hrummm maybe it's must me.. but I don't understand how to convert the .binvox files to a schematic.
Converting 3D models to .binvox is no problem, but then you need to convert them to a .schematic for mcedit.
What are then commands after you already have a .binvox?
Read Patrick's post on this topic, earlier in this thread. Binvox does the conversion for you, outputting a .schematic file - you don't input a .binvox, just use the same parameters that you did to make the binvox, plus "-t schematic". If you have more questions, please try reading through this thread first, you can even search on terms you want to know about.
Read Patrick's post on this topic, earlier in this thread. Binvox does the conversion for you, outputting a .schematic file - you don't input a .binvox, just use the same parameters that you did to make the binvox, plus "-t schematic". If you have more questions, please try reading through this thread first, you can even search on terms you want to know about.
You guys need to clear up that tut every google link goes to either here or Patricks sites and then all the links just link each other in a giant circle .. it's confusing.
Turns out you were right about the second problem I had occurring (negative negative vertex indices.) I was researching it and as soon as I found it, I came back. You beat me to it. Well played. Now, I must ask one more thing, can I get an upload link with the latest of each .exe? I've got a bunch of exes and some are up to date others aren't and I'm not sure if the download link is updated... so yeah. Just waitin on a link. Thank you SOO much for helping with those problems by the way, it means a lot.
Although I find this method as a bit of a cheat, I still think, that used effectively, this can create a whole new era of minecraft building. The renaissance of Minecraft, where everything is bigger, better, and more detailed.
Great work on this.
Rollback Post to RevisionRollBack
"Can you point to the object that represents a resilient parasite of an idea caught in the tangled nature of the subconscious human mind? Thaaaat's right!"
Yes, I compressed them, I just had the winrar open.
So I got it to work by moving it to the desktop, but now I'm getting this error when trying to open my .off file, the .obj hand model worked though.
Microsoft Windows [Version 6.1.7600]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\Users\ashten>cd C:\Users\ashten\Desktop\Binvox
C:\Users\ashten\Desktop\Binvox>binvox 783_Chinese_dragon.off
--- [binvox] mesh voxelizer, version 0.47, build #292 on 2010/11/16 09:57:09
--- written by Patrick Min, 2004-2010
loading model file...
MeshFileIdentifier::*create_mesh_file(783_Chinese_dragon.off)
OffMeshFile::load
655900 lines read
read 655980 vertices
1967939 lines read
Read 1311956 faces, 655980 vertices.
bounding box: [-34.514, -52.851, -1036.71, 1] - [27.352, 60.304, -927.195, 1]
normalization transform:
(1) translate [34.514, 52.851, 1036.71, 1], (2) scale 0.00839556, (3) translat
e [0.025, 0.025, 0.025]
voxel model dimension: 256
Graphics card and driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce GTS 250/PCI/SSE2
Version: 3.2.0
Voxels::init(256, 256, 256)
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
C:\Users\ashten\Desktop\Binvox>
Yes, I compressed them, I just had the winrar open.
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc
Out of memory. Surprising, though. Try "-d 128" and see if you get the same error. Anyway, the normal "carve" -c option doesn't use lots of memory, so that one should work fine - you could try it instead.
That's really helped, too bad it didn't end up looking good, I think I'm gonna try a different model. Thank you so much for helping me with this, I have a few ideas on what to make since I got it working yesterday.
I don't see any Wavefront OBJ files there, just "dae" Collada and XML forms - how did you convert it to Wavefront OBJ? The OBJ file format is described here, and the file should be able to be opened in a text editor. You should seem something like this at the top, and have a lot of data of "v" and "f" types:
# The blah-blah model file (this is a comment)
# List of Vertices, with (x,y,z) coordinates.
v 0.123 0.234 0.345
v ...
...
# Texture coordinates, in (u,v[,w]) coordinates, w is optional.
vt 0.500 -1.352 [0.234]
vt ...
...
# Normals in (x,y,z) form; normals might not be unit.
vn 0.707 0.000 0.707
vn ...
...
# Face Definitions
f 1 2 3
f 3/1 4/2 5/3
f 6/4/1 3/5/3 7/6/5
f ...
...
As i said i probably failed in the converting process.
*Preparing to get flamed at* i just imported the collada file into blender and then exported it in .obj file. I guess thats not how you do it though lol.. Could you maybe tell me how i should do it?
Actually, that should be fine... Did you take a peek with a text editor at the resulting .obj file and see if there's anything in there? If you can put the .obj for download somewhere or email me (search on Eric Haines, you'll find me), I can take a look (I don't have time to mess with Blender right now, sorry).
