vengi
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free and open source voxel art tools - editor, thumbnailer and format converter
Support should be added as a general module to be re-used in thumbnailer, voxconvert and voxedit at the same time. The pathtracer yocto should be used: https://github.com/xelatihy/yocto-gl https://xelatihy.github.io/yocto-gl/yocto/yocto_scene/ Also implement...
# General The normal must get mapped to a voxel for VXL - this is different for the meshes - where the normals are attached to the vertices. # Tiberian...
This allows us to display more details - like a name, maybe author and/or download link See issue #174 for e.g. lospec support - it would be great to have...
[morton-vmax.txt](https://github.com/mgerhardy/vengi/files/11233416/morton-vmax.txt) VoxelMax support is missing. the asset archive is a zip file with contents.vmax the magic is `bvx2` and each file ends on `bvx$` * the content is lzfse compressed:...
For mesh formats and also for supporting voxel formats (like qubicle) (see cvar `voxformat_qbsavelefthanded`) see `CoordinateSystemUtil.h`
magicavoxel has model and instances support - this more or less maps to our model and model reference in the scene graph. See #237 for more details
Should be possible in two ways: with model references and their own transforms or as dedicated volumes with resolved transforms.
1. You can't move groups, when trying to move a group voxedit not allows you to do so, it moves 1 block and resets it with the following message: `Could...
Could be done by using the keyframes and the related `Transform`, too. Thus hitting the Play button in the animation timeline panel would also move the camera
It should be possible to e.g. apply a walk animation to characters if they named the different body parts accordingly. see https://github.com/mgerhardy/vengi/tree/v0.0.16/src/modules/animation