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For instructions for older versions of Maya, check out this video from this playlist, it shows how to set transparency and texture sampling. That said, you may want to use jmc2obj, which even comes with a MEL script to perform cleanup during import (that said, I don't know if this script still works).
A problem with jmc2obj is that each material must be adjusted by hand. One option in Mineways that can speed import conversion is to uncheck the "Material per family" checkbox in the OBJ file export options. Doing so means you have to fix up only one material, though at the expense of not having a separate material per block family (that said, you can always add new materials later). That said, this option tends to mess up Maya's display, as every object will be considered semitransparent and all will be sorted from back to front by depth in the interactive viewport, causing objects to flicker in front of each other. The scene will render just fine, however.
Publish to Sketchfab
Sketchfab is a free service that lets you upload your models and share them with others; try an example here or look at the end of these instructions. Mineways exports to it in a straightforward fashion, there are just a few steps to get your model up and running. It's always been possible to upload models to Sketchfab, see these illustrated instructions. With the 4.16 version of Mineways you can now publish directly from Mineways to Sketchfab. Note: you can always export a rendering as usual to an OBJ file and upload the ZIP of the files output to Sketchfab. This will give a somewhat different rendering style, sharp and less shadowed.
1) Sign up for an account on Sketchfab.
2) Open your World in Mineways, then, select the area for exporting (hold right mouse button and drag the rectangle), and choose "File Free Software Cracked available for instant download Our cracked program for Autoroute 2013 cracked + crack – key – serial – license download working on Windows and Mac.
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Autoroute 2013 Download =Cracked= 2 Export Model for Rendering" and save the file as a Wavefront Object (.obj) to a folder of your choice. Let's call it myobject.obj or whatever you like. In the dialog with the export settings click on the option in the upper left click on "Create a ZIP file containing all export model files". Click "OK".
3) Sign up for an account on Sketchfab if you haven't already, then upload the zip file you created by clicking on the "UPLOAD" button in the upper right. A dialog pops up; click on "CHOOSE FILE" and upload the .obj.zip file you created. Click "CONTINUE".
4) Fill out the form as you wish. It's nice to add "minecraft" and "mineways" tags, so others can find your model. It's also nice to "Allow download", if you like.
At this point the steps are much the same as above, starting at step #5. The main difference is that your uploaded model is not published by default; for the last step you'll want to click "SAVE AND PUBLISH," then "EXIT."
One other thing you may wish to do is material cleanup. On the Sketchfab Materials tab (the center one) is the "Faces Rendering" option at the bottom. You may notice some "z-fighting" for objects such as sunflowers, where the two textures on each side of the flower fight each other. Choose a material at the top and select "Single sided" for that material. This will make the object look better.
An irregularity: if you download your uploaded model from Sketchfab, it may not display correctly. The short version is that you probably have to comment out the "map_d" field in the .mtl file for the model. Some viewers incorrectly grab the red channel instead of the alpha channel from the four-channel map that Sketchfab uses for compactness.
Physically based rendering support: Sketchfab does recognize addition material types, see their page for details. Note that when you use individual textures and "custom material" for OBJ export, you get these extra files, if available (or derived, such as the emission textures). However, the naming doesn't quite match for normal and emission textures currently; it does match for specular ("_s") and metalness ("_m").
Here's an example of Sketchfab in action, a model I uploaded. Click on the window and you can interact with it. More models here and here.
3D Print ServicesIf you want to make a 3D print of a model, the easiest way is to use a 3D print service such as Shapewaysor Sculpteo. The main differences are cost, quality, and speed of delivery. Shapeways is almost always less expensive, Sculpteo offers faster delivery and better supports the "Export lesser blocks"option, which lets you print out slabs, steps, fences, and other smaller bits in your model. 3D Hubsalso has some users with full-color printers, so may be both competitive and fast. There are other 3D print services for consumers, such as i.materialiseand Ponoko, but currently these two do not offer fully-textured 3D printing, just solid color blocks. There are many services offering single-color (i.e., single material, such as plastic) prints, such as any of the above or those on this list. Finally, here's a little collection of articleson 3D printing Minecraft.
