Archipack objects ================= Archipack objects are parametric, this means you may alter parameters at any time and objects update in real-time. Find objects parameters in the right panel of 3d view (shortcut n by default). .. tip:: Archipack does support linked copy (alt+d) so when altering one, linked objects update according. Parameters also support "Copy to selected". Select target objects, then source one, right click on parameter to share and use "Copy to selected". Common properties ----------------- Archipack material """""""""""""""""" see :ref:`archipack materials` .. figure:: ../img/ui_archipack_material.png :scale: 100 % :alt: Archipack material selector Select / create / delete material sets for objects Manipulate """""""""" see :ref:`manipulate mode` .. figure:: ../img/ui_manipulate.png :scale: 100 % :alt: Manipulate button Manipulate: auto display manipulators on screen when selecting objects Presets """"""" Objects with preset feature provide buttons to allow saving / removing and reloading user defined presets. The preset system does render a thumbnail on save - thumbnails are 150 x 100 pixels. .. figure:: ../img/ui_preset.png :scale: 100 % :alt: Preset selector Select / create / delete presets for objects .. tip:: Archipack provide a convenient way to share presets across computers. In file menu -> import / export find "Archipack preset (.apk)". Exporting pack all presets into a .zip like file, Import simply unzip those presets into presets folder, keeping existing ones. Window ------ Available utility """"""""""""""""" * Delete: take care of removing every component of the window * Refresh: update linked windows with missing parts (eg on copy) * Unlink: make this window unique, only available on linked windows .. figure:: ../img/ui_win_door_utils.png :scale: 100 % :alt: Utility buttons Utility buttons Main properties """"""""""""""" * Type: window type in [Swing, Rail] * Width: of opening * Depth: of wall * Height: of opening * Altitude: bottom of opening, from pivot point * Offset: offset of frame from inside part * Shape: window shape in [Rectangle, Top elliptic, Top round, Top oblique, Full circle] .. figure:: ../img/ui_window_main.png :scale: 100 % :alt: Main window properties Main window properties .. _window components: Components """""""""" .. figure:: ../img/ui_window_components.png :scale: 100 % :alt: Window components Window components Frame ##### .. versionadded:: 1.3.5 * Overflow : how much the frame overflow opening Handle ###### * Altitude from pivot point Out frame ######### * Front width: width of the front part of the frame * Front depth: depth of the front part of the frame * Side depth: depth of side part of frame * Offset: Overflow of hole to make negative joints aroud frame Blind ##### .. versionadded:: 1.3.6 see :ref:`blind` * Blind inside: Add parametric blind inside * Blind outside: Add parametric blind outside Shutter ####### .. versionadded:: 1.3.6 * #left: shutters on left side * #right: shutters on left side Rows """" .. figure:: ../img/ui_window_rows.png :scale: 100 % :alt: Window rows Rows and columns of panels Parameters ########## * Number of rows * Panels: number of columns for current row * col %: percent of width for the panel * fixed: type of frame Portal ###### .. figure:: ../img/ui_window_portal.png :scale: 100 % :alt: Window portal light Generate a portal light for this window .. tip:: Open a window ? Panels are separate objects, so you are able to select and rotate/slide the way you want. Bend window to fit a curved wall ? Add a subdivide modifier in "simple" mode with say 2 or more subdivisions. Add a SimpleDeform modifier in "Bend" mode and set angle according your needs. Do the same with the hole object, and each panels. Materials """"""""" .. figure:: ../img/ui_window_materials.png :scale: 100 % :alt: Window materials Set index of materials for windows components Door ---- Available utility """"""""""""""""" * Delete: take care of removing every component of the door * Refresh: update linked doors with missing parts (eg on copy) * Unlink: make this door unique, only available on linked doors .. figure:: ../img/ui_win_door_utils.png :scale: 100 % :alt: Utility buttons Utility buttons Size """" * Width: of opening * Depth: of wall * Height: of opening * Offset: offset of frame from inside part .. figure:: ../img/ui_door_main.png :scale: 100 % :alt: Door size Door size Door """" .. figure:: ../img/ui_door_door.png :scale: 100 % :alt: Door Door Frame """"" .. figure:: ../img/ui_door_frame.png :scale: 100 % :alt: Door frame Door frame Panels """""" * Model: shape of the front part of the door panel * Distribution or sub parts in [Regular, 1/3] * h: number of horizontal subparts * v: number of vertical subparts * Bottom: space of subparts from