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Models, pictures and sounds ​

KHIM Engine's Assets panel has three tabs - Models | Sounds | Pictures - with KHIM's built-in assets, your world's own uploads, and the Asset Library. Each tab has its own search (Ctrl F), an order (Newest, Name, Most used) and cards or a list.

KHIM's models ​

Assets > Models > KHIM has ready-made models: oak, pine, palm and fruit trees, bushes, boulders, slabs and spires, grass and flower patches, mushrooms, stumps and logs, clouds, crystals, crops, little pets, hay bales, barrels and eggs. Click one and it stands in front of the camera on whatever is under it.

Each is a Model with a part for each piece - a tree is a Trunk and its Leaves - so you can recolour the leaves for autumn, change a material, scale and turn it like any part. Hard pieces (trunks, rocks, logs) collide as their box; leaves, petals and clouds are walked through.

Importing your own model ​

Insert > MeshPart, Assets > Models > Import a model..., or simply drop a file onto KHIM Engine. It takes:

  • .obj (Wavefront) - every 3D tool exports it. Its .mtl beside it gives the colours and, with map_Kd, a picture.
  • .glb (glTF binary) - Blender's File > Export > glTF 2.0, most model stores and generators.

An import window opens before anything enters the world:

OptionWhat it does
Studs a unit1 for Blender (a metre is a unit). Buttons for centimetres, inches and "4 units at its longest"
Up isY (Blender's default export) or Z (3ds Max, CAD tools, Blender exported with Up: Z)
Turned0, 90, 180 or 270 degrees
Turn faces overFor a model that came out inside out
Flat shadingEvery triangle lit flat
Draw both sidesFor thin things - leaves, cloth, a sign
A part for each groupSeveral MeshParts in a Model, one per object of the file
Use (picture)The model's picture, sent for review on Import

The preview shows the model as the options leave it. Import stands it in front of the camera.

From Blender

Export with the defaults: Forward -Z, Up Y, Normals on. A Blender unit is a KHIM unit. Shade Smooth, Shade Flat and smooth-by-angle look as they do in Blender.

Things to know about MeshParts:

  • A MeshPart collides as its box. For a building players walk inside, add invisible parts where the floors and walls are.
  • A model is kept inside the world file, so nothing else needs uploading. A world holds up to 64 models; a model up to 65,535 points.
  • In the Inspector, DoubleSided, TextureTiling and TextureOffset change how its model is drawn.

A rig from Blender ​

Insert > Rig from Blender (.glb) brings a whole moving model: each mesh object becomes a MeshPart, held to its parent by a Bone, and each Blender action becomes an Animation. In Blender, parent each piece to its bone (Ctrl+P > Bone) and export as glTF Binary with Animation ticked. See Animation and rigs.

Pictures ​

Pictures go on Decals (stretched over one face of a part), Textures (repeated across a face), UI Images and MeshParts.

  • KHIM's own pictures are under Pictures > KHIM: coins, gems, hearts, stars, and icons for crops, pets, eggs, a cart, a bag, a trophy and more.
  • Your own: drop PNG or JPEG files onto the panel (several at once). They are made 1,024 pixels at most and sent to KHIM.

To use one, drag its card onto a part in the view (a new Decal goes on the face it lands on), onto the Inspector's Image row, or press Put on selection. In a script a picture is named by its name ("coin") or, for an upload, by its number: "asset:123".

Sounds ​

  • KHIM's own: coin, click, swing, hit, win, music.
  • Your own: .wav files only - up to 20 MB and two minutes, 8 or 16-bit PCM, 8,000 to 48,000 Hz. Convert other formats with Audacity (Export > WAV, Signed 16-bit PCM). A sound waits in the panel with its length shown until you press Upload.

Click a sound's card to hear it. Drag it onto a part to put a Sound in it. In a script: sound.soundId = "coin" or "asset:123".

Review ​

Every picture and sound you upload is reviewed by a KHIM moderator before players see or hear it. Until then you see and hear it in KHIM Engine; players see a Decal draw nothing and a MeshPart plain, and hear nothing. Each card has a badge:

BadgeMeans
Approved (lime tick)Players get it
Pending (amber ring)Waiting for a moderator
Rejected (red cross)Not approved; the tooltip says why. Replace... sends a new file under the same number
Disabled (grey)Was approved, taken back by a moderator

Uploading needs you signed in, and the world must have gone live once (assets belong to a game on KHIM).

The Asset Library ​

Share Models between your worlds - and with other creators:

  • Upload: right-click a Model in the Hierarchy > Upload to Asset Library..., or Upload selection in the Library section.
  • Insert: click a Library card, or Insert by ID with a model's number.
  • Inserting makes a copy: deleting the Library's model never breaks a world that used it.

The Workshop's Assets page lists your Library models too, and can upload a .khim model file from the browser.