Animate Voxel art model in Blender - Part 1: Setting up [ENG] [ENG/GRK SUBS]
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- Опубликовано: 9 фев 2025
- 🤘 VOXEL MODEL ANIMATION ON BLENDER 🤘
In this three part series, I will show you how to set up, rig and animate your voxel art model in Blender. In this first video, I'll show you how to set up your model, so that it's ready to be rigged.
If you don't know how to import your MagicaVoxel model into Blender, I've a comprehensive tutorial on the matter 👉 • MagicaVoxel to Blender...
If you can't understand my accent or are hard of hearing, please turn on the subtitles :)
Links to the other two parts of the series:
Part 2: Rig your voxel model 👉 • Animate Voxel art mode...
Part 3: Animate your voxel model 👉 • Animate Voxel art mode...
🎵 Music: The Desert Rocks - Turrican 2 - Chris Huelsbeck
Great video! Thank you
I've been struggling with the problem, thanks to you, I've solved it.ありがとうございます:)
Subscribed. This is very helpful. Thanks!
Happy new year
really cool video, thanks!
Thank you very very much for your wonderful video very clear just perfect !!!
Thank you so much for your kind words :) I'm glad you enjoyed it :)
nice, thank you. sub!
👏 👏 👏 🤘 🤘 🤘
Yiasou man
My vert topology is a mess when I import to blender. How did you import your model with a topology that can be animated. Thanks, great channel!
I’ll check out your import to blender video also and see If I can find the fix there.
@@liltimmybrickedps5801 Hi and thanks for your comment! That's exactly what I was going to suggest (i.e. checking out my video on the subject). That should solve your problem :) If however, you're still having issues, please let me know and I'll do my best to help you out :)
One question, I'm importing 2 voxel models into the same Blender scene. Is there a way to scale the voxel models so they are the same uniform size? Like how pixel art the pixels are the same size, I'm trying to get each voxel model's voxel size to be uniform.
That is a very good question. Unfortunately - at least to my knowledge - you can't ensure that in any certain way. What I'd do is, I'd select each object and make sure that the Z scale (from the item menu that pops up when you press N on the keyboard) is the same for all objects that I've imported from Magica Voxel. This should - in theory - keep everything uniform. You may need to apply all transforms at some point, which means that all axes scale values will be set to zero. So you need to do this before applying all transforms. But in general, it's hard to make sure that all voxels are the same size, while you're editing your scene in Blender.
@@ektelion Thank you! I will give this a try, but I think that I may try to just opt to not scale the models and just use the default import size
@@MrMysterious420 Though that may seem to be the safest option, in my experience when you import a vox file into Blender, the objects are huge. Maybe if you can play around with the import options... Else you may find it hard to set up your scene in Blender :(
Your help is invaluable! I am very new to using Blender, actually this video was what got me to try it. I dont know the shortcuts yet and I didnt know you could press the N key to get scaling options that you can put values into. I set the X Y and Z axes from 1.0 to 0.1 so now my models are 1/10th the size and I think I can replicate this for my whole project. Now I feel ready to set the bones :) thank you again!
should I make a model in voxel or just make a box like model in blender. I know how to use blender.
That depends entirely on your personal preference. The rigging/animation process shown in my tutorial works for all styles of models. But because there's tons of tutorials out there about a standard human model made in Blender, I decided to make one covering the challenges I came across when I first tried rigging and animating my own voxel models :)
Hi there
I am Nana and I would like to ask you if interested into a super small job animation in blender from 2-3 voxel files my designer created?
please let me know if you could do that.
thank you in advance.
Thank you for your inquiry! I replied to your email :)
Do the arms need to be straight in order for the rigging to work? I have a voxel character that I need to rig, but the arms are angled. Every time I try to parent the skeleton with the mesh, it just gives me an error :(
The arms and legs don't have to be straight technically, but practically it is almost impossible to get a good result if they're not, unfortunately. You can try to work around this with weight painting, but ideally you need to re-model your character so that they're standing straight, with their hands stretched out :(
That said, even if your character is not ideally posed (for rigging), Blender shouldn't necessarily give you an error. The result will probably not be what you're after, but you should be able to parent the model to the rig either way. This error can have several causes. Does it give you a specific message? Also, be sure to get rid of double vertices (select your model in edit mode, select all vertices, press M --> by distance). This is the most common reason why rigging fails.
I hope you can figure it out!
@@ektelion so, I got to the section where you symmetrize the left side, but none of the inverse kinematics show up in pose mode for the right side. Is there a solution to this?
Some of the exterior voxel vertices arent deselecting. I have a relatively simple voxel design, anything i can do to fix that?
nvm i just realized that its because my voxel model was hollow to begin with
@@mango_4 Glad you figured it out! If the voxel model is large enough, some times it can be hollow inside :) Also, I've noticed than when you scale the model down in Blender, these lines aren't really that visible. So there are some cases when this tedious step can be omitted :)
3:54
How do I bake texture my Magicavoxel model?
Like the one in this PG3D video:
ruclips.net/video/0BVoItaE4oI/видео.html