VOXEL FORGE
Voxel Forge IS the sprite editor — same canvas, same brushes, same timeline. The voxel-only additions are the Depth tool (D), the Placement tool (P), the depth/placement chip + opacity slider in the toolbar, a floating 3D preview window in 2D mode (drag-to-rotate), and a full Model View that swaps the 2D canvas for an orbit-controlled three.js scene.
Each painted pixel becomes a stack of 2N+1 cubes centred on the canvas' mid-Z plane, where N is the depth value (0..floor((canvasSize−1)/2)). Placement adds a signed Z-shift to slide that stack forward or back without changing its thickness. Depth 0 + placement 0 = one cube on the mid-plane. Empty pixels contribute nothing.
Every timeline layer is its own 3D object. The 3D preview composes ALL visible layers top-of-panel-down with a per-cube override rule: where two layers would draw a cube at the same (x, y, z), the higher layer wins. Lower layers still draw wherever they don't conflict. Hide a layer to take it (and its claims) out of the composite without deleting its pixels.
Mirror mode (H / V / quad) reflects depth and placement alongside colour, so a left-right symmetric character mirrors its 3D thickness for free. Drag-to-move on a selection preserves depth + placement when you commit. Ctrl+S flushes pending pixel + voxel-op writes on demand so the server-side export always sees the latest canvas.
Exports rebuild the same composite on our end, so the .glb / .obj you download is exactly what you see in Model View. Pro caps the voxel canvas at 64³; Free caps at 16³.