From Blue Mars Developer Guidebook
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This page is protected and certified by Avatar Reality Inc. Only Editable by Avatar Reality Staff Members.
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Overview
This tutorial will walk city developers through the process of creating a click able chair cushion.
Preparing Meshes In Modeling Application

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| Seperate the cushion from the base object if they are part of the same mesh, and rename them for identification.
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| Import chair01_template.dae (File:Chair01 Template.zip), and align the top surface of the cushion to the top surface of the template seat. Make sure that the cushion's pivot point is at (0,0,0) and no scaling or rotations have been applied. Then export two COLLADA DAE files- one for the chair base and one for the chair cushion. DO NOT INCLUDE THE CHAIR TEMPLATE IN EITHER OF THE DAE FILES.
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Converting and Placing In Level
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| In the Item Editor, convert both DAE files for the chair into the Blue Mars .cgf format.
Make sure that "Generate auto-proxy shape using bounding box" is checked when converting the seat cushion.
Otherwise, the cushion will not react to the mouse when the user hovers over the seat.
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| With the seat .cgf files generated, open the City or Block Editor, load a level or block, and place the chair base .cgf in the world.
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| Next place an ARChair Entity (RollupBar -> Objects -> Entity -> Items -> AR -> ARChair)
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| Use Align Selection to quickly align the ARChair to the chair base brush.
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| Make sure the ARChair is selected, and then locate the Model parameter under the Entity Properties for the selected ARChair. Click the folder icon and navigate to the location of the chair cushion .cgf file.
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| The cushion should now be displayed as the ARChair.
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| Now position the ARChair so that the cushion is in the desired location on the base.
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| Switch to Preview Mode in the editor, and test out the cushion.
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Example File: File:Chair01 Template.zip