After creating an account (and creating a shop), go to the upload page. Or, if you go through the Shapeways site in other ways, choose "Get a quote." Choose a file for upload - you must pick the .ZIP file for your model that you created with Mineways, using 3D print export, e.g., "mymodel.wrl.zip". You also don't need to change the Unit of Measure: "millimeters" is the default and is what Mineways always outputs. Push the upload button.
Once you've uploaded, you can preview the model in the window to make sure it looks correct. You can also order from this page by choosing the material. For a full color print you want to pick "Sandstone", the last material on the list. For options, choose "Full Color" and then, your choice, "Glossy" or "Natural." If the material is not selectable, there may be a problem with your model. Select "Tools" near the top, next to the name of your file. You can now select the material you want and the page will show you exactly what test is failing, such as wall thickness or bounding box (model size).
Note there's a fixed cost per order. Be careful, however: you normally cannot cancel your order once placed. After you've made an order, the waiting begins, sometimes 2-3 weeks.
If you later want to make your product for sale or otherwise modify it, go to My 3D Models. Click on the three dots to the right of a model a choose the option "Edit Product."
See my humble shop as an example of how I set up various models.
Go to the Sculpteo site and register for an account.
WARNING: Currently (as of 2021) Sculpteo no longer supports textured, colored output for objects. I'm leaving these instructions in place, though they're unlikely to do you much good.
In Mineways, you normally want to export to Wavefront OBJ when exporting to print, using the "Sculpteo" file type. Sculpteo also accepts VRML2 files, but the OBJ exporter sets some useful defaults for Sculpteo. One major advantage of Sculpteo is that they support the "Export lesser blocks" option, which allows you to export slabs, stairs, fences, doors, and other smaller objects. Please read the documentation for that option before using it. Also note that when you export, the price shown is the Shapeways price (more or less); Sculpteo prices tend to be about a third higher overall.
Once you have your export file ready, on the home page click on the Upload a 3D file button in the upper right (you can also go to your account and find the "Upload a new design" link).
You should then get a page showing your model has been uploaded. You can interact with it in the viewport using left-mouse, right-mouse, middle-mouse, and scroll wheel. Pro tip: note that rotating by going up and down near the edge of the window gives a different rotation than going up and down in the middle. This can help you adjust the "up" direction.
You now have a number of options. The "Click to see repair work on your model" shows where objects were merged - usually not that useful. "See the price" brings you to the main page for the model. From here you can do a wide range of operations, and they're mostly self-explanatory. You can choose the material (colored by default), change the overall scale (and see the new price), or perform a solidity check. This last option is useful for seeing if some part of your model is likely to snap off during printing.
Note the links above these options. "Settings" lets you add photos, change your description and sharing options, and set the initial scale for the object. "Customize" gives some worthwhile options, such as engraving text, adding images and symbols, and smoothing the design. This last option can give a different sort of look to smaller models, though there is a risk of some bits of the model becoming detached when printed.Smoothing:done using Sculpteo's "smooth the design" customization option.
ScriptingBy using "Import Settings" you can make Mineways do all sorts of things quickly. You can also temporarily modify blocks when exporting. It's easier to use than you might think, read about it here.
Related ResourcesHere are some related (free) tools that are handy, collected in one spot:
- MeshLab for viewing exported models for 3D printing.
- The G3D viewer is excellent for previewing 3D OBJ files for rendering (sorry, not VRML or STL), as its support for cutouts is superior to the MeshLab viewer. It also includes real-time shadows and reflection-mapped water, as well as built-in screen and movie capture (only the viewer32.exe version has video capture). Models also load faster. Downside: on weaker GPUs it can be slow, and it doesn't work when exporting individual textures. Some examples here.
- MeshLab helps you convert, simplify, and smooth meshes, among a huge number of other operations. It's not the best for displaying textures.
