For some reason the program now thinks that it's ok to flip the objects on the Z-axis, and the textures on the Y-Axis
This is how it looks, when I put the exported .obj into C4D R17 (note the grass texture and the placement of the waterfall) : http://prntscr.com/aqhoh7
In case anyone else runs into this, I debugged the problem. Cinema 4D (C4D) does not read in "Wavefront OBJ, relative," files properly, it's a bug with C4D. Use the (default) "Wavefront OBJ, absolute" format.
I don't know if this has been asked before, but would it be possible to seperate materials such as stained glass and stained clay to multiple materials when you export from Mineways to .obj? For example Stained_glass_red & Stained_glass_yellow (same for stained clay and other materials) instead of just Stained_glass or Stained_clay? This would help the render community so much because we can then for example change and animate different objects and materials individually and much more!
Good idea, I'll try to add that next release. I just finished a major release, so need to break for a minute or two.
Moved to Windows 10 redistributables. If you get an error about MSVCR130.DLL being missing, you'll need to install the Microsoft Visual C++ 2013 Redistributable Package for your system. Select vcredist_x64.exe for your 64-bit system, vcredist_x86.exe if your system is 32 bits. To find out if your computer is running a 32-bit or 64-bit version of Windows, follow the instructions here, which come down to "hold down the Windows key and then click the Pause|Break key, then look for System type".
Added scripting support. This is a huge deal if you're a serious user.
Fixed rendering output to be 1 meter per block. If you want it back the old way, change "Make each block" back to 100 mm from 1000. You can even use scripting at startup to do this automatically.
Changed torch shear to rotate the torch instead, to match torches in 1.8 and newer.
Made signs thinner to match Minecraft's.
Changed hotkey to close app from Ctrl-W to Ctrl-Q (quit), to get it further away from other keys.
Removed "B" hotkey - I don't even recall its intent.
Fixed export scale radio button control (fix tab order).
Fixed bug introduced in 4.17 where single-material export failed.
Generalized "Import Settings" code to be more flexible and forgiving: it will now read in the world, terrain file, and color scheme from a previously-exported model file, as possible (4.18 files always set all three of these).
Made names of blocks exactly match those at the Minecraft wiki, so they can be used in scripts.
Fixed lesser blocks case of water on top of an upper slab, so that top of slab gets removed.
Cleaned up step export for 3D printing, when using the "lesser blocks" mode. A few less faces are now exported when adjoining stair blocks match exactly, which may help some 3D printer slicers get it right.
Lots of other little changes, hopefully for the better.
First, scripting is great for me, at least: start up and have rendering settings just how I want them, with a world loaded up, all by double-clicking a Mineways script file (*.mwscript). Or, procedurally generate blocks and output them, check this out. Many uses in making animations or worlds for VR: add, delete, or replace blocks anywhere. Export a series of chunks of worlds by running one script. Almost anything you can do manually, you can now do with scripting.
The other small addition is that Morgan McGuire, author of G3D, added a little extra tag that lets this great viewer give Mineways models a blocky look. Here's the worst animation ever:
but it's easy to make simple tours within G3D and the rendering quality is pretty pleasant (honestly, G3D shines on regular Minecraft world exports).
I've done a lot of testing, but there's a lot of restructuring that happened, so let me know if you find anything funky. I've also streamlined my update procedure, so it should be easier to get quick bug fixes out.
The bad news (for now) is that the Mac conversion doesn't even launch, let alone run. I'm at the mercy of Winebottler, and it's pretty much a binary debug situation: it runs, or it doesn't run. Change code, build, move to Mac, try again. This process is in the category of Not Fun.
Next on the list: feature requests, including import of schematic files as worlds for export.
I'll leave you with a nicer animation:
p.s. OMG, now that I've put my head back up, I just noticed 1.10 came out.
I don't know if this has been asked before, but would it be possible to seperate materials such as stained glass and stained clay to multiple materials when you export from Mineways to .obj? For example Stained_glass_red & Stained_glass_yellow (same for stained clay and other materials) instead of just Stained_glass or Stained_clay? This would help the render community so much because we can then for example change and animate different objects and materials individually and much more!
