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. to use them in .
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
can dynamically display specific animations that are built into your asset, and it can change during the game.
Once a compound asset is together, you can create multiple animations (poses) and apply motion to each one with an easy timeline tool.
Once your model is ready, you can it to your Workspace, create details to describe it, and give it attributes to define how it will be uniquely useful in The Sandbox Game. Then it's ready to test in Game Maker!
Learn more about .
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.
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.
Back
Previous
Play/Pause
Next
Forward
Menu
New VXM
Add a new empty model to the Library.
Import VXM
Import a model from another project.
Import VOX
Import a 3D voxel file made in another program, such as MagicaVoxel.
Delete Unattached
Remove all models from the Library that are not linked a node.
Delete Backup Models
Declutter your Library if backup models are not needed.
Trim Volume
Edit Model
Duplicate Model
Delete Model
Duplicate Model
Rename Model
Edit a model's name.
Replace Model
Use a different model in your files (affects the rig if linked).
Export as VOX
Save the model in .VOX format for use in programs such as MagicaVoxel.
Delete Model
Position
Enter X, Y, and Z values to move the selected node(s) to a new location.
Rotation
Enter X, Y, and Z values to rotate the selected node(s) to a new orientation.
Collides
Toggle the collisions of the selected node on and off.
Set as Default
Duplicate Animation
Rename Animation
Export Animation
Delete Animation
Open a recent file (click on a thumbnail)
Tool Tips
Performance Data
Dropdown Menu
Save
Select Node
Select nodes of your asset.
Move Node
Change the position of the selected node along the X, Y, or Z axis.
Rotate Node
Change the orientation of the selected node along the X, Y, or Z axis.
World
Set the world as the translation frame of reference.
Parent
Set the parent node as the translation frame of reference.
Object
Set the object as the translation frame of reference.
Flip
Flip the entire asset along the X, Y, or Z axes.
AutoSLERP
Enable/disable AutoSLERP. Use this to automatically calculate in-between rotations for smoother, constant speed.
Align to Axis
Reset scene transformations. This aligns the rig to the closest axis at a right angle.
Show/Hide Rig
Toggle the visibility of the rig skeletons. This shows/hides connections between nodes, with lines that are thicker at the parent node and thinner at the child node.
Model Check
Show/Hide Node Bounding Boxes
Toggle visibility of the node bounding boxes. This helps visualise collisions of each model attached to nodes in your rig. Trim the volume if a node's collision box is larger than the linked model.
Emissivity
Toggle brightness of glowing colours with bloom. When disabled, the glow from emissive colours used in your rig's models will not be visible.
Focus (Reset View)
Focus the camera to the default start position.
Trim volumes of selected models to optimize colliders.
Edit the selected model (no asset ghost).
Add a copy of selected models to the Library.
Remove selected models from the Library.
View the node's child nodes.
Hide the node's child nodes.
Create a Child Node
Add a node that will be controlled by the position and rotation of this node.
Duplicate Node
Duplicate this node on the same level. The copy will have the same parent node.
Rename Node
Change the name of the node with up to 24 characters. No nodes may have the same name.
Select Hierarchy
Select the node and all nodes beneath it in the hierarchy.
Export Hierarchy
Save this node and all nodes beneath it in the hierarchy as a separate project.
Import Hierarchy (VXR, VOX)
Import the node structure of another project beneath this node.
Link/Unlink VXM from Node
Delete Node
Remove the node and all nodes beneath it in the hierarchy (its child nodes, their child notes, etc).
Search for a node name
All Nodes (top)
Single Nodes
Add a new animation to the list (duplicates the selected animation).
If rigs are compatible, you may import an animation from another project.
Remove all animations except the selected ones.
Anchor
IK Controller
Constraints
Roll Start: Size:
Yaw Pitch Radius
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 Controls & Shortcuts for details.
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
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.
Filter options:
Collapse
Hide/Show
Lock/Unlock
Mute/Unmute
Offset
Colour (for organization)
Menu
New Keyframe
New Animation
Import Animation
Clean Animations
Add