bottom * Spacing: spacing between subparts * Border: spacing of subparts from border * Bevel: bevel amount of subparts .. figure:: ../img/ui_door_panels.png :scale: 100 % :alt: Door panels style Door panels style .. tip:: Open a door ? Panels are separate objects, so you are able to select and rotate/slide the way you want. Materials """"""""" .. figure:: ../img/ui_door_materials.png :scale: 100 % :alt: Door materials Set index of materials for door components Stair ----- Presets """"""" .. figure:: ../img/ui_stair_presets.png :scale: 100 % :alt: Stair presets Stair presets Beside saved presets, stair implements basic presets including I, L, U, O and user defined overall shapes. Main properties """"""""""""""" .. figure:: ../img/ui_stair_main.png :scale: 100 % :alt: Stair properties Stair properties Parts """"" .. figure:: ../img/ui_stair_parts.png :scale: 100 % :alt: Stair parts Stair parts Stairs allow unlimited number of parts * Parts type in [Straight, Curve, Dual-curve] stair and landing * Curved parts allow border shape in [Straight, Curve] Steps """"" .. figure:: ../img/ui_stair_steps.png :scale: 100 % :alt: Steps Steps Handrail """""""" .. figure:: ../img/ui_stair_handrail.png :scale: 100 % :alt: Handrail Handrail String """""" .. figure:: ../img/ui_stair_string.png :scale: 100 % :alt: String String Post """" .. figure:: ../img/ui_stair_post.png :scale: 100 % :alt: Post Post .. tip:: Advanced use of defined custom mesh as post using vertex groups * "Bottom" vertex group vertices follow steps * "Slope" vertex group vertices are affected by overall slope. Subs """" .. figure:: ../img/ui_stair_subs.png :scale: 100 % :alt: Subs Subs .. tip:: Advanced use of defined custom mesh as subs using vertex groups * "Bottom" vertex group vertices follow either steps or slope (as defined by Bottom) * "Slope" vertex group vertices are affected by overall slope. Panels """""" .. figure:: ../img/ui_stair_panels.png :scale: 100 % :alt: Panels Panels Rails """"" .. figure:: ../img/ui_stair_rails.png :scale: 100 % :alt: Rails Rails Materials """"""""" .. figure:: ../img/ui_stair_materials.png :scale: 100 % :alt: Materials Materials Define material indexes for stair components Wall ---- .. note:: 2d to 3d walls are not Archipack walls objects .. tip:: When drawing a wall, snapping the last segment to the first one automatically close your wall. Main properties """"""""""""""" .. figure:: ../img/ui_wall_main.png :scale: 100 % :alt: Wall Wall Walls properties * Width: width of the wall * Height: Height of the wall * Floor thickness: thickness of floors, define the inside finite level 0 * Base line: in [Outside, inside, axis] wall location around manipulable axis. * Flip in/out: flip wall's inside/outside * Close: close the wall * Dimensions: add/remove auto dimensions for this wall * Fit roof / Auto-fit: fit a surronding roof * Auto synchro: adapt surrounding objects when manipulating wall * Auto snap wall: snap start and end of wall .. note:: Auto-synch may produce incorrect results, so use with caution Wall path """"""""" * Split: cut a segment in two parts * Remove: remove current segment * Splits: split segment to adjust altitude of sub parts * alt: altitude of sub part * pos: location of split along segment * angle: split angle .. figure:: ../img/ui_wall_parts.png :scale: 100 % :alt: Wall parts Wall parts .. tip:: Wall part 1 angle define rotation about parent wall segment when wall is a T child Finishings """""""""" * Enable finishings * (+) add a finishing * location: index of the finishing * altitude: bottom altitude of finishing * height: maximum height of finishing * finishing type in [horizontal boards, vertical boards, logs, tiles, user defined] * material index of finishing * width of finishing * thikness of finishing * Finishing index for inside and outside * Override finishing indexes for each wall segment Materials """"""""" .. figure:: ../img/ui_wall_materials.png :scale: 100 % :alt: Materials Materials Define material indexes for wall / walls segments Tools """"" .. figure:: ../img/ui_wall_utils.png :scale: 100 % :alt: Wall utils Wall tools Create objects fitting wall: * Create slabs / ceiling slabs * Create floors * Create moldings / ceiling moldings * Create roofs * Auto-boolean tool to refresh missing booleans * Create curves Slab ---- Creating slabs """""""""""""" #. Either select a curve (boundary of your slab), or a wall. #. Use appropriate tool found in "Add archipack" panel (slab from curve) #. Select a wall and use slab from wall from wall's parameters, tab tools Main properties """"""""""""""" * Slab cutter: create a cutter to make hole(s) on the slab .. figure:: ../img/ui_slab_main.png :scale: 100 % :alt: Slab Slab Path """" * Balcony: Create a balcony from the segment, with a fence. Fence