Blue Mars Sandbox Furniture Editor

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Sandbox Furniture Editor is a tool for assembling, testing and uploading furniture and interior sets, that can be used in residential and commercial areas on Blue Mars.

Recently added or changed features:

  • Added "File->Collada converter" menu command.
  • Added "File->Set project folder" menu command.
  • Both types of lights are available now: ARFillLight and ARSpotLight.
  • Enabled wet and frozen material layers.
  • For complete list of new features, please see Release notes

Quick start

How to...


This Editor creates individual furniture items and complete interior sets. A furniture item consists of one or more geometry model in .CGF data format and an optional function. Presently, two functions are provided: chair and light. The former is useful for creating sofas, chairs, benches and other objects people can sit on. The latter can be used for making various illumination devices: chandelliers, desktop lamps and so on.

An interior set is a union of geometry files that define some enclosed environment. For example, an rectangular room complete with floor, ceiling, walls and some initial furniture elements is an interior set. Interior sets may also include a light source.


Furniture Editor.

Furniture Editor Dialog Commands

  • Assembly type
    Select between Furniture and Interior, as described above.

  • Model file
    "Model file" is a required field that specifies the geometry model in CGF data format. One example is provided with the Editor installation: MyData/test_furniture/footrest.cgf. Warning: when opening a new model file, the current content is lost. To add models incrementally, use the "Import" button.

  • Additional files
    Use this command to add more elements to your assembly. In the image above, one footrest item was loaded with the "Model file" command, the second one was added using "Additional files" command.

  • Attachment
    For furniture items (i.e., "Assembly type" selector is set to "Furniture"), attachment is an optional tag that specifies where this particular piece of furniture can be placed in a room. For example, if you are making a sofa, you should select "Floor" attachment tag, to indicate that this sofa must be placed somewhere on the floor during room decoration process, which will happen later, when furniture is used.

  • Function
    This option specifies the intended use of the furniture item. Presently, this field has three values: "none" for non-interactive furniture items, "Chair" for items that people can sit on and "Light" for illumination devices. A furniture item with "(none)" function selected, will be labeled as "Ornament" in the asset.xml file.

  • Entity
    Entity command creates and places the interactive elements, as specified by the "Function" option. For chairs, entity specifies the exact location and orientation of the sittable place. Light entity sets the position and orientation of the light source.

  • "Assemble and Preview" command validates all parameters and, if successful, creates an "asset.xml" file in the project folder, which is implicitly set by location of the main model file, opened with "Model file" command. Then, the editor enters a "Preview" mode: an avatar appears that can be tested with the newly assembled furniture item. For example, you may want to click on the "chair" entity and the avatar will sit there.

  • "Step-by-step" commands provide the same functions as "Assemble and Preview", in separate steps.

  • "Assemble" validates the input and create an "asset.xml" file in the project folder.

  • "Preview" toggles test-edit mode.

  • "Open folder" allows to examine the content of the project folder.

An example: creating and testing a sample two-seater

In this example, we'll combine two footrest models, shown in the image above and make it functional, so two people can sit on it, facing in the same direction.

  • Start the Furniture Editor.
  • Use "Furniture -> Make Furniture" menu command. An Furniture Editor dialog will appear.
  • Set "Assembly type" to "Furniture".
  • Use "Open" button and select "MyData/test_furniture/footrest.cgf" model file.
  • Use "Import" button and select "MyData/test_furniture/footrest.cgf" model file once again.
  • Select "Edit->Editing modes->Move" and position footrests side-by-side, as shown in the image on top of this page.
  • Set "Attachment" to "Floor".
  • Set "Function" to "Chair".
  • Set "Entity" to "ARChair" and click "Spawn" button. A dark chair-like shape will appear. Spawn another one and place them side-by-side, see image below. Your newly built furniture is now ready for assembling and testing.


    Two-seater, ready for assembly.

  • Select everything you've made so far (both geometry models and both chair entities) and click "Assemble and Preview" button. Click "Yes" to confirm overwrite dialog window. A female avatar will appear. Now you can click on either side of your newly built two-seater and the avatar will sit there.


    Two-seater, assembled and tested.

Packing and uploading furniture

To pack furniture, follow the general procedure, common for all Blue Mars Sandbox Editors: Select all items that you created and placed during your assembly (in the example above, that will be two footrest models and two chair entities) and use Furniture -> Pack furniture for upload menu command. Note: this command can be executed only after the furniture item was successfully assembled, using either "Assemble and Preview" or "Assemble" command in the dialog window


As all Blue Mars assets, submitted furniture items must satisfy technical limitations, such as max number of used materials, number of polygons and the total size of the submission pack. More details can be found on this page



To post a discussion topic, or report a bug, please use the Blue Mars Developer Forum page. Please be as specific as possible and use screen capture of troublesome cases.

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