Importing Assets
This page describes the different ways to import files as assets.
All imports are performed using the active Import Settings profile.
Hint
You can create and activate import profiles for different import scenarios in the Profiles Panel, allowing you to customize these settings to suit your specific import needs.
Note
During the import process, all colors within the imported files are indexed using the active project's Color Palette. If you want to keep the original colors, you can import the file into the Color Palette before importing it as an asset. This will extract the colors and add them to the project's Color Palette.
Import Via the Main Menu
Steps to Import Files Using the Main Menu
- Choose File > Import.
- Select the files you want to import and click OK.
Foxel automatically determines which asset types to create from the imported files.
Import Via the Assets Panel
Steps to Import Files Using the Assets Panel
- Open the Assets Panel.
- Select the desired asset type from the tabs.
- Click the Import button.
- Select the files you want to import and click OK.
The file types available in the Import dialog vary for each asset type and are limited to what that asset type can actually import.
Import Via Windows Explorer
Steps to Import Files Using Windows Explorer
- Open the project into which you want to import assets.
- In Windows Explorer, select the files you want to import.
- Drag the files to the Foxel window.
Foxel automatically determines which asset types to create from the imported files.
Re-importing Assets
Each time an asset is successfully imported, additional information is stored to allow re-imports. A re-import overwrites the asset rather than creating a new one. This is especially useful if you want to try different import settings or are still working on the source file.
Steps to Re-import Files
- Open the Assets Tab.
- Select the assets you want to re-import.
- Right-click and choose Re-import from the context menu.
Importing Files Into the Active Asset
Importing files into the active asset does not create a new file; instead, it creates objects from the import file and adds them to the active asset's hierarchy. The new objects are grouped and parented to the root node.
Steps to Import a File Into the Active Asset
- Open the Hierarchy.
- Click on the Import button.
- Select the file you want to import and click OK.
Supported File Types
| File Type | File Extension | Resulting Asset Type | Description |
|---|---|---|---|
| Foxel Asset | .fxl | Same as the imported file | Native format for Foxel assets. |
| Qubicle 3 Model | .qbcl | Voxel Scene | Format for voxel scenes in Qubicle 3. |
| Qubicle Binary | .qb | Voxel Scene | Binary format for Qubicle models. |
| Qubicle Exchange | .qef | Voxel Scene | Format for exchanging voxel data. |
| Magica Voxel | .vox | Voxel Scene | Format used by Magica Voxel. |
| 3ds Max | .3ds | Mesh Asset | Format for 3D models from 3ds Max. |
| Collada | .dae | Mesh Asset | Open standard for 3D asset interchange. |
| FBX | .fbx | Mesh Asset | Common format for 3D models and animations. |
| glTF | .gltf | Mesh Asset | JSON-based format for 3D models. |
| glTF Binary | .glb | Mesh Asset | Binary version of glTF. |
| Wavefront | .obj | Mesh Asset | Simple format for 3D geometry. |
| Windows Bitmap | .bmp | Heightmap | Bitmap format. |
| PNG | .png | Heightmap | Bitmap format with transparency. |
| GIF | .gif | Heightmap | Bitmap format supporting simple animations. |