Keet
Advanced Member
Netherlands
Joined: Apr 8, 2022
Post Count: 1248
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Re: How to create arc design on the wardrobe?
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Following the advise from Daniel is a good way to get the wardrobe you want. However, there are more ways depending on the how much detail you want.
The first is to completely create the wardrobe using parts you create with the Sweethome3D objects and tools. The box is the obvious one to create the sides and door of the wardrobe. It looks like the arc part on the door is a mirror. You can create the arc part in two ways: using a room or combining a flat box and a cylinder.
To create from a room you draw walls in a square and arc the top wall. Then create a room within the walls and export this as an object. Make sure the level has an elevation >0 and that "display ceiling" is turned off. Edit the resulting object file and prefix the "room*" in the "g room*" line with "sweethome3d_window_mirror_" resulting in "g sweethome3d_window_mirror_room*". After import you have the mirror part which you can still modify by adjusting the thickness and color. You can use the same idea for the door handles. (You don't see the mirror effect until you create high resolution photo's, that's what the prefix is for. You can copy the texture from one of the mirrors already available in Sweethome3D for you 2D and 3D plan.)
To create from a box and cylinder you first create the flat box for the square part of the mirror. Then use the cylinder object with the same width, depth, and height as the box and move this so it is halfway over the top of the box. You can play with the cylinder width/depth to get the correct arc. Select both the box and the cylinder and export as an object. Edit the resulting file and prefix every "g" group with "sweethome3d_window_mirror_". The result after import should be a mirror like you get as if you used a room. The advantage is a smoother arc but you might see some artifact of the overlapping part of the cylinder.
A second way is to create the wardrobe or parts of it in another program like Blender and export it to the object format which you can import in Sweethome3D. If you never used Blender before that is probably not an option but if you know Belnder it's an excellent way to create very detailed furniture. You could also use Blender to edit the export from the box+cylinder to remove the overlap which might be easier than creating from scratch in Blender. If you export from Sweethome3D for use in Blender make sure you group the objects to export and position it at the 0,0 coordinates and elevation 0 otherwise you will be looking all over the place in Blender to find where the object is.
I manage to create most custom furniture with lots of detail in Sweethome3D but for some tasks I have to export and edit in Blender. Remember that the more detail the larger the object will become. If you do that with multiple pieces of furniture in you plan it can become very large which might cause a problem on slow computers with not enough memory.
If you create the wardrobe in parts you have the option to have a door that can be opened in Sweethome3D.
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[Jan 21, 2023, 8:43:23 AM]
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