how to draw a 3d minecraft



Introduction

binvox and viewvox can exist of assist when trying to build a voxelized version of a 3D mesh in minecraft.
Executables are available for Linux (32 and 64 bit), Mac Bone X, and Windows.

Do ship me screenshots of the models you have built!

Click on the epitome on the right to run into the gallery in the picasa spider web album binvox/viewvox for minecraft.

Note to Windows users:

binvox

and

viewvox

are commandline tools, which means they must exist run from a command shell. In Windows, offset a command shell with Beginning → Run → cmd (enter), and then utilize the

cd

command to alter to the folder where y'all have

binvox.exe

,

viewvox.exe

, and the model you want to convert. Send me a note if anything is unclear. Eric Haines wrote a good

step-by-step tutorial for Windows users, and has created a quickstart package of all software needed for Windows (including two sample models). Here is a tutorial in German (Tutorial auf Deutsch).

(I've had one written report from a Windows user where the downloaded binvox and viewvox files had to be renamed to binvox.exe and viewvox.exe)

Notation to Mac users: the same goes for the Mac, you should run

binvox

and

viewvox

from the Terminal: after downloading them into the aforementioned folder as your model, do:

  • chmod 755 binvox
  • chmod 755 viewvox
  • You can so run the programs like this:
    ./binvox
    and:
    ./viewvox
    to get a summary of the commandline options.

Hither is a Mac tutorial, written by Manic Miner. If you have questions near how to utilise the Terminal app, please search Google for "mac bone x using terminal".

Annotation to Linux users: I assume yous're familiar with the commandline :-) (but do ship me a note if something is unclear)

Process

Assume we have a 3D model like the one at the top left, in a file mug.wrl.

Step 1: voxelize it

Run:
./binvox -d 32 -c mug.wrl
which will create a file mug.binvox.

View the result with viewvox:
./viewvox mug.binvox
(the x, y, and z in the image were added later):

In viewvox, the x axis is ruby-red, the y axis green, and the z axis bluish. Some models (like this one) employ the z centrality equally the up axis, whereas viewvox uses the y axis. You can fix this by passing -rotx parameter to binvox, which makes it rotate the object by 90 degrees counter-clockwise around the x axis, effectively changing the up axis from z to y:
./binvox -d 64 -c -rotx mug.wrl

How to voxelize sparse features

If your model has no thin features, you can skip this section.

If the model has thin features that are lost in the voxelization, y'all may desire to voxelize at a higher resolution and downsample:
./binvox -d 256 -downwardly -down -c mug.wrl
You may besides desire to play with the -dmin parameter, which sets the minimum number of source voxels that have to be on in the 2x2x2 source cube for a destination voxel to be on. It defaults to 4, but for very thin features you could try 2, for example:
./binvox -d 256 -downwardly -downwards -dmin 2 -c mug.wrl

If the model has features with zero width (east.g. a single triangle/quad/etc.), you could apply both the -aw pick ("add together wireframe"), which also renders the model in wireframe (merely when carving), which does return nothing width triangles seen from the side, and -dc ("dilated carving"), which doesn't carve away as much (the carving stops i voxel before the intersection), for case:
./binvox -d 256 -down -down -c -dc -aw mug.wrl

How to voxelize only part of the model

Suppose you have a model of a gargoyle, and you want to voxelize just the head:

You can see from the axes in the image that this ways we need to limit the voxelization in the z management. Yous can crop the rendering of binvox with the -bb parameter, noting that your model will ever be in the unit of measurement cube (i.e. the cube from (0, 0, 0) to (1, 1, 1)). Examine the whole voxel model (voxelized with binvox -d 64 -cb) to judge approximately where you lot need to ingather:

The lesser paradigm shows the voxel model from the top (printing y in viewvox to become the view directly from the top, and perhaps p to switch to an orthographic projection). Y'all can see the caput ends approximately 25 voxels from the left. 25/64 is about 0.4, to we'll limit voxelization to 0.4 in the z direction:
binvox -d 64 -cb -bb 0 0 0 1 1 0.four -fit gargoyle.ply
(-cb centers the model in the unit of measurement cube, -fit makes sure a voxel model is written with only the voxels in its bounding box). The upshot:

Note: because the exact voxelization method (select with -due east) doesn't use OpenGL, the -bb parameter has no effect. Also, you may take to experiment with using the voting method but (select with -five) for example, considering cropping a model is likely to make it hollow.

Pace 2: visualize slice by piece

Run:
./viewvox mug.binvox

By default viewvox removes the internal voxels (creating a "hollow" model). If you want to go along the internal voxels, run it like this: ./viewvox -ki mug.binvox.

The keyboard and mouse commands bachelor in viewvox are printed in the last window yous run it from ("cmd" in Windows, "Terminal" in Mac Bone X).

Now, typically you'd press southward to testify ane piece of the voxel model, k and j to bear witness the next slice upwards and down (the current piece index is shown in the terminal window), and a to show the voxels with alternating colours, for example:

To better examine the correspondence between successive slices, press n to show the slices above and below the current piece (optionally t to make these slices transparent). The correct epitome shows a height view in orthographic projection.

To build the model in minecraft, I run minecraft and viewvox side-past-side so I can see where the blocks should go.

Plain many improvements are possible, send me your suggestions.

Some recent additions:

  • show coordinate values in the image (press 1)
  • switch between orthographic and perspective projection (printing p)
  • wait straight down the Ten, Y, or Z axis (press x, y, or z) (Ten, Y, or Z to expect from the other side)
  • store and restore settings (i.e. when you commencement viewvox again with the same voxel model, information technology uses the aforementioned camera and other settings)
  • apply keys to step camera (left, correct, etc.) one voxel at a time
  • the grid now has a cell for each voxel, and tin be shown at the lesser or at the slice level (press g)
  • both binvox and viewvox volition show the size of the surface area filled by the voxel model, and its bounding box (thanks to Eric Haines who submitted lawmaking for this). You tin can ingather the voxel model by this bounding box (-fit commandline parameter)
  • back up for writing .schematic files
  • thick lines in the grid every five blocks
  • single slice view cycles through none-in a higher place-below-both
  • single piece view in shows slice number

Still on the to do listing are:

  • add pick for 45 caste rotation
  • show (x, y) coordinates on voxels
  • bookmark and jump to camera positions
  • coloured meshes to convert to coloured voxels
  • back up for reading .3ds files, and for writing .vxl files
  • center a slice in the view
  • better "trackball fashion" viewing
  • prove number of voxels in slice
  • compile with freeglut instead of glut (to forbid mouse bicycle crash)
  • viewvox selection to write an prototype file for each slice

Practice check out...

  • the amazing Mineways tool, which makes it easy to create 3D prints (!) of parts of your globe
  • a Perl script for combining 2 minecraft stats/achievements files

  • try my Calcudoku puzzle site, which also has Killer Sudoku and Sudoku puzzles


Whatever comments/suggestions are welcome at . Practise send me screenshots of the models you have built!

baxterwholl1962.blogspot.com

Source: https://www.patrickmin.com/minecraft/

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