Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Feb 27, 2020 4:29 am Post subject:
Voxel Section Editor III officially imports MagickaVoxel art
Subject description: Voxel through power!
Hello everyone! I hope you had a great Carnival like the one I had. A very calm Carnival, far away from any crowd, specially the drunk zombie hordes that haunts the region that I live locking its citizens into its own apocalypse. Anyway, today we have an interesting news to Voxel Section Editor III. Back in August, 2019, Kerbiter did release a fork of the program with support to import assets from MagickaVoxel. It originally could replace the current voxel section contents with the image from MagickaVoxel or create a new section out of it.
In the last 24 hours, I've added support for it at the official version of VXLSE III and made my tweaks, also allowing to start new models from MagickaVoxel images. The picture below is how this File -> Import -> Image from MagickaVoxel looks like. If is there any of you, who are much more skilled than I am with graphics, willing to give a help, we can improve what we have so far:
You can download the latest beta version of Voxel Section Editor 3 here. You must be connected to the internet to run it for the first time, if it is a new installation. The source code is available at PPM SVN.
Slightly off topic, but I was looking at the .stl format because my friend is big on 3D printing, and a lot of models are available freely in .stl as well: the format appears to even contain a normals value per vertex. The normals seem to be a form of sanity check to determine if the model is broken, and can be used to repair some bad geometry like cracks or overlaps, so for the most programs it is redundant data.
There is a class of software called a slicer that takes an .stl and turns it into essentially 2D layers, there should be plenty of code/math examples of how to do this. The main difference to what we'd need to a slicer is they create infill patterns, to fill the voids with structure, and usually thicken or otherwise distort the surfaces, while ignoring normals. The slicer's layer height would be synonymous with our pixel height for this purpose.
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