- MCEdit Unified lets you make large-scale changes on your world; documentation here. For example, you could trim away objects near your model to make a cleaner export. You can also read in model schematic files you've downloaded. To use a schematic with Mineways, import the schematic into an empty world and save the world, then use Mineways on that world.
- WorldEdit is another mod that lets you make large edits to your world. It can load and save .schematic files, allowing you to export a model from Mineways and move it to a separate world. It also allows a huge number of modeling operations, including procedurally-generated models. It differs from MCEdit in that it is a plug-in to Minecraft, while MCEdit is standalone.
- VoxelSniper is another Bukkit addon for servers, providing a wide range of editing abilities.
- Mine-imator is a self-contained Minecraft video animation system. It can read in and view schematic files, among much else.
- Spritecraft converts an image to a schematic file, allowing you to easily create pixel art.
- Binvox goes the other direction, letting you turn a model file into a voxelized representation, suitable for building or export to a schematic file. I have a quick-start Binvox package for Windows: binvox, viewvox, GLUT DLL, two sample 3D models, and batch files to run the programs. Documentation here. For more info, see the forum thread and related forum thread. I used it to make the teapot, guardian, and hopper, among other models.
- Qubicle costs money, but has some nice functions. It is a set of voxel-based utilities, including an editor and a voxelizer that computes a good color for the voxel from the material.
- CraftMaster has developed a program for voxelization specifically aimed at Minecraft, and that exports directly to Sketchfab.
- TinkerCAD is an online CAD program. You can now export to Minecraft from it - try the "Download for Minecraft" feature, now with materials. You can also search for Minecraft-related objects. See this video for how to use it and export.
- Biome Painter lets you modify the biomes of your world. If you get it, make sure to use the "Help" menu "Check for updates" feature.
- More Minecraft tools here.
Stuff to Print and RenderWant something to try Mineways on? There are a number of sites with cool downloadable models and worlds, including: You could get a copy of our world, Vokselia. I've also got a Shapeways shop, where you can view photos of different 3D prints and download the model files themselves. You could also buy any of these (though you should just make your own!).
For something amazing, check this out (more here)- meta! Double-meta, I exported this model using Mineways, check it out.
Mineways is not the first to offer a Minecraft model exporter, nor necessarily the best for export for rendering. Minepedia has a page about exporters. Here's more information on the ones I know about and related services.
- Jmc2obj is a Java-based (so multi-platform) exporter for rendering. It is actively developed, but I find I can no longer quite get the textures to attach properly to the surfaces. You do need to export textures first, typically giving you a single texture to work from, which is then applied to the model. If you get it going (let me know the secret), it has some nice features, nicer than Mineways in some ways.
- MCprep is a Blender python script that can improve model quality of Mineways and jmc2obj exports. Here's my short video on how to install and use it for that. But, it does much more than that, including letting you add mobs, swap in custom 3D meshes for objects, change character skins, etc.
- Chunky is an amazing self-contained path-traced renderer: choose your chunks, load them, set the view and let 'er rip. Definitely try out the various options.
- OptiFine, Sonic Ether's Unbelievable Shaders, and related resource packs are definitely worth checking out. Find information here.
- Mine-imator lets you directly import from Minecraft and animate. It's pretty impressive! However, it doesn't export to 3D model files, so I guess I need to keep working on Mineways.
- MagicaVoxel read Minecraft schematics and gives a nice rendering of them. It's best for large models, as it converts everything to colored blocks, no details. There is also code to convert to its .vox format.
- Blokify is a free Minecraft-style modeler for the iPad. I found placing individual blocks a bit dicey, but that's because they've built in ways to fill in lines of blocks in a single go. You can email yourself the resulting STL file (though it didn't work for me). The blocks used are geometrically textured, so 3D print out with more than just simple flat surfaces.
- Voxel is an iPad app that lets you design in voxels and send your model directly to Sculpteo for printing.
- Minecraft Schematic Store - buy and sell Minecraft schematics (note that Mineways has an Export Schematic option).
