
It will rotate the model 90 degrees on the X axis. If you happened to create your model with the wrong orientation, or you imported it from a 3D app that uses Y as up (as opposed to Z) then this is a quick way to fix that in the exported model. Generally, it’s a good idea to keep this on, because otherwise the exported model could differ from what you’re seeing in Blender. Whether or not to apply any modifiers that might be on the object before exporting it.
Qubicle voxel editor output file code#
This code defines a script name for importing, and follows this format: “#define scr_” followed by two line breaks.

If checked, this option adds a small amount of code to the beginning of the script which makes the file easier to directly import into GameMaker: Studio. Point List – The vertex data is written as a list of points, one for each vertex.Line List – The model is written as a list of vertex pairs, one pair for each of its edges.Triangle List – The model is written as a list of its triangles.Each line is a vertex, and as with the other models, the number and order of vertices will depend on the model type you select in the next dropdown. Raw Vertex Data – The model will be output as a list of vertex data, which follows this format: x, y, z, x normal, y normal, z normal, uv x, uv y.GameMaker Model – The model will be output in GameMaker’s built-in model format, and can be loaded to your game using d3d_model_load().

The script will return the new model’s id. GML Script – The model will be output as a self-contained GML script, which can be added to your game as a script that you call to load your model.Basically, how you want your output data formatted. There are a number of formats and model types to choose from now – here is a brief explanation of what each of the settings does:
