Ever wanted to import your 3d models into minecraft?? Now you can do it easily with obj2mc.
This is a gui version of binvox that converts VRML, UG, OBJ, OFF, DXF, XGL, POV, BREP, PLY, and JOT into .schematic for MCEdit.
How to use:
Get an OBJ file you would like to convert.
Open up obj2mc and click on the “…” button.
Find your OBJ file and then open.
Change any options you wish and then hit convert.
Open up MCEdit
Open your map and click on import.
Load MC and go look.
A .obj is a file associated with models. For example, in those pictures those are models from the game HaloPC. You can find .obj models online in a ton of various places or if your familiar with modding other games.
I like it, but it's exactly like binvox to schematic..
What I would like to see is this, but with color on it too. So the program detects the closest color to the color on your 3d model that is able to be made by wool.
I hope you get what I mean, but anyways, its pretty decent.I would like to see some updates for it though such as more types of files (3ds,idw,etc.) that are able to be imported,color added, and you get to pick the height and width of it.
I agree with bBall, some sort of color recognition would be spectacular!
And if it's not too much to ask, could someone possible explain to me a few of the features here? I can't find a readme or any tooltips when I hover over the options.
High Resolution (Resolution of what? How does changing the value change the resolution?)
Thin Features (What's this?)
Downsample (What is downsample? What happens when I increase or decrease the value?)
Dilated Carving (Sounds dangerous...)
Exact Voxelization (Is this some sort of 1:1 model option?)
Remove Inner Voxels (I'm guessing this hollows out the unexposed voxels?)
Z-Buffer Carving (What exactly does this do?)
Sorry for all the questions but it's just that I'd like to know how to tweak around with it a bit and I couldn't find some sort of aide =(
Link works for me, though of course it's months later.
Binvox converts directly to .schematic, it's one of the options. Of course, that's cheating
Just run binvox in a command window (binvox itself runs on Mac and Linux, by the way) with no arguments and you'll get the options list, and a short description of each. Any questions? Ask Patrick or me.
Usage: binvox [-d <voxel dimension>] [-t <voxel file type>] [-c] [-v] <model filespec>
-d: specify voxel grid size (default 256, max 1024)
-t: specify voxel file type (default binvox, also supported: hips, mira, vtk, raw, schematic)
-c: z-buffer based carving method only
-dc: dilated carving, stop carving 1 voxel before intersection
-v: z-buffer based parity voting method only (default is both -c and -v)
-e: exact voxelization (any voxel with part of a triangle gets set)(does not use graphics card)
-bb <minx> <miny> <minz> <maxx> <maxy> <maxz>: force a different input model bounding box
-ri: remove internal voxels
-cb: center model inside unit cube
-rotx: rotate object 90 degrees ccw around x-axis before voxelizing
-rotz: rotate object 90 degrees ccw around z-axis before voxelizing
both -rotx and -rotz can be used multiple times
-aw: _also_ render the model in wireframe (helps with thin parts)
-fit: only write the voxels in the voxel bounding box
-bi <id>: when converting to schematic, use block ID <id>
-down: downsample voxels by a factor of 2 in each dimension (can be used multiple times)
-dmin <nr>: when downsampling, destination voxel is on if >= <nr> source voxels are (default 4)
Supported 3D model file formats:
VRML V2.0: almost fully supported
UG, OBJ, OFF, DXF, XGL, POV, BREP, PLY, JOT: only polygons supported