![]() “I’ve tried quite a few simular apps and this one is by far the best! It’s extremely simple to uses and fun to play around with. A great tool for anyone who is beginning voxel art or just wants to do some creating on the go!” Additionally, the touchscreen controls for navigating and building are a breeze, and there’s plenty of color palettes ready for you to choose from. “Interface is simple and easy to grasp, yet is complex enough to allow for sophisticated voxel creations lighting and backgrounds can be tweaked, grids and other guides can be toggled, and you can even arrange various workspaces to create one large scene. It’s easy to create small models and share them with friends or even Social media or just look at them in augmented reality. As someone who makes Voxel art daily I can say that I am quite impressed and would like to claim that this is by far the most user-friendly Voxel editor on Android so far. TL DR: The best way to have MagicaVoxel models loaded into a Three.js scene is to export.Among the best voxel art Editors on Android. There is currently no reliable library for loading. vox files (the default format used by the program), but exporting. Also, don't worry about your voxel palette and materials, as both are also exported by MagicaVoxel. ![]() My goal here is to learn (and share the knowledge of) how to load MagicaVoxel models into a Three.js scene. I want it to be efficient (i.e., I don't want lots of cubes with hidden faces) and I'd like to be able to see all the materials correctly displayed as well.įor some strange reason (at least for my present self), I first decided I should try directly loading. I googled for an existing library to do that because I didn't want to spend time figuring out how to parse models into meshes right now. This library, but it's been about an year and a half since it was last updated. Nevertheless, I decided to try it, but it didn't work. The library just threw an exception when I tried the sample code in the readme. It then occurred to me: why not just export a. obj file? It's a ludicrously well-known file format that's been around for ages. One of the things I was afraid was that MagicaVoxel was going to export several individual cubes that would be really bad for performance (lots of unnecessary triangles would need to be rendered). Thankfully, you will see that's not the case. My second fear was that I was going to have a hard time trying to load all the materials correctly also wrong! MagicaVoxel merges voxels of a same object into a single mesh. to confirm that exported meshes are efficient with respect to the number of triangles created.like to show off some of the progression Asset - Scripts Voxel Import. to check if exported materials work as well. PNG preview files More information Download Download Now Name your own price.Let's start with a 2x2x2 cube (.vox model here). obj and rendered in Three.js in wireframe mode: This is how it looks in MagicaVoxel:Īnd this is how it looks after being exported to. ![]() Rotate it a bit to understand how voxels were merged. Now let's make the model a bit more complex by removing one of the voxels of the cube: But how will it look if the model gets more complex? Cube with an eroded corner Every face of the 2x2x2 cube turned into a pair of triangles, proving MagicaVoxel did a good job exporting voxels into a single, efficient mesh. ![]() ![]() Notice that the object still is a single mesh, although now there are more triangles. ![]()
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