Good idea, I'll try to add that next release. I just finished a major release, so need to break for a minute or two.
Very nice to hear that , take your time! Also I would like to add to his question , if it's possible, could you make option to separate objects based on materials but with different metadata? ... let's say Stone ID is 1 and Polished Andesite is 1:6 , is it possible to separate them? Yesterday I realised they are sorted as Stone ( and same for Wool ,Wood , Slabs , Colored Glass and Clay ).
Version 5.01 is out, and has a lot of improvements and fixes. To see most of the rendering fixes, go here and watch the show.
Please do note that "decal" objects such as redstone and rails are now exported in a noticeably different (and usually better) way, as separate objects; there's an option (Create composite overlay faces) to go back to the old way of exporting.
Before I run through the zillion fixes, a question to you all: what do you want to see in the next version? Personally, I'd like to add reading Schematics as world files, and perhaps exporting each texture as a separate texture file as a separate option. Or are there other things you'd love to see? My wishlist is here, but really, I don't have any big wishes myself - as of 5.00 Mineways now works fine for 3D printing, which is what I mostly use it for. New features are driven by users. Best is to add a new issue on the Github page.
Added 1.10 blocks.
Full 1.9 support, leaving 1.8 truly behind: isolated iron bars and glass panes are now simple posts, redstone wire and overlay textures used, water overlay used.
Added block face offset for rendering: instead of composite tiles, where a new texture is created for say a ladder on a wall, the ladder face is rendered offset by 1/16th. If you encounter z-fighting problems, turn "Create composite overlay faces" on.
Torches simplified and improved: less polygons, work better with Sketchfab, Sphax, etc.
Chests and ender chests now are properly created and fully recorded in TerrainExt.png.
Redstone wires are now shown with their proper on or off state.
Autocorrect for the level on initial selection now ignores semitransparent blocks by default, so including the bottom of lakes, etc. It also looks one block outside the border, so that cliffs are properly shown.
Space bar now corrects the bottom height, ignoring transparent blocks, which is useful when adjusting the selection area. Holding shift with the space bar does the same, but pays attention to transparent blocks (better for 3D printing, where we don't care about the bottoms of lakes and oceans).
Added "V" mode for script command "Select minimum height", see the docs.
Water tile is now left as-is, no longer modified by the alpha set in the color scheme.
The enchantment table now is the proper size (no book, though).
Pumpkin and melon stems fully rendered at maturity, and rotated to proper position. Color's still not quite right for each... next version.
Glass panes and iron bars properly sized and top and bottom edges rendered.
Tripwire hooks (but not tripwires) added. Giant time suck, but now all blocks have a real rendering, not a stand-in decal.
Flower pots emptied if version is 1.9 or higher (now that we can finally check the map version). I'll fix this fully someday. (thanks to JMY1000 for the report)
Sunflower rotation angle fixed.
Tiles stretched better for full block 3D printing export.
Glowstone now does not chop redstone wire going over an edge.
If a tile is not a power of two in width, TileMaker now flags an error and exits.
Export full path to terrain file, for easier use when using Import Settings.
Fixed chunk edge error when using "Create block faces at the borders".
Reduced face loop storage size by about 30%.
Removed default composite tiles, since the system generates these and there is now plenty of space for composites.
Forced some pop-up messages to be topmost, since they're important and sometimes get lost.
Added status information when script is run, showing file currently being exported.
Plugged some small memory leaks.
Removed tiles.h from TileMaker area, directly use the Mineways/Win version, to avoid file duplication.
Documentation streamlined, putting more useful stuff first and consolidating troubleshooting.
Moved Windows 32 version of Mineways to separate directory, included msvcr120.dll's for both versions.
First, the exciting news: I'm part of a panel all about 3D printing and education at Minecon 2016 next month. No date or time yet.
Version 5.02 is out. Important fixes in this one, including a fix for a problem with selection. Consider this a must-have if you are using 5.01. Really, I'm surprised 5.01 ran at all...
Critical bug fix: properly find minimum height when selection is performed.