- MineToys offers 3D prints of your character. More on how MineToys works here.
Older StuffMostly defunct, but FYI and because I like to keep track.
- The Minecraft Animation Wiki is mostly about animations made by others, but has a few pages of direct interest to creators, such as who uses what programs for Minecraft animation.
- Printcraft is a cool idea: you go onto this server, build something with friends, then push the Print button and an STL file of your build is sent to you. No muss, no fuss. Meant for home and school 3D printers for the most part, since the STL comes without any colors.
- SourceCraft creates maps for Valve's Source engine, for games such as Team Fortress 2 and Garry's Mod, via Minecraft.
- dynmap has an option to export blocks, even custom blocks, to the OBJ format. I haven't tried it; let me know how you find it.
- Mineblend - an add-on that extracts data from a world directly into Blender. Defunct, no updates since 2015, but mentioned because I'm a completist.
- MINECRAFT.print() - these guys were first to print Minecraft models, all glory to them! You run some python scripts from a command line to take a volume and turn it into an STL file. There's a hollowing function (their Companion Cube is not solid, thank heavens). Cody pointed out this nice little color export someone did using their scripts. All that said, the python script is years out of date and won't work on Minecraft version 1.2 on (Anvil format).
- Cura, the software for the Ultimaker 3D printer, has a Minecraft import option, step-by-step instructions here. Again, ancient, but I like to keep track.
- Minecraft structure planner - written in Ruby, this is a basic exporter of STL files from schematics. It's the first program I know to export color models from Minecraft for 3D printing.
- Minecraft world exporter (old thread) - Mineways works only with worlds you have locally on your computer. If you can't download the multiplayer world you're in, use this mod to suck in whatever chunks you see.
- Eihort was an easy-to-use standalone program that lets you see and explore much more of your world at once.
- mc2obj (documentation and source here) - mentioned mostly for historical purposes, it has been superseded by jmc2obj, mentioned earlier. This utility pulls in the specified Minecraft world data and makes an OBJ file. It includes true geometry vs. Mineways' whole block orientation.
- mcobj - again mentioned for historical purposes, the first-known exporter. There is a Blender tutorial and a gallery of results. It has command-line and dialog versions. Source available. It didn't apply textures.
- Thingiverse - this site contains a bunch of Minecraft-related models if you are looking for things to print. I think this one is brilliant.
- Minecraft Reality sadly doesn't seem to be around any longer, but the demos of Minecraft objects inserted into the real world are cool to look at. It beat the (now-defunct) Minecraft Earth to the punch by seven years.
Minecraft Bedrock SupportMineways works on only Minecraft Java (aka Classic) Editionworlds. Minecraft for Windows 10, also known as the Bedrock Edition, uses an entirely different database format for its worlds, called LevelDB. If your level.dat files are located in a directory with the path ..."\AppData\Local\Packages\Microsoft.Minecraft"... in it, or have weird directory names like "ZAD1Xfl9AAA=", that's a Bedrock Edition save. This section describes how to convert a Minecraft Bedrock world to a Minecraft Java Edition one so that Mineways can read it.
The options I know of are:
- MCC ToolChest PE - a little quirky, but free. Sadly, it seems to have disappeared in June 2021; we link to the archived site where you can still download it (should work for Minecraft 1.16 and earlier).
- Universal Minecraft Converter - evidently more reliable than the MCC ToolChest, but is a (rather pricey) subscription service.
What follows are instructions for the free MCC ToolChest PE. Download it, install, and run. If you get an error about some missing DLL, you may also need to install the VS 2015 C++ Runtime. Once running, do the following in MCC ToolChest - PE:
- Select "File Export Rendering.
Step 2: Save as the file type 'OBJ'. Use Absolute OBJ, not Relative, as older versions of Cinema 4D do not read relative OBJs well. Alternately, Version R25 of C4D does a nice job of reading USD files, which means that you can use physically based rendering resource packs such as JG-RTX (that comes with Mineways) which add attributes such as normal maps, specular textures, and more.
