![]() ![]() ![]() Voxel Max does not have an option to set volume size for objects, but there is no need to do this. Undo and Redo are available from Voxel Max’s top left corner, or you can use the iOS gestures swiping with three fingers to the left for undo, or three fingers to the right for redo. There you can press and hold on a project copy, move, duplicate, or delete, achieving the same file management goals as the buttons in the Top Right corner of MagicaVoxel. While Voxel Max doesn’t have a dedicated ray-tracing mode, it does have Presenter View, which lets you replay construction, show a turntable view, see your project with different background colors and stackable filters, record the screen with a hidden UI, and activate AR mode to see your model in the real world! Pressing the back button in the left top corner will return you to the editor.įrom Voxel Max’s editor, you can keep pressing the back button till you reach the project gallery. The last software is the more important because we will implement a subsets of its function in VR.The top left corner of the MagicaVoxel window lets you switch to the Renderer. The software that we plan to use are Unit圓D, the VRTK library with the SteamVR component and some modelling tools like Blender and Magicavoxel. This hardware can give us the precision that we need for the application, since this is a modelling app it need an high precision during the movement and the positioning of the cubes. Our project uses virtual reality so for the hardware we decide to use the HTC Vive that we already used in the second project. adding animations voxel structures Hardware & Software: Other functionalities can be added on as the project develops: Some of the controls should be linked to one of the vive controllers since they need to be immediately accessible during editing other settings could be in a sepaarte menu somewhere in the editing scene as if it were a control panel in a room. The user will have access to "color palettes", material settings, predefined shapes (shpres, lines, etc.), editing options (undo/redo, select, copy/paste. This part will greatly take inspiration from MagicaVoxel's IDE. It is then indispensable that the user can access a control panel to decide color, material of the blocks or to shift editing modes. The ability to choose the background music should be added since many people like having some musoc while drawing. Or maybe the user would rather be in a cozy room with a fireplace and some music on. The user should be allowed to choose his/her own "art studio", or even create one (by using the editor itself)! So for example one setting could be a simple infinite plane such as the default editing environment of unity. The first thing to do is to set the editing environment. Another difference is that it is immediate to create solid objects that can be exported and used for other environments (eg games). The idea of this project is somewhat similar to Google's tilt brush but it stands out for its smooth learning curve (it's really easy for beginners to create something likeable) which will encourage more users to try it out. We believe the ease of creating these pixelated scenes and objects would be significantly enhanced by the VR experience. Using MagicaVoxel was intuitive, easy and fun.įor our project three we would like to implement a Virtual Reality version of the editor, to be deployed on the HTC Vive. To give a better idea of what we are talking about, here are some screenshots of editor and the renderings of some rooms we created with MagicaVoxel: ![]() During implementation of project 2, we have stumbled upon and made great use of MagicaVoxel, a "voxel" (volumetric unit) art editor that allowed us to build creative environments for our game with a funky pixelated style I personally really like. ![]()
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