is kept in synch with slab on edit. .. figure:: ../img/ui_slab_parts.png :scale: 100 % :alt: Slab parts Slab parts Slab cutter ----------- .. figure:: ../img/ui_slab_cutter.png :scale: 100 % :alt: Slab cutter Slab cutter Slab cutter does cut holes on the slab. Path """" * Mode: boolean operation in [Difference, Intersection] * From curve: use a curve as input to define overall shape of the cutter Materials """"""""" * Material indexes for sides * Override materials by segment Fence ----- Main properties """"""""""""""" .. figure:: ../img/ui_fence_main.png :scale: 100 % :alt: Fence Fence Parts """"" .. figure:: ../img/ui_fence_parts.png :scale: 100 % :alt: Fence parts Fence parts Handrail """""""" .. figure:: ../img/ui_fence_handrail.png :scale: 100 % :alt: Handrail Handrail Post """" .. figure:: ../img/ui_fence_post.png :scale: 100 % :alt: Post Post .. tip:: Advanced use of defined custom mesh as post using vertex groups * "Bottom" vertex group vertices follow steps * "Slope" vertex group vertices are affected by overall slope. Subs """" .. figure:: ../img/ui_fence_subs.png :scale: 100 % :alt: Subs Subs .. tip:: Advanced use of defined custom mesh as subs using vertex groups * "Bottom" vertex group vertices follow either steps or slope (as defined by Bottom) * "Slope" vertex group vertices are affected by overall slope. Panels """""" .. figure:: ../img/ui_fence_panels.png :scale: 100 % :alt: Panels Panels Rails """"" .. figure:: ../img/ui_fence_rails.png :scale: 100 % :alt: Rails Rails Materials """"""""" .. figure:: ../img/ui_fence_materials.png :scale: 100 % :alt: Materials Materials Define material indexes for fence components Floor ----- Main properties """"""""""""""" * Floor cutter: create a cutter to make hole(s) on the floor * From curve: use a curve to define boundary shape .. figure:: ../img/ui_floor_main.png :scale: 100 % :alt: Floor Floor Parts """"" .. figure:: ../img/ui_floor_parts.png :scale: 100 % :alt: Floor parts Floor parts Components """""""""" * Floor patterns * Windmill * Hexagon * Stepping stone * Hopscotch * Regular tiles * Herringbome * Herringbone parquet * Square parquet * Board * Random thickness * Solidify: Extrude tiles * Grout: Make grout under tiles * Bevel: Apply a bevel on tiles borders * Random Material: Randomize material ids of tiles .. figure:: ../img/ui_floor_components.png :scale: 100 % :alt: Floor components Floor components Floor cutter ------------ .. figure:: ../img/ui_floor_cutter.png :scale: 100 % :alt: Floor cutter Floor cutter Floor cutter does cut holes on the floor. Options """"""" * Mode: boolean operation in [Difference, Intersection] * From curve: use a curve as input to define overall shape of the cutter Roof ---- .. figure:: ../img/roof_cutter_low.png :scale: 100 % :alt: Archipack Roof Utility """"""" * Parent: link as child of another roof * Roof Cutter: create a cutter to make hole / cut borders of the roof .. figure:: ../img/ui_roof_main.png :scale: 100 % :alt: Roof utility Roof utility Main properties """"""""""""""" * Draft mode: Only draw external edges for fast shape prototyping * Slope: slope in percent of width * Width: width of the first part .. figure:: ../img/ui_roof_size.png :scale: 100 % :alt: Roof size Roof size (basic) Parts """"" .. figure:: ../img/ui_roof_parts.png :scale: 100 % :alt: Roof parts Roof parts Covering """""""" * Covering * Eternit® * Braas® 1 (tile 1 ondulation) * Braas® 2 (tile 2 ondulations) * Lauze stone * Roman * Round * Square * Ondule * Metal .. figure:: ../img/ui_roof_covering.png :scale: 100 % :alt: Covering Covering Hip """ .. figure:: ../img/ui_roof_hip.png :scale: 100 % :alt: Hip Hip Beam """" .. figure:: ../img/ui_roof_beam.png :scale: 100 % :alt: Beam Beam Gutter """""" .. figure:: ../img/ui_roof_gutter.png :scale: 100 % :alt: Gutter Gutter Fascia """""" .. figure:: ../img/ui_roof_fascia.png :scale: 100 % :alt: Fascia Fascia Bargeboard """""""""" .. figure:: ../img/ui_roof_bargeboard.png :scale: 100 % :alt: Bargeboard Bargeboard Roof cutter ----------- Options """"""" * Mode: boolean operation in [Difference, Intersection] * From curve: use a curve as input to define overall shape of the cutter .. figure:: ../img/ui_roof_cutter.png :scale: 100 % :alt: Roof cutter Roof cutter Roof cutter does cut the roof either to create hole or on borders. Parts """"" * Border type * Side: Add bargeboards * Side link: Raw cut between linked parts * Top: Add hip * Bottom: Add gutter .. _blind: Blind ----- .. versionadded:: 1.3.6 Blinds are designed to be created from window object see :ref:`window components`, taking care of size, basic location and parenting blind to window. Once created you are able to change blind parameters according your needs. Presets """"""" .. figure:: ../img/ui_blind_presets.png :scale: 100 % :alt: