![]() This button lets you take screenshots of your model in high quality images. It is located in the top middle of your screen. Last thing I'll tell you about: The Render button. There are 9 different exports, so choose wisely. To export, you can select any of those tabs and saves it in the export folder in that file type. The trash can deletes the selected model. When you save yours, they show up as -new(000) and count up. The bar with a list of names are premade models. the first icon saves your model, and the second one makes a new model. Rotate: This rotates the model whichever direction again like the last two, but the number is equal to the degree of rotation.įinally, the last bar on the screen. Repeat: This allows you to duplicate the model in the direction you indicate with x,y or z, and makes as many duplicates as you type. if you typed 'y 3' in the box, the model would stretch 3 times along the y axis. ![]() The Scale tab lets you scale the model according to the input. Aux has more tools for you to use:įlood and Fractal are two tools I haven't yet figured out. You can try them out for fun, but they don't do a whole lot. Shape gives you a list of objects that, when clicked, fill the model. Each letter corresponds to an axis on the grid, and it flips or rotates the model that way. Clean slate.įill: Fills the model with colour picked. At the top, there is an undo/redo set of buttons, and tools below that. Now we move to the right side of the screen. Move: This is fun it moves the whole model wherever you drag it. Paint: The paintbrush allows you to change the colour of the blocks selected. It fills every block on that face with the matching colour.ī: This allows you to drag and paint the area selected.Īttach: Adds a single block layer of the colour you picked to the layer you affect. Now, brushes There are three main types:į: Is a fill option. If you click brush at the top, it changes to shapes you can use. There's the palette and a colour changer (these work hand in hand the colour changer modifies the selected colour on the palette). Now, the left side of the screen has several components. Wherever you hover your mouse in the editor, on the bottom of the screen there is a text bar that tells a bit more about the tool you hover over. Layout: MagicaVoxel is laid out fairly simply compared to most design programs. I'm fairly certain you understand how to install programs- if not, forgive me- so I'll skip ahead to the program itself.Ĭamera controls: Right click and drag to rotate the camera. I'm fairly new to the program, so I can give you the basics, and then we can go through the rest together. Here's a link to the page you can get it from: ![]() Ok, so, first step: Get the Voxel editor. Hopefully something here helps - there are a few places that pathing can trip you up.MagicaVoxel is the main program I use for Voxel editing because it is fairly easy to use, and it can export files in all different types. Make sure that the naming is correct (“sketchfab.timeframe”) or it won’t get processed to make the animation. For the simple walk cycle that makes up my example (it cycles the frames twice) the timeframe reads like so: This is where the animation magic happens. Last but not least, we have the TimeFrame file itself. Using the file structure I’ve shown you should see something like this near the top of the file: OBJ files are also text readable, so it’s worth checking they have the correct pathing to your MTL file. ![]() ![]() Make sure the MTL file reflects this pathing like so : Typically it looks something like this:Įach of my OBJ files is set to use the same material (doesn’t really make a difference, but neater since they all use the same palette), and the texture file is located inside the texture folder. To start with, I like to make sure everything is in a nice folder structure that I can simply ZIP it at the end and upload. Not to worry I’m sure we can figure it out!įrom the lack of texture and animation, it sounds like it might be a path related issue in one of several places, so I’ll just go over an example of how I have things structured for my own TimeFrame animations: ![]()
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