Staxel is a cute sandbox RPG made by a small indie development team lead by Bart van der Werf, who also worked on the popular Starbound. Staxel is a modder friendly game that is designed with Qubicle, so you can also use Qubicle to create custom mods for it. With version 3.0.2 Qubicle offers special modding helpers that you can find under Games > Staxel.
All steps presented here can be done with the $20 basic edition found on Steam (no DLC required)
Tip: don’t use regular Open/Import or Export from the File menu, rather use the corresponding actions from the Staxel menu.
The General Workflow:
- Open base model
- Import Staxel files (optional)
Step 1: Open Base Model
Qubicle comes with two built-in Staxel base models. You can open them with Staxel > New Male and Staxel > New Female. This will create 16 matrices for the body parts and one nearly empty helper matrix that resembles the area that will be exported.
Step 2: Import Staxel Files
This step is optional and can be skipped. If you don’t want to start from scratch and would rather open an exising Staxel file you have two options:
- Staxel > Import imports a Staxel file, translates and optimizes the size for all matrices.
- Staxel > Import And Replace does the same but also replaces all matrices from the base model with the ones found in the file.
On the left is the regular Import result and on the right, Import and Replace. "Why is the head missing on the right side?", you might ask. Staxel merges all matrices with the same name into one final matrix, starting with the one from the base model. The hair matrix is not named hair but head. So if you use Import and Replace the head from the base model is replaced with the one from the imported file. If you use Import you will have to check names before export. More on this in Step 4.
Step 3: Edit
You should already be able to edit matrices using all the tools (if not look here). Here are two tips for you that could come in handy:
Tip 1: having trouble selecting a certain matrix? Try circular selection with Select > Next Object and Select > Previous Object
Tip 2: a quick way to add more space for adding voxels: use Modify > Work Area > Extend 1 unit. This will extend the work area by one voxel on all 6 sides. You may also want to assign a shortcut to this action (I prefer X)
Step 4: Export
You can find four different export actions in the Staxel menu:
- Export Hair
- Export Shirt
- Export Trousers
- Export Shoes
All of them will automatically export the parts of the model that are required for a certain piece of clothing. Furthermore they will verify names and resize / transform matrices in the background.
Note: in contrast to regular export from the File menu these actions ignore your object selection!
As mentioned before correct naming is very important. Qubicle will stop the export if required matrices do not exist. Here is what will be exported:
- Export Hair: “Head”
- Export Shirt: “Torso”, “Shoulder_Right”, “Shoulder_Left”, “LowerArm_Right”, “LowerArm_Left”, “UpperArm_Right”, “UpperArm_Left”
- Export Trousers: “Thigh_Right”, “Thigh_Left”, “UpperLeg_Right”, “UpperLeg_Left”, “LowerLeg_Right”, “LowerLeg_Left”
- Export Shoes: “LowerLeg_Right”, “LowerLeg_Left”
Note: Names in Qubicle are unique, meaning there can't be two objects with the same name. If you use Staxel > Import instead of Staxel > Import And Replace the imported matrices will have an indexed name e.g. "head_1". You need to change that to "head" if you want to export that matrix.