Critical bug fix: schematic file export broken due to filtering out smaller blocks.
Bug fix: Import Settings now will properly read in STL ".txt" information files, so work can be resumed.
Bug fix: scripting export of schematic files now properly saves as a schematic.
Bug fix: when a new world is loaded, properly display reset slider depths.
Bug fix: ignore case when comparing most strings in scripting system.
Hardened clay (#159) changed to stained clay; tinted clay (#172) changed to hardened clay.
Improvement (I hope): "Custom printer" material added and used by STL export, set to PLA characteristics by default.
Well that's embarrassing. My last update to Mineways introduced a bug, a pretty bad one: staircases in a special orientation with full blocks would cause gaps. I just happened to notice it while making models to 3D print for Minecon. Anyway, fixed, and please do get this latest version, 5.03.
The good news: Mineways now reads in schematic files! It turned out to be not so hard to add this feature, so now it's done. Release notes follow.
Serious bug fix: stairs improperly causing full faces to disappear, due to the data value of the stairs being cleared when output. That's what I get for trying to tidy up.
The "Open..." command now reads in a schematic as a map, for ease of exporting.
For schematics, only, Control-A will select the whole schematic model.
If you save or rename your schematic file to have the world "repeat" in it, e.g. rename "eiffel.schematic" to "eiffelRepeat.schematic", the schematic will load and be repeated across the map, with a minimum one block gap between each model. This can be useful if you want to create a single 3D print file that has multiple copies of the model.
The seal off entrances checkbox now automatically attempts to fill in small window and door openings in houses and fill the interiors, without having to place torches, etc.
Bug fix: properly select the correct color scheme when adding or deleting color schemes.
Bug fix: properly mark The End as on when chosen from the menu.
Nice to see Mineways is still alive. When I used to use blender for minecraft related scenes, this program was extremely helpful.
Rollback Post to RevisionRollBack
Need a friend to play Minecraft with? Click me! Lots of players are looking for someone to play with as well!
Need a way to make survival more fun? Click me!
Don't know what to build? Here is a "What should I build?" generator!
Guys anyone please help me. Im on a mac and trying to use Mineways. Evertime i try to unzip the file, it will say no such file or directory. If anyone found a way that can fix my problem, please msg me on skype. Skype username is avriltanquackquack.
This Sunday from 2-3 PM I'll be talking about Mineways at Minecon 2016, along with a few other panelists. Room 303, be there (there's some chat with a guy named "Jens" at the same time, but you can skip that...).
Sketchfab's having a Minecraft Mystery Contest with some pretty nice prizes. You use Mineways to export to Sketchfab, it's all free software and pretty fun. I just made a Sketchfab video, though it's cooler still to just go to Link Removed (works on a smartphone, too).
Have you ever built something so absolutely amazing that you wanted to keep it forever? Imagined a structure in Minecraft, and longed to see it brought into the real world?
Well, now's your chance.
Eric Haines from Autodesk (the makers of 3D rendering software, no less) has just released his Minewaysprogram to the world. Mineways allows you to select various blocks from within the game, trim them up, and send them to 3D printing service, Shapeways.
The process is extremely simple, and after a quick turn around, you can have any Minecraft scene, object, or mob rendered into a real life object of your very own.
That's really amazing. I'd love to see more applications of this.
Version 5.04 is out! Lots of little fixes, 1.11 beta content "proxies", and some nice new features for pros in particular. Some hardcore users should be happy to see the materials subtypes feature, which gives you a separate material for each type of stone, dirt, wool, etc.
Below: my bogus shulker boxes (aka wool) and observer blocks are shown, along with the fake heads and (now entirely correct) flower pots. I am not going to fully add 1.11 content until it's official, as block names and patterns change before then.
Mineways version 5.05 is out for the PC. I don't want to make a Mac update from 5.04 until WineBottler supports Sierra, which sounds like it will happen soon.
Version 5.05 fixes two major bugs:
Fix the command line options: these were getting entirely ignored due to some dumb code I added in a previous release.
Serious bug-proofing: avoid hanging if a bad level.dat file is encountered. Instead, ignore the world and warn the user. (Thanks to AttackPlayz for helping me track this down.)