Step 3: Adjust the export options as you wish. Nothing is required here; by default, blocks will come in at a size of 1/10th meter each. You can adjust this by changing "Make each block 100 mm high"; for example, 1000 mm is 1 meter. You may also wish to use the "Export individual textures" option, as this allows mipmapping and similar filtering in Cinema 4D to work better. Also, for physically base rendering terrain sets such as JG-RTX (which comes with Mineways), individual texture export means you also get normals maps and other attributes automatically exported, which Cinema 4D can make use of (well, by default just the normal maps, but you can attach the others manually).
Step 4: Once the model is exported, open Cinema4D and drag the .obj file generated into the main window. Make sure the "Presets" at the top of the OBJ Import dialog is set to Default. (If you don't, your grass blocks will import upside-down.) Hit "OK".
Here is what the defaults are, just in case:
To move around the scene, hold down Alt and use the three mouse buttons and scroll wheel.
Step 5: At this point you can render by clicking Ctrl-R. It won't be the most exciting render, as there are no lights (if you used USD, the sun light will be too bright - turn its Intensity down from 3000% to 100%). Try "Create -> Light -> Light" and move the light up a bit to illuminate your scene. Select the light and in the material editor in the lower right, select "Shadow" and then, a few lines down, change "Shadow" from "None" to "Raytraced (Hard)." Now Ctrl-R will give shadows to your scene.
Step 6: Select all the materials in the material manager, the row of spheres at the lower left (or alongside the right edge of the viewport). Do this by clicking one sphere and then hitting Control-A. All spheres should now be selected. If the material manager is not visible, open it with Window -> Material Manager, or the shortcut Shift+F2.
Step 7: If you want to make textures look blocky, like they do in Minecraft, first click on the "Color" box next to the "Basic" box at the top of the material editor. In this area you will see a section below labeled "Color." In this section you will see "Color," "Brightness," "Texture," and just below that and to the right, "Sampling," which will say "<<Multi." In the menu list for this option choose "None." When you are done selecting, it will still say "<<Multi", but don't worry, you have changed it. See the figure below.
That said, setting the sampling to "None" can give noisy renders. You may want to consider using the high-resolution "1024" or "8192" textures when exporting from Mineways, as these give a blocky appearance and also allow mipmapping to be used for filtering when blocks are distant.
That's about it! I'll mention that you can also import Mineways' VRML files into C4D. This will work, but all blocks will share the same material, limiting what you can do to them.
Houdini Apprentice can be downloaded for free for non-commercial use. Houdini Apprentice pays attention to the UsdPreview material Mineways produces. Their support for USDA continues to improve, so get the newest version when you can. One nice thing about Houdini is that it can read USDA files from Mineways, allowing more elaborate material descriptions, such as using normal maps. Make sure to have the newest version (at least version 19), as their USD import has improved enormously recently.
I made a short tutorial video for how to import Mineways USDA models with physically-based rendering textures attached to them. Summary: select Build -> Solaris, right-click in the lower right "/stage" dialog, type "file," and then click in the dialog to place this element. Above this dialog is now "Sublayer file1" - scroll down to find "Sublayer File" and in "File" give the USDA file you want to import. Once imported, scroll out with Alt and mouse-wheel down. Turn off the sun and dome light in the lower left dialog, "Scene Graph Tree." Add your own lights from the icons in the upper left of the app. Hold down "Alt" and use the mouse for camera moves. In the upper right of the viewport select the Karma renderer from "persp" to use the path tracer.
One thing I did forget to mention in the video narration: at time 1:14, where I add a File node, what I did was right-click in that lower-right area and typed "file" to get that node, then clicked in the area to make the node appear.
Note: 3DS MAX is free for students and teachers.
These instructions are for 3DS MAX 2012. You might also try jmc2obj instead, as it does a better job producing some geometry. The steps here should also work for cleaning up jmc2obj OBJ models.
