Just Shapes n Stuff

A new tool located to the right of the sidebar: Shape Tool.

Configure, place, and customise different shapes in one go, in both dimensions, using either building nodes or manually inputting coordinates.

(Shape list is a concept, remember there’s a whole lot missing):

  1. Basic - simple and well-known
  2. Polygons and Stars - upwards from 5 to 12.
  3. Arrows - point to stuff
  4. Callouts - chatboxes
  5. Symbols - anything commonly/uncommonly used

Now, you don’t need to do anything manually; rather, you have a whole lot of settings to configure:

  1. Dimension - 2D / 3D
    This separation has use cases: if you wish to create a Sphere, select the option for a Circle under the Basic category and drag/configure it as such. However, if you wish to create a Cylinder using the same option, you must do so in 2D mode (then configure). Having 3D mode on instead yields an Oval when configuring sizes.
  2. Size - volume of the shape
  3. Outline Size - line of the outer edge of the shape
  4. Cutout Size - line of the inner edge of the shape


To construct one full Blokoto block, you must drag by 8 layers. This is why the sizes appear so high.

  1. Corner Size (exclusive to rounded rectangle + chatbox) - size of the shape’s corner
  2. Star Point Size (exclusive to polygons and stars) - configure the “chubbiness” of the star

Values closer to 0.5 appear straight, 0 skinny; 1.0 and beyond “chubby”. Not to be overlooked!

  1. Rotation Snap - maximum rotational angles in the shape (see more details in the related suggestion)
    Allows the creation of pixelated or otherwise low-detailed shapes, or shapes akin to KoGaMa
  2. Outline Style - Solid; Dashes; Dotted; Dash, Dot; Dash, Dot, Dot; Random (dashes dots)
  3. Shape Fill - how much of your shape (Size) will be filled out with blocks.
    a. Solid - default, 100%
    b. Percentage - 1% to 99% (option to randomise or patternise)
    c. Pattern - apply cutting mask to shape fill (similar to texture creation)
    You could create a checker pattern for models, for example, or a swirl effect…

That’s such a great idea for a quick shape creation in-game, but i noticed that fewer shapes are not achievable with only 3 layers of building, since they are composed by many different orientations, that could cause an obstruction to the generation of the other parts that compose those shapes, mostly depending on how much space it needs to form a complex geometric shape, which evolves many steps of polygons to get them done.

I’d like to suggest for Ink that the models maybe could possibly afford to have the same number of layers as the avatars do (5 layers), this way it will surely allow these shapes to be built in such a more accurate way indeed.