The voxel editor

The block-model editor from my other project moves to Godot, ready to share its models with Groundwork.

Going 3D meant I needed a way to make models. I already had one: my other project, Nimby, has its own voxel model editor. Today Nimby moved to Godot too, the same engine as Groundwork, editor and all.

The voxel editor, with a wizard built from layers: torso, arms, head, hat and cape.
The voxel editor, with a wizard built from layers: torso, arms, head, hat and cape.

Models are built in layers, and each layer has a connection point it turns around, so an arm can swing or a saw blade can spin without the rest of the model moving. That same idea ended up driving every moving part in Groundwork.