[Godot] Using MagicaVoxel to create 3D meshes from sprites

Ойындар

An alternative approach to using 2D pixelart in 3D games made with Godot.
Link to MagicaVoxel download: ephtracy.github.io/
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My website: martin-senges.eu/

Пікірлер: 20

  • @martin_senges
    @martin_senges3 жыл бұрын

    Hi! Just want to make sure people watching this video are also aware of my other, newer video about this topic. I made a script for Godot to create meshes from sprites. It also supports animation! No need to use MagicaVoxel anymore. More info here: kzread.info/dash/bejne/pHZtmtmSnLffcc4.html

  • @thebroskateers8626
    @thebroskateers86265 жыл бұрын

    This was actually helpful, thank you! I went through so many forums...

  • @ToufouMaster
    @ToufouMaster5 жыл бұрын

    Thank you so much

  • @martin_senges

    @martin_senges

    5 жыл бұрын

    You are welcome :)

  • @Jsncase66
    @Jsncase663 жыл бұрын

    Days i just want to import a basic voxel object. I try vox importer, blender, this method, everytime still blank or didn't works, i give up.

  • @Jsncase66

    @Jsncase66

    3 жыл бұрын

    Ok you method works, i didn't say nothing. thx a lot ! you save my day.

  • @igorsmetanin4574
    @igorsmetanin45743 жыл бұрын

    @Martin Senges how you draw animation for 2d character?

  • @martin_senges

    @martin_senges

    3 жыл бұрын

    With MagicaVoxel that's a bit complicated. Old versions supported making animations via the tool somewhat, creating different models for different frames of the animation. But that feature was removed eventually. I don't think they have reintroduced it yet. If you want to use proper animation you might want to use Blender or animate via Godot.

  • @igorsmetanin4574

    @igorsmetanin4574

    3 жыл бұрын

    @@martin_senges Thanks,and one question,where is programm you draw variations 2sprite idle left,idleright,run and etc.

  • @martin_senges

    @martin_senges

    3 жыл бұрын

    ​@@igorsmetanin4574 The files you see in the Godot editor were made with MagicaVoxel. Each frame of animation exported as a separate 3d mesh. I imported the image files of the animation into MagicaVoxel with the method described in the video. But as stated in the video and the above comment, I don't recommend doing that to implement animations. The image files I used to create the 3D models in MagicaVoxel with, were created in Gimp. But any pixel drawing tool should work. Hope that answers your question I'm honestly not exactly sure what you want to know sry :)

  • @xaksis
    @xaksis4 жыл бұрын

    @11:20 animating magicavoxel models in godot is actually quite easy to do with the animationplayer node. Take a look here : threepointfivecats.be/cat/games/b/blog20190408.php, about half way of the page.

  • @martin_senges

    @martin_senges

    4 жыл бұрын

    Thanks, from the way I understand the tutorial that's what I've been doing until recently (I switched from MagicaVoxel to creating the models in Blender). I even talk about it in the video at 9:50. As far as I understand the tutorial, there are different meshes for the different frames of an animation and with the animation player those meshes get swapped out. Or did I miss something?

  • @Yoni123
    @Yoni1234 жыл бұрын

    Godot changes the colors from MAgicaVoxcel

  • @martin_senges

    @martin_senges

    4 жыл бұрын

    I haven't noticed that. You sure? Your palette for a model from MagicaVoxel can be exported too. In that case just reassigning the palette to the model in Godot should work. Another thing might be the default environment in Godot. it does add a bit of color change, but to the scene not just the MagicaVoxel model. Maybe that's what you are experiencing? Have you tried changing the environment values in your camera node or changing the model's material to unshaded?

  • @aMMMm663
    @aMMMm6635 жыл бұрын

    export from magica voxel to blender animate and then to godot

  • @martin_senges

    @martin_senges

    5 жыл бұрын

    This works for other games made in MagicaVoxel, but not in my case. I'm trying to get a very specific artstyle, including the way animation works. Animation in Blender would not (easlily) bring the wanted effect and instead make the asset creation pipeline more complicated. At that point it is more feasible for me to animate the different meshes in Godot directly via programming. Thank you for the comment, it might help others watching the video :)

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