Explanation

Usage

Pattern

  • Quick explanation (1) .

  • Quick explanation (2) .

  • *Review:

    • Don’t like the interface, etc.

    • The tool doesn’t allow any kind of snap, so it’s weird for creating a ‘tilemap’ for terrain.

    • The maximum world size is 256pb x 256pb, resulting in a maximum of 16x16 blocks (16x16 meters), which is quite small.

Rigging

Import and Export

  • Export Options:

    • OBJ:  Export a 3D mesh using the .obj file format.

    • PLY:  Export a file using the PLY (Polygon File Format) format.

    • VOX:  Export a MagicaVoxel VOX file.

    • ISO:  Export an isometric pixel sprite (.png).

    • 2D:  Export a 2D sprite (.png).

    • MC:  Export a file using the MC (Marching Cubes) format.

    • XRAW:  Export an XRAW volume.

    • SLAB:  Export a SLAB6 vox volume.

    • QB:  Export a QB volume for use with Qubicle.

  • MagicaVoxel to Blender, using .obj or .ply {00:00 -> 8:21} .

    • He uses .ply export, but first compares the differences between .obj and .ply export.

      • He discards the .obj version because it proves to be quite bad for Rigging, etc.

    • Using the .ply technique, he links the Vertex Color to Base Color in the Shading tab to display the colors again.

    • It’s also mentioned the Cube  export, which seems to be just a type of .ply export focusing on separating each voxel into individual objects; useful for ~particles, I guess.

  • MagicaVoxel to Blender, using .obj or .ply or .vox .

    • .obj:

      • Keeps materials, but messes up geometry.

      • Although the object looks visually correct, it completely loses the voxel vertex characteristic, and it’s not possible to make any texture changes or rigging.

    • .ply:

      • Keeps geometry, but the material becomes ~confusing.

        • The material is saved as Vertex Color, which can be accessed and linked to Base Color in the Shading tab.

        • If you want to use this in a Game Engine, it may be necessary to bake these colors into a texture.

          • THO, I believe Godot allows using Vertex Color as Albedo without any baking.

      • Allows geometry modifications and rigging, but the material must be recreated from scratch.

    • .vox:

  • MagicaVoxel to Godot, using .vox .

  • Baking the Vertex Colors from .ply into a texture .

    • Good video, well explained.

    • Uses classic baking techniques with Emit; absolutely nothing different from a regular texture bake in Blender.