For newbies (like me): in a Viewport, middle-mouse button changes the view: mouse-wheel to zoom, button to pan, Alt key down to rotate, Control key down to fast-pan. Shift+Q to render. Steps are as follows:
Step 1: Select your world and region for export in Mineways, then from the menu choose File Save", but for faster loading in the future, you could do "File
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Pages : <1Publish to Sketchfab" from the menu.
Mineways Main DocumentationTo get started, read this quick step by stepor watch this video(and watch this onefor some pro tips). For problems, see the Windows troubleshooting guide; let me knowif you're still stuck. Check the quick reference pagefor a brief rundown of mouse and keyboard controls, menu and export options, and what the files included with Mineways each do. Read thisfor the process I go through when exporting for 3D printing.Источник: [https://torrent-igruha.org/3551-portal.html]
Normally you can just hit "OK" on the export dialog and things will work fine. Read on if DLL Files Fixer Crack v3.4.09 + License Key Latest 2021 want to understand how to make your models less expensive, use different texture packs, and otherwise tailor you want to see printed out. What follows is extensive documentation about each part of the export and print process. If you don't want to wade through it all, at least search this page for the phrase "Key tip", as these bits are particularly useful.
Subscribe to the Mineways mailing list - it's for only important announcements, such as new version releases.
InstallationInstallation is trivial: downloadand unzip (using 7-Zipor other decompressor) to some directory, like the desktop.
Uninstall: just delete the directory. If you created color schemes, there will be a few small entries in the registry, If you are fanatical and want to clean these out, delete the ColorSchemes directory at "Computer\HKEY_CURRENT_USER\Software\<your name here>\Mineways", or delete the Mineways directory there altogether.
Double-click the mineways.exe to run the program.
Opening Worlds and SchematicsThere are many ways to open a Minecraft world or schematic file in Mineways. If one doesn't work for you, try the next.
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3) The Sketchfab dialog will come up. Click on the button "Get your token." This will open a web page.
One line says "API Token," as shown below. Copy the API token, a long string of letters and numbers (a black box covers mine here), and paste it into the Sketchfab dialog. Fill in the other fields as you wish, then click "Upload" at the bottom.
4) When done, a new dialog comes up saying, "Your model has been uploaded. Click OK to view it on Sketchfab." - do that!
5) On the model's web page, adjust and save the view. You can orbit, pan, and zoom (mouse wheel). In the lower right corner is an eye icon, where you can switch to a "First Person" mode - I find it a bit zippy by default, so use the mouse wheel to dial down the speed. Also, if you double-click with the middle-mouse button on your object, you set the pivot point that the camera orbits around. Pick a nice view and then click "SAVE VIEW" in the upper left-hand corner.
6) In the lower right of the window click "SETTINGS" and choose "3D settings". I recommend clicking on the light-bulb icon in the upper left, then turn on the lights (just below); this will give shadows. There are lots of options here - explore and have fun! You can change the surrounding environment, make various materials look different, and other options. Annotations are nice for setting up views and touring your model.
7) In the upper right click "SAVE SETTINGS".. Then click "EXIT" and you're done.If for some reason you can't get the "Publish to Sketchfab" feature to work for you,or you want to use anything but the default export options, there's another way to upload to Sketchfab that's only a little more work. Follow these instructionsor go through the step-by-step below.
1) Open your World in Mineways, then, select the area for exporting (hold right mouse button and drag the rectangle), and choose "File 2 Preferences. At the bottom left see the Preferences dialog. Click on Capture Screenshot, and then on the right check "Capture only the 3D viewport":
Take note of the "Path to save screenshots", just above - I copy and paste this and go to it in my file explorer. Now, each time you press F10, a screenshot is generated and put in this directory.
I have noticed this feature can sometimes be a bit flakey, with F10 not consistently working after adjusting this. Restarting Create seems to help.
Step 7: Adjust the camera exposure. By default, the camera exposure is set for a daylit, outdoor scene. If you go inside, it'll likely be dark. In the menu, choose Rendering
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