Animator
Use the VoxEdit Animator to create Compound or Animated assets in The Sandbox.
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Use the VoxEdit Animator to create Compound or Animated assets in The Sandbox.
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Simple assets (models) are the pieces that make up compound and animated assets. Use the Animator to create static or animated assets with poses, or animations, and add motion if desired. Upload to use them in Game Maker.
A structure, or skeleton
One or more poses, or animations
(Animated assets) motion applied to one or more animations
The Menubar helps you save, translate, and visualize your project.
The Library stores all of the simple models you've imported or created for your asset. You can import .VXM files (made in VoxEdit) or .VOX files (made in other programs like MagicaVoxel).
The Skeleton displays the structure of your compound or animated asset's rig. It is a hierarchy of how the pieces of your asset fit together and are allowed to be moved.
Each item in the skeleton is a node. Models may be linked to nodes, giving the rig shape in the Viewport.
Learn more: Build a Rig
The Inspector allows you have more granular control of a node's position and rotation by entering a value. You can also toggle collisions on or off for one or more selected nodes.
The Timeline allows you to add motion keyframes to an animation, or pose, of your asset.
The Animations List includes all poses built in your asset. Motion may or may not be applied to each. A search makes finding animations fast for assets that have many.
Inverse Kinematics is a hidden panel for advanced users to create more realistic movements and set poses, or animations, more quickly. You can find it in the View menu at the top of the screen.
Learn more: Use Inverse Kinematics
Learn more about .
Create a new asset
Open a previous asset file
Hover your mouse over anything in VoxEdit for tool tips at the bottom left.
See performance data at the bottom right (moved from the Viewport).
See for details.
See to learn how to:
The front of your project is indicated by a large white arrow outside of the asset (oriented to the positive Z axis). Note the colour coded axes on the and on the selected node.
CTRL+S
Commit to changes. Use File -> Save As to save another version of your project.
Toggle a mode with high contrast colours to check for quality issues, such as or .
F
Trim
Edit
Duplicate
Delete
Menu
To edit with the asset's ghost shown, click the edit button next to the node in the Skeleton.
Up to 5 palettes may be shared for easy editing across models in an asset made in the Animator, but any model may also have a custom palette of its own (indicated by the icon).
Select one or more models, click the star icon, and select a palette to apply.
Use the Modeler's and panels to modify palettes to save and use in your project.
If a node has child nodes (and influences their position and rotation), these controls appear on the left. A child node is indented below a parent node to show its depth in the hierarchy. The World node is the root node for your project.
Expand Node
Collapse Node
Attach a model to this node or unattach a model from it. You can also drag and drop a model from the Library onto a node in the Viewport.
Back
Previous
Play/Pause
Next
Forward
Filter options:
Collapse
Hide/Show
Lock/Unlock
Mute/Unmute
Offset
Colour (for organization)
Menu
New Keyframe
New Animation
Import Animation
Clean Animations
Menu
Add