This second bug was particularly vicious - Mineways would never finish starting up, as it would get stuck trying to read a corrupt world file. Such corrupt files are rare, but if a user had one on their machine, game over.
One minor bug fix:
Fix highlight selection so that empty block locations (holes to infinity) are highlighted when selected, in keeping with 5.04's new highlighting display.
And two little tweaks:
Now that the G3D viewer doesn't need it, don't double the Ke material attribute values in OBJ output when the G3D material is used.
Make transparent materials in OBJ output with a tiny bit of Ks reflectivity by default, which looks nicer in G3D.
Here's a hint of a glint on the water, using G3D to display a V5.05 export.
Version 5.07 is out, fixing a bug with inverted stairs - turns out I was testing for the wrong bit (0x8 instead of 0x4) in one line of code testing for whether stairs were inverted or not. I also fixed a problem with some geometry not outputting fully if the blocks (such as stairs) were touching the upper or lower limits of the export bounding box.
You can see the little gaps, where sky is visible, at the bottom of this image, by Vervez, the kind person who reported the bug.
I'm hoping to update the Mac version, find some time to update a bit of 1.11 content (observers, maybe shulker boxes), and fold in some 1.12 beta content sometime soon.
In case anyone else runs into this, I debugged the problem. Cinema 4D (C4D) does not read in "Wavefront OBJ, relative," files properly, it's a bug with C4D. Use the (default) "Wavefront OBJ, absolute" format.
Good idea, I'll try to add that next release. I just finished a major release, so need to break for a minute or two.
OK, this one's a major release, 5.00.
First, scripting is great for me, at least: start up and have rendering settings just how I want them, with a world loaded up, all by double-clicking a Mineways script file (*.mwscript). Or, procedurally generate blocks and output them, check this out. Many uses in making animations or worlds for VR: add, delete, or replace blocks anywhere. Export a series of chunks of worlds by running one script. Almost anything you can do manually, you can now do with scripting.
The other small addition is that Morgan McGuire, author of G3D, added a little extra tag that lets this great viewer give Mineways models a blocky look. Here's the worst animation ever:
but it's easy to make simple tours within G3D and the rendering quality is pretty pleasant (honestly, G3D shines on regular Minecraft world exports).
I've done a lot of testing, but there's a lot of restructuring that happened, so let me know if you find anything funky. I've also streamlined my update procedure, so it should be easier to get quick bug fixes out.
The bad news (for now) is that the Mac conversion doesn't even launch, let alone run. I'm at the mercy of Winebottler, and it's pretty much a binary debug situation: it runs, or it doesn't run. Change code, build, move to Mac, try again. This process is in the category of Not Fun.
Next on the list: feature requests, including import of schematic files as worlds for export.
I'll leave you with a nicer animation:
p.s. OMG, now that I've put my head back up, I just noticed 1.10 came out.
Very nice to hear that , take your time! Also I would like to add to his question , if it's possible, could you make option to separate objects based on materials but with different metadata? ... let's say Stone ID is 1 and Polished Andesite is 1:6 , is it possible to separate them? Yesterday I realised they are sorted as Stone ( and same for Wool ,Wood , Slabs , Colored Glass and Clay ).
Version 5.01 is out, and has a lot of improvements and fixes. To see most of the rendering fixes, go here and watch the show.
Please do note that "decal" objects such as redstone and rails are now exported in a noticeably different (and usually better) way, as separate objects; there's an option (Create composite overlay faces) to go back to the old way of exporting.
Before I run through the zillion fixes, a question to you all: what do you want to see in the next version? Personally, I'd like to add reading Schematics as world files, and perhaps exporting each texture as a separate texture file as a separate option. Or are there other things you'd love to see? My wishlist is here, but really, I don't have any big wishes myself - as of 5.00 Mineways now works fine for 3D printing, which is what I mostly use it for. New features are driven by users. Best is to add a new issue on the Github page.
First, the exciting news: I'm part of a panel all about 3D printing and education at Minecon 2016 next month. No date or time yet.