You guys need to clear up that tut every google link goes to either here or Patricks sites and then all the links just link each other in a giant circle .. it's confusing.
I've added links and updates to my original tutorial, noting how to make a .schematic file, noting TurboSquid's free model area, etc. So that's your one-stop shop & portal.
Been trying to use this, i've got an OBJ file of the Statue of Liberty.
any idea why this isn't working?
If you're using Windows, make sure "-d 120" or larger is used. I was getting lots of empty models with "-d 64". What arguments do you use when you run binvox?
well after playing with the commands i'm getting some results now but the size only seems to be 3x3x7 (-d 700, if i go above 800 it crashes), lol. i'll keep playing with it.
Before even seeing the model, this probably means it's standing on a large
ground plane, which binvox is also trying to voxelize. Because the plane is so
thin it doesn't get any voxels. The relatively small statue gets a couple only
when you really increase the dimension, but then of course you run out of memory..
Patrick
Oooo, nice one, Patrick. Yes, definitely give your model a look in Blender, and delete any surrounding junk if you can.
OK, this project is taking me forever to finish. I'm about 75% done, I think, but am running out of energy. With health looking likely to be implemented (and falling == dead), I'm pushing to finish it by Thanksgiving, if not sooner, or go mad trying. I thought I'd post some hint pictures for now, for what I think is the largest binvox project to date: 12925 blocks of fun. Any guesses, anyone? The pictures are from our Vokselia photo album.
There's something off to the left there:
Foreshadowing:
Another shadow of the work in progress, probably at about the 40% done mark:
Hard at work:
Slice 27 of 56 - I do wish I could zoom while in the orthographic view:
Whatever picture you were trying to show isn't visible to the rest of us, unless you make all of us your facebook friends. Try imageshack or some other service.
Real easy to use except counting the blocks over and over and over and over .
Will use this on more advanced structures soon
Very nice! Funny, due to the first TurboSquid free page having some swords on it, I was tempted to do this same sort of thing, a sword coming out of a rocky island in the sea. Now I don't have to - thanks!
Thansk for being a nice guy. :smile.gif:
that code worked, But it doesn't work on very model. :sad.gif: Some model just give you a giant 256x256 empty block when you import the schematic.
Atleast that saved us a few hours of building stuff. Yaay!
Converting 3D models to .binvox is no problem, but then you need to convert them to a .schematic for mcedit.
What are then commands after you already have a .binvox?
Read Patrick's post on this topic, earlier in this thread. Binvox does the conversion for you, outputting a .schematic file - you don't input a .binvox, just use the same parameters that you did to make the binvox, plus "-t schematic". If you have more questions, please try reading through this thread first, you can even search on terms you want to know about.
You guys need to clear up that tut every google link goes to either here or Patricks sites and then all the links just link each other in a giant circle .. it's confusing.
Getting this error.
Great work on this.
So I got it to work by moving it to the desktop, but now I'm getting this error when trying to open my .off file, the .obj hand model worked though.
Out of memory. Surprising, though. Try "-d 128" and see if you get the same error. Anyway, the normal "carve" -c option doesn't use lots of memory, so that one should work fine - you could try it instead.
http://shapes.aim-at-shape.net/viewgroup.php?id=783#
Edit: got the error using -d 128
I don't see any Wavefront OBJ files there, just "dae" Collada and XML forms - how did you convert it to Wavefront OBJ? The OBJ file format is described here, and the file should be able to be opened in a text editor. You should seem something like this at the top, and have a lot of data of "v" and "f" types:
Actually, that should be fine... Did you take a peek with a text editor at the resulting .obj file and see if there's anything in there? If you can put the .obj for download somewhere or email me (search on Eric Haines, you'll find me), I can take a look (I don't have time to mess with Blender right now, sorry).
I've added links and updates to my original tutorial, noting how to make a .schematic file, noting TurboSquid's free model area, etc. So that's your one-stop shop & portal.
If you're using Windows, make sure "-d 120" or larger is used. I was getting lots of empty models with "-d 64". What arguments do you use when you run binvox?
Oooo, nice one, Patrick. Yes, definitely give your model a look in Blender, and delete any surrounding junk if you can.
There's something off to the left there:
Foreshadowing:
Another shadow of the work in progress, probably at about the 40% done mark:
Hard at work:
Slice 27 of 56 - I do wish I could zoom while in the orthographic view:
Whatever picture you were trying to show isn't visible to the rest of us, unless you make all of us your facebook friends. Try imageshack or some other service.
Very nice! Funny, due to the first TurboSquid free page having some swords on it, I was tempted to do this same sort of thing, a sword coming out of a rocky island in the sea. Now I don't have to - thanks!