The Voxel Editor is used to create the voxel models for your game's tiles, objects, and characters.
|Opens the New Resource dialog (with “Tile” selected for the resource type).
|Saves changes to the model.
|Saves a copy of the model to a new file.
|Import from External Format
|Opens the Import dialog, allowing you to import data from MagicaVoxel .vox files or Qubicle .qb files.
|Export to External Format
|Opens the Export dialog, allowing you to export the model to MagicaVoxel .vox format, OBJ format, or a PNG image.
|Reverts the most recent modification made to the model.
|Ctrl + Z
|Reapplies the last modification that was undone.
|Ctrl + Y
|Enables/disables display of the boundary grid lines.
|Display Voxel Outlines
|Enables/disables display of outlines drawn along voxel edges.
|Display Surface Edges
|Enables/disables display of outlines drawn along the perimeter of each flat surface.
|Display Ambient Occlusion
|Enables/disables display of ambient occlusion in the editor.
|Enables/disables the ground surface displayed underneath the model.
|Preview Game Mesh
|Displays the generated mesh as it will appear in-game.
|Captures an image to use for the model's preview thumbnail.
|Opens the Voxel Editor section of the Editor Settings dialog.
|Toggles the editor's fullscreen mode.
|Right Mouse Button + Drag
|Middle Button + Drag
|Scroll Wheel Up
|Zoom camera in
|Scroll Wheel Down
|Zoom camera out
|Mode for adding voxels to the model. New voxels can be attached to existing ones or onto the grid boundaries by left-clicking. In “Box” mode, you can click and drag to place a box area of voxels across three dimensions. In “Face” mode, clicking a voxel will “extrude” the face (all adjoining voxels of the same color) outward by one.
|Mode for painting voxels. Left-click an existing voxel to change its color to the currently selected color. In “Box” mode, you can click and drag to paint a three dimensional area. In “Face” mode, clicking a voxel's face will paint all voxels of the same color that adjoin that face.
|Mode for removing voxels from the model. Left-click to remove the voxel currently highlighted by the voxel cursor. In “Box” mode, you can click and drag to remove a box area of voxels across three dimensions. In “Face” mode, clicking a voxel's face will remove all voxels of the same color that adjoin that face.
|Mode for replacing the colors of multiple voxels at once. Left-clicking a voxel will replace the color of that voxel and any others of the same color with the currently selected color. With “All Frames” checked, the color replacement will occur across all frames of the model. With “Contiguous” checked, only adjoining voxels will be replaced.
|Mode for moving voxels along one axis. The voxels will be moved in the direction of the mouse drag and based on the orientation of the voxel cursor. If any voxels are selected, only the selection will be moved, otherwise the entire model will be moved.
|Mode for selecting one or more voxels that can then be moved or deleted independently from the rest of the model. Holding Shift while selecting will add voxels to the current selection. Holding Shift + Alt while selecting will remove voxels from the current selection. Holding Alt while selecting will add all voxels of the selected color to the current selection.
|Mode for sampling the color of a voxel. Left-clicking a voxel will set its color as the palette's selected color.
|Create Attach Point
|Mode for adding attach points to the model. Left-clicking a voxel will create an attach point at that voxel's coordinate. See Attach Points for more information.
|Rotate Model Clockwise
|Rotates the entire model clockwise by 90 degrees (current frame only).
|Flip Model Horizontally
|Flips the entire model horizontally, relative to the camera view (current frame only).
|Attempts to match all voxel colors in the model to those of the currently selected palette. A dialog will open allowing you to adjust the results before the colors are applied.
These panels are located at the corners of the main viewport where the model itself is displayed.
|Sets the grid dimensions (width, depth, and height in voxels) for the model. For tiles, this should match the tile size (16×16, 24×24, etc.) of any maps in which the tile will be placed.
|Located in the upper right corner, these buttons move and rotate either the entire model or the selection if any voxels are currently selected. Movements and rotations are relative to the camera view.
|Displays which side of the model is currently being viewed. The “Center Current View” button () will reset the camera to be centered on the current view. Selecting an option from the dropdown will rotate the camera to that side.
|Surface Level (Tiles Only)
|Determines the vertical positioning of the tile when placed into a map. This can be used to ensure that all tiles of a set (e.g. water, shore, and any variations) will automatically have their vertical placement align correctly without needing to adjust the grid height. See Surface Level for more information.
|Alt + Left Mouse Button
|Pick color with eyedropper tool
|Ctrl + Left Mouse Button + Drag
|Move the model (or selection if any voxels are selected) while any tool mode is active
|Hold Backtick Key (`)
|Hide extras (grid, voxel outlines, surface edges, and ground)
|Switch to “Box” mode for Attach, Paint, and Erase tools
|Switch to “Voxel” mode for Attach, Paint, and Erase tools
|Switch to “Face” mode for Attach, Paint, and Erase tools
|Add selected voxels to a group
The Voxel Editor's palette allows you to select which color to use when attaching or painting voxels. The table below describes the actions that can be performed by clicking on a color slot within the palette grid.
|Left Mouse Button
|Selects the color to use for attaching and painting voxels.
|Right Mouse Button
|Opens the color picker to modify the color.
|Middle Mouse Button
|Replaces the color slot with the currently selected color.
|Displays the current frame number and total number of frames. Clicking on the frame numbers will display a slider that can be used to quickly navigate through multiple frames.
|Jumps to the first frame.
|Ctrl + Up Arrow
|Moves to the previous frame.
|Ctrl + Left Arrow
|Moves to the next frame.
|Ctrl + Right Arrow
|Jumps to the last frame.
|Ctrl + Down Arrow
|Frame Length Multipler
|Defines how long the current frame will be shown when part of an animation (in number of frames).
|Insert New Frame
|Add a new blank frame after the current frame.
|Ctrl + N
|Duplicate Current Frame
|Creates a copy of the current frame.
|Ctrl + D
|Delete Current Frame
|Deletes the current frame.
|Move Current Frame Left
|Reorders the frames by moving the current animation frame to the left.
|Shift + Left Arrow
|Move Current Frame Right
|Reorders the frames by moving the current animation frame to the right.
|Shift + Right Arrow
|Plays the selected animation.
|Displays a dialog that will allow you to define a new animation for this model. These values can be adjusted afterward from the Model Properties panel.
|Removes the selected animation.