Version 5.02 is out. Important fixes in this one, including a fix for a problem with selection. Consider this a must-have if you are using 5.01. Really, I'm surprised 5.01 ran at all...
Here's a pic from David Ng's enrichment program for kids. He's on the panel, too. See more of his pics here.
Well that's embarrassing. My last update to Mineways introduced a bug, a pretty bad one: staircases in a special orientation with full blocks would cause gaps. I just happened to notice it while making models to 3D print for Minecon. Anyway, fixed, and please do get this latest version, 5.03.
The good news: Mineways now reads in schematic files! It turned out to be not so hard to add this feature, so now it's done. Release notes follow.
Here's a before and after of how the step bug looks, and with it fixed.
Nice to see Mineways is still alive. When I used to use blender for minecraft related scenes, this program was extremely helpful.
Need a friend to play Minecraft with? Click me! Lots of players are looking for someone to play with as well!
Need a way to make survival more fun? Click me!
Don't know what to build? Here is a "What should I build?" generator!
Hey plz make mineways 64 bit cuz i cant open it up
Guys anyone please help me. Im on a mac and trying to use Mineways. Evertime i try to unzip the file, it will say no such file or directory. If anyone found a way that can fix my problem, please msg me on skype. Skype username is avriltanquackquack.
This Sunday from 2-3 PM I'll be talking about Mineways at Minecon 2016, along with a few other panelists. Room 303, be there (there's some chat with a guy named "Jens" at the same time, but you can skip that...).
Seriously, if you're at Minecon 2016 and want to say "hi", contact me, or keep an eye out for a guy in this silly/awesome hat.
Sketchfab's having a Minecraft Mystery Contest with some pretty nice prizes. You use Mineways to export to Sketchfab, it's all free software and pretty fun. I just made a Sketchfab video, though it's cooler still to just go to Link Removed (works on a smartphone, too).
Video:
Neat, although from what I've heard a lot of countries are looking into banning 3D printers.
That's really amazing. I'd love to see more applications of this.
Version 5.04 is out! Lots of little fixes, 1.11 beta content "proxies", and some nice new features for pros in particular. Some hardcore users should be happy to see the materials subtypes feature, which gives you a separate material for each type of stone, dirt, wool, etc.
The release notes are here.
Also, I was on a panel at Minecon about 3D printing; here's my report about the con with a graphics spin.
Below: my bogus shulker boxes (aka wool) and observer blocks are shown, along with the fake heads and (now entirely correct) flower pots. I am not going to fully add 1.11 content until it's official, as block names and patterns change before then.
Mineways version 5.05 is out for the PC. I don't want to make a Mac update from 5.04 until WineBottler supports Sierra, which sounds like it will happen soon.
Version 5.05 fixes two major bugs:
This second bug was particularly vicious - Mineways would never finish starting up, as it would get stuck trying to read a corrupt world file. Such corrupt files are rare, but if a user had one on their machine, game over.
One minor bug fix:
And two little tweaks:
Here's a hint of a glint on the water, using G3D to display a V5.05 export.
Wow... too good !!!
___________________________
3D modeling for marketing
Version 5.06 is now up for download. If you have been having problems loading server-side worlds, this may help fix that. Otherwise, no real changes.
I need to find time to fully support version 1.11 - no full update to that yet, the tiles are unchanged.
Version 5.07 is out, fixing a bug with inverted stairs - turns out I was testing for the wrong bit (0x8 instead of 0x4) in one line of code testing for whether stairs were inverted or not. I also fixed a problem with some geometry not outputting fully if the blocks (such as stairs) were touching the upper or lower limits of the export bounding box.
You can see the little gaps, where sky is visible, at the bottom of this image, by Vervez, the kind person who reported the bug.
I'm hoping to update the Mac version, find some time to update a bit of 1.11 content (observers, maybe shulker boxes), and fold in some 1.12 beta content sometime soon.
Version 5.08 is now out, a day after 5.07.
Subtract a bug, add another: fix gaps when an elevated slab is next to a normal step. (Thanks to Vervez for reporting this bug.)
See problem that is now fixed here: http://imgur.com/a/bQuTc