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[if you need to batch-convert a LOT of .fbx files to .obj files, I recommend hunting down AutoCAD's FBXConverter tool. It's no longer supported or available as a simple download on the AutoCAD website so it may take some hunting. It has some limitations (it won't preserve colors for example) and who knows how long it will work for, but for now it can convert a lot of stuff reslly fast. The rest of this covers a way to convert one model at a time in a way that can allow you more control over the export, and also sometimes retains color information.) | |
So first locate either FBX files with cool voxel models (they actually don’t even have to be voxel models but those work best--MagicaVoxel will actually voxelize non-voxel .obj files on its own, which is hella rad). | |
Open Roblox Studio (yes, Roblox Studio, of all things!) and create a Mesh Part. In the properties of the Mesh part is a property called Mesh ID. Click on this and a little folder icon will show up next to the blank for entering the property. Click on |
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--# Main | |
-- User Interface | |
-- Use this function to perform your initial setup | |
function setup() | |
print("Hello World!") | |
yelpFunction = function() print("yeeeeeowch!") end | |
end |
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--# Main | |
----------------------------------------- | |
-- Viewers | |
-- Written by John Millard | |
----------------------------------------- | |
supportedOrientations(ANY) | |
displayMode(STANDARD) |
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--# Main | |
-- Cameras | |
----------------------------------------- | |
-- Learn Craft | |
-- Written by John Millard | |
-- Special thanks to Ignatz for the MultiStep project template | |
----------------------------------------- | |
-- Description: |
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--# Scene | |
-- Craft Scenes | |
function setup() | |
-- Create a new craft scene | |
yourScene = craft.scene() | |
-- Activate sidebar controls | |
setParameters() |
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--# Main | |
function keyHeight() | |
if CurrentOrientation == LANDSCAPE_LEFT or | |
CurrentOrientation == LANDSCAPE_RIGHT then | |
return 350 | |
else | |
return 260 | |
end | |
end |
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--# Main | |
-- WhenThen | |
-- Use this function to perform your initial setup | |
function setup() | |
whenThenTest = WhenThen({}) | |
whenThenTest:test() | |
end |
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--# Main | |
-- Main | |
saveProjectInfo( "Description", "Two-choice Adventure Games by Rosie and Charlotte." ) | |
--[[ | |
This project creates two simple adventure games that my daughters made up. | |
The only project-specific code is in the Main and ImageSet tabs. | |
All other code can be repurposed without needing direct modification. | |
The tabs explained in order: | |
1. Main sets everything up--instantiating and configuring all the other classes. |
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--# Main | |
saveImage("Project:Icon", readImage("SpaceCute:Planet")) | |
if notSet then print "notSet is true" else print "notSet is nil and false" end | |
existenceIsTruth = "wow" | |
if existenceIsTruth then print("existenceIsTruth: "..existenceIsTruth) end | |
displayMode(OVERLAY) | |
supportedOrientations(LANDSCAPE_ANY) |
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