the cursor, so you can focus on your drawing,
not locating tools and commands. Tooltips
display context-sensitive prompts near the
pointer, simplifying the input of coordinate
positions, lengths, angles, lines, and more.
When you reposition the pointer, the tooltips
track data that’s been entered so you can
quickly access and reuse it.
There are a variety to Quick Input methods
depending on what you’re doing. When there’s
no active command, the Quick Prompts input
box appears. As a command is invoked, a
tooltip appears with a list of options relevant to
that command. Pointer Input lets you specify
coordinates of points as you are creating lines,
polylines, circles, Splines, and more. Dimension
Input displays a distance and an angle as you
move the pointer and serves as input boxes for
the corresponding values when you are
prompted for a second point or a distance.
New! Head-up toolbar: You can streamline
your workflow and save time using the Head-
up toolbar. You can choose to display it
whenever you select an entity, giving you quick
access to frequently used tools and settings.
With the Head-up toolbar, you can quickly
change the zoom level, or access settings for an
entity’s layer, line and dimension properties.
And when you don’t need the Head-up toolbar,
it gets out of your way after a few seconds.
Drawing constraints: The drawing constraints
feature helps you work more efficiently and
precisely. The dimensional constraints let you
force object dimensions to adhere to fixed sizes
and angles. The geometric constraints let you
control dependencies and relationships
between shapes in your 2D designs. For
example, when you’re working with designs
that contain a variety of window types, you can
vary the size of windows while maintaining the
distance between the frame and the glass.
Drawing rules can be defined on an object level
so that variants can be quickly created without
having to stick to the constraint.