Modeler Tools Menu
The Modeler has the full set of modes available for each tool.
The Modeler has the full set of modes available for each tool.
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Modify voxels in a rectangle from the perspective of the screen.
Modify voxels in an ellipse or circle from the perspective of the screen.
Modify voxels in a rectangular prism shape.
Affect a contiguous volume of voxels of the same colour. Voxels that only touch on their corners are not included.
A Mode is used in combination with a Tool shape in this toolbar, providing a variety of ways to create and modify your project.
The selected buttons are highlighted in the colour of your choice in Preferences under the File menu.
Click each tab to view example combinations. ⬆️
Select the surface colour of a block or model.
Set the Model's origin point, which determines how it is positioned and rotated in Game Maker and VoxEdit's Animator.
The Pivot Point is the location that defines how the Model is positioned and rotated in Game Maker and VoxEdit's Animator.
If the volume size is adjusted in any dimension, the Pivot Point will also need to be adjusted.
Pivot Tool menu options are only accessible by right clicking the button.
WORKFLOW TIP You will often need to move the pivot point to the center and bottom of a Model. Set to Center first, then Set to Floor for a fast workflow.
Rigged Assets created in the Animator combine multiple Models using their Pivot Points. The Pivot Point of a rigged Asset is the origin point of the scene where the 3 coloured axes meet, which is determined by the Asset's design in the Animator.
The volume resizer is a tool used expand the workspace box within the modeler. This tool is to create a fast and easy way to edit the workspace for your models.
The Frame Tool is used to select a rectangular area of a model to use for image, NFT, and video display in the gameplay environment. The result is referred to as a frame asset.
Uploading custom content for use with Video and Audio Streaming behaviours is limited to The Sandbox and select partners. These features are in development for public use.
The following logic options can be applied to a frame asset in Game Maker:
For updated guidelines and creative techniques using the Frame tool, visit Frame Assets in the Asset Guide.
SPECIFIC REQUIREMENTS
The Model's volume dimensions must be even values (i.e. 64x64x2, 120x40x6). Uneven values on any dimensions will make the asset incompatible with Game Maker's logic tools.
The asset must not be animated
Don't move or rotate the node linked to the model with the frame area. The projection is locked at the position on the model in relation to the [0,0,0] coordinate. If you move or rotate the model, the projection area won't match inside the Game Maker.
If these guidelines are not followed, the image may not display correctly, or the Game Maker may not recognize it as a proper frame asset and will not allow the display logic to be applied in Game Maker.
The NFT Details Display component is often used on frame assets to provide marketplace information about the displayed media:
Select (1) Select voxels to cut, copy, move, or save as a new Model.
Create (2) Add voxels within the Model's volume.
Paint (3) Paint voxels with the selected colour swatch, found in the Palette.
Erase (4) Remove voxels within the Model's volume.
Pen (Q) Affect single voxels for free editing.
Line (W) Create a straight line.
Screen Rectangle (E)
Circle (R)
Sphere (T) Modify voxels in a sphere.
Box (Y)
Face Tool (U) Modify voxels on a contiguous face. Voxels that only touch on their corners are not included.
Bucket (I)
Pen select
Line select
Perspective select
Circle select
Sphere select
Box select
Face select
Bucket select
Pen create
Line create
Perspective create
Circle create
Sphere create
Box create
Face create
Bucket create
Pen paint
Line paint
Perspective paint
Circle paint
Sphere paint
Box paint
Face paint
Bucket paint
Pen erase
Line erase
Perspective erase
Circle erase
Sphere erase
Box erase
Face erase
Bucket erase