Blind presets Blind presets Beside saved presets, blinds implements basic presets including * Venitian * Slat * Roller curtain * Blades * Plated * Japanese * Vertical slotted (Maui) Main properties """"""""""""""" .. figure:: ../img/ui_blind_main.png :scale: 100 % :alt: Blind properties Blind properties Slat """" .. figure:: ../img/ui_blind_slat.png :scale: 100 % :alt: Slat properties Slat properties (may vary occording style) Truss ----- Main properties """"""""""""""" * Type * Prolyte® E20 * Prolyte® X30 * Prolyte® H30 * Prolyte® H40 * Opti Trilite® 100 * Opti Trilite® 200 * User defined .. figure:: ../img/ui_truss.png :scale: 100 % :alt: Truss Truss .. _kitchen: Kitchen ------- .. versionadded:: 1.3.7 Kitchen is a powerfull cabinets generator aimed at but not limited to kitchens. Main properties """"""""""""""" .. figure:: ../img/ui_kitchen_main.png :scale: 100 % :alt: Kitchen properties Kitchen properties .. tip:: Manipluate mode does show cabinet number on top of each cabinet Height mode * Height multiplier: use height basis as module height size, and a multiplier to set number of height modules of elements * Absolute height: use absolute heights .. note:: Height multiplier allow fast vertical resizing, and common kitchen cabinets rely on "modular" heights Overriding default height of doors is always possible by setting multiplier to 0 Default: ground cabinets * Height: cabinet height (either absolute or multiplier) * Depth: cabinet depth Wall: wall cabinets * Height: cabinet height (either absolute or multiplier) * Depth: cabinet depth Full: full height cabinets * Height: cabinet height (either absolute or multiplier) Thickness of boards Doors style * Board * Board with bevel * Board with frame * Board with frame and bevel Doors size * Thickness: thickness of door * Border: frame size * Chanfer: bevel size Handles * Style * Offset from border / top * Offset from top / bottom, apply on doors only * Width, Depth, Height / Diameter: size of handle * Scale to fit: fit bar like handles to door size, min width defined by width * Space: space left on borders with scale to fit active Countertop * Enable: generate countertop * Depth * Extent * Chanfer: bevel size Baseboard * Height: base height * Sink: from front Cabinets: number of cabinets Cabinet """"""" .. figure:: ../img/ui_kitchen_cabinet.png :scale: 100 % :alt: Cabinet properties Cabinet properties Types * Floor * Wall * Full Cabinet size * Width * Depth: difference from default * Height: difference from default Move cabinet * x, y, z: location from current cabinet (unless reset is checked) * Lock: when locked translations apply to next ones * Lock: when unlocked, translation only apply to current one * Reset: reset location / rotation to start * Rotation .. tip:: Reset location in order to "stack" a group of wall cabinets over a ground of ground cabinets Countertop * Style * Regular * Sink * Cookertop * With hole only * None * Fill: fill space between cabinet Baseboard * Enable * Offset from cabinet front / sides * Left side: generate baseboard on left side of cabinet * Right side: generate baseboard on right side of cabinet Doors * Number of doors (vertical) * Door style * Drawer * Left, right, top, double doors with and without glass * Oven * Rangehood * Dishwasher * Simple board * None * Height: either absolute or multiplier (setting multiplier to 0 allow absolute sizig too) * Number of shelves: when apply .. _reference_point: Reference point --------------- Main properties """"""""""""""" .. figure:: ../img/ui_ref_2d.png :scale: 100 % :alt: Reference point (3d space) Reference point (3d space) .. figure:: ../img/ui_ref_3d.png :scale: 100 % :alt: Reference point (2d space) Reference point (2d space) Tools """"" * Duplicate level: duplicate children objects * Delete level * Merge: select two or more references points to merge into one (the active one - last selected) .. _custom objects: Custom objects -------------- Use any (clean and closed) mesh as custom hole or wall. Custom wall """"""""""" Select the wall, press "Custom wall" in Add Archipack -> Custom objects. Undo by selecting the wall and press "selected" in Archipack Tools -> Kill parameters. Custom walls must be two sided. Custom hole """"""""""" Select the hole, press "Custom hole" in Add Archipack -> Custom objects. Undo by selecting the hole and press "X" next to "Custom hole". Custom opening """""""""""""" Opening should be made of main and parts as childrens of main (including a custom hole object) Select base of your opening press the "Suzan" button to create a custom opening. Use the lines to define wich vertices are part of left/right inside/outside, top/bottom parts of the objects Then, with base selected you'll be able to "draw" your openings onto walls (including custom ones)