Animator Library & Inspector Panels
Last updated
Last updated
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The VoxEdit Library includes all models available for use in the entity, which are .VXM files.
To link a VXM model to your rig, drag and drop it from the Library to a node in the Viewport or in the Skeleton Panel. This will make it visible as part of your entity in the Viewport. This model will now folllow the position and rotation of the nodel it is linked to.
You can click the three dots button to open a main menu to create a new VXM, import a VXM, import a VOX, delete all models that are not linked to the nodes in the Skeleton Panel, and delete backup models.
High frequency controls have their own buttons, including a pencil to edit (without seeing the ghost of your other models for reference), a duplicate button, a trashcan button to delete, and a popout button to move the panel on your screen outside of VoxEdit's main window.
VoxEdit allows for multiple palettes per compound asset (only one can be applied per model). It easy to apply a palette across many models in one compound asset.
Modifying palettes 1, 2, 3, 4, or 5 will change colours across any models where the palette is applied.
Adjust the position and rotation of selected nodes:
Type in values
Use arrows to adjust
Reset values
For one or more selected nodes:
Clicking the checkmark to make it grey turns collisions off
Clicking the checkmark to turn it blue turns collisions on
Upload the asset to Workspaces and test collisions in Game Maker to ensure this setting matches your expectations.
For one or more selected nodes
Includes controls to modify settings for IK mode, which allows child nodes to pull parent nodes (rather than the default parent pulling the child when nodes are moved)
Right click the palette icon to open the palette options:
Viewport a. Drag your mouse - Drag a selection box over the desired models b. CTRL key - Hold CTRL and click your mouse on each model you want to select
Activated by clicking the IK button on the Top Bar