

to check if exported materials work as well.to confirm that exported meshes are efficient with respect to the number of triangles created.My second fear was that I was going to have a hard time trying to load all the materials correctly also wrong! MagicaVoxel merges voxels of a same object into a single mesh. Thankfully, you will see that's not the case. One of the things I was afraid was that MagicaVoxel was going to export several individual cubes that would be really bad for performance (lots of unnecessary triangles would need to be rendered).

obj file? It's a ludicrously well-known file format that's been around for ages. It then occurred to me: why not just export a. The library just threw an exception when I tried the sample code in the readme. Nevertheless, I decided to try it, but it didn't work. This library, but it's been about an year and a half since it was last updated.
#Magicavoxel import trove how to#
I googled for an existing library to do that because I didn't want to spend time figuring out how to parse models into meshes right now. I want it to be efficient (i.e., I don't want lots of cubes with hidden faces) and I'd like to be able to see all the materials correctly displayed as well.įor some strange reason (at least for my present self), I first decided I should try directly loading. My goal here is to learn (and share the knowledge of) how to load MagicaVoxel models into a Three.js scene. Also, don't worry about your voxel palette and materials, as both are also exported by MagicaVoxel. vox files (the default format used by the program), but exporting.

There is currently no reliable library for loading. TL DR: The best way to have MagicaVoxel models loaded into a Three.js scene is to export. This is an example of what we'll have by the end of this article
