The Character Editor
intermediate how toThe Character Editor is a full-screen tool for assembling rigged voxel characters. It opens when you click Edit on any character or + Create new in the Characters workspace.
Layout
- Left - 3D viewport with the live model. Orbit, pan and zoom with mouse or touch.
- Right - skeleton tree and inspector. Select a bone to see and edit its local position, rotation and scale.
- Top toolbar - Add bone, Delete, Duplicate, Rename, Mirror, Export.
Skeleton workflow
Every node in the skeleton tree is a bone. Each bone can hold:
- A local transform (position / rotation / scale / inflate).
- A reference to a voxel mesh (a Custom Voxel).
- A parent bone.
Inflate is a small expansion applied to the mesh to avoid z-fighting at joints; the default is a few millimetres.
Attaching meshes
Right-click any bone and pick Attach mesh. Voxel Studio opens a mini browser where you can pick any Custom Voxel. The selected voxel is centred on the bone and rotated to its local axis.
Mirroring
The Mirror tool replicates a branch across an axis. Edit the left arm, mirror to the right arm - useful for symmetric characters.
Exporting to Unity
The Export Unity button bundles the whole character into a Unity package that includes every per-bone mesh, a single prefab with the skeleton already wired, and the bones oriented so they match Voxel Play 4's animation system. Drop the package into your Unity project, instance the prefab, and it is ready to animate.
URL deep-link
The editor writes the active character slug to the URL hash (#character/<slug>). Refreshing the page reopens the same character - handy while iterating.
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