Export your voxel models as meshes to use them with third party tools like game devlopment engines.
Qubicle 3.0 supports 4 different mesh file formats. We recommend using FBX, because it is the most powerful file format and a bit faster to create.
|Exchange format developed by Autodesk. Qubicle supports the binary variant.|
|Human readable XML file format.|
|Supported by almost all 3D tools. Does not support vertex colors or pivots.|
|Prefered by 3D printers due to its strict rules.|
Before exporting your model:
- ensure that your matrices don’t have any hollows. This might be counter-intuitive but hollows increase the poly count. To remove hollows use Fill Hollows.
- If you want to export multiple Matrices as a single object you don’t need to combine them with Boolean Union, instead use Compounds. A Compound is exported the same way as a single Matrix. Select the matrices and Create a Compound.
- If you need to export a selection of your model again and again Compounds are very useful, too. Create a Compound of that selection and enter the new Compound before export. Only child objects of the active node are exported.
- If you want to export everything either select all objects or deselect. If you only want to export a part of your model select it.
Then, when you are ready to export:
File > Export >
- Adjust export settings
- Select the filename
|Remove unchecked voxel faces from the export. Useful when parts of your model, e.g. the bottom are not visible by the user.|
|(unavailable for OBJ) |
|Specifies the size of a single voxel in units. Default is 1:1:1. Values are multiplied to all vertex positions and also the object’s position and pivot.|
|(unavailable for OBJ) |
Tells the target tool how the default unit size should be scaled. E.g. a default unit in FBX is 1m. If you set it to 0.01 then a unit is 1cm.
|Defines how many pixels are used for a voxel face on the texture.|
|Adds an outline to texels of given size. Useful to avoid render interpolation issues.|
|Sets a prefix added to the filename of all exported mesh files.|
|Sets a prefix added to the filename of all exported texture files.|
|Sets a subfolder for the texture output relative to the export folder|
|Check this setting to put all generated meshes into a single file. If you leave this option unckecked then a separate file will be created for each selected object.|
|STL can be saved as a text file or in binary. Check this option to save the smaller binary variant.|