![]() ![]() I was just hoping I wouldn't have to end up UV mapping & baking in blender just to make a single. obj automatically, so all works beautifully in AGK.īought "asset forge" (nice easy 3D asset making and easy texturing and my daughter loves it), but any more than one texture and I can't seem to make it display in AppGameKit properly. Until now I've been using magica voxel to make quick assets. I've tested about 20 3D apps over the last couple of weeks, all having their pros and cons. 3ds export, so that's why I was curious how to import the textures into AGK. Some of the more suitable 3D software for me included. 3DS specifically, I just was going through all the possible formats AppGameKit can handle. I'm really liking studio (the ease of use, whole layout etc) so classic isn't an option for me. I don't understand the documentation without an example using the SetObjectMeshImage( ) obj please? do I need to supply AppGameKit the. 3ds files, how about loading the textures/colors?Ĭould someone help me work out how to add 2 texture files (.png files) to one. obj not performing well in studio and continue to use it?Īnd if I did want to use. Question is two-fold really, do I care about. 3ds file has color embedded in the file because I used the Autodesk FBX review app to view and my test cube is red as I set it. 3ds cube displayed no problem just with no color or texture loaded). obj does, I was wondering how to import the colors (the. obj files not performing well in studio, so exported a. So that's why I'm proposing this as an addon to the VXLSE functionality (maybe I can even help with it).Managed to get my 3D objects in to AppGameKit studio with no problem, all working well. ![]() vxl-s requres more coding experience than I have. vxl, which is a pure brainf#ck in terms of structure. vxl almost a year ago, but I stumbled on a. I tried to do some kind of a converter between. It's pretty straightforward and shouldn't be too hard to implement. The file format is basically a tree-like structure of so-called chunks with different types of content. The file format specification can be found here: You'll prolly want MagicaVoxel-file-format-vox.txt. Get it here (and also there's example renders and other screenshots): 0.99 is in alpha and doesn't support those features yet. MV 0.98 would be the best because it's the latest version that supports MarchingCubes for renderer and multiple frames. I guess majority of voxels aren't *that* big, anyway. It's unknown how it'll treat bigger than 126x126x126 files, maybe it'll open them just fine. MV works only with max 126x126x126 models, at least bigger size can't be set in editor. png palettes that are supported by MagicaVoxel. ![]() I already implemented a converter (a python3 script) of YR/TS palettes into. Works with 256 color palettes (actually the 256th color is unused, probably because it's used to represent blank voxels or smth). Support for "frames" - different models in the same file - which can be used to represent different sections Full-blown yet simple to use ray tracing renderer with support for different materials, including reflective, translucent and emissive materials (also with MarchingCubes smoothing support) that will be nice for creating cameos Very handy UI and editor controls of MagicaVoxel It would be nice to have a support for importing (and exporting maybe) MagicaVoxel's. ![]() Attach signature (signatures can be changed in profile)īasically what the title says. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |