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Examples

asciicast

Make sure to check out the configuration section to see cvars that can influence the result.

Animate a character

animate is a lua script.

Animate a given scene if the nodes are named correctly.

Valid names are belt, head, foot, shoulder or hand with either left or right indicators.

e.g. belt, belt_left, belt_right, left_belt, right_belt, belt_l, belt_r, l_belt, r_belt

Model should use a right-handed system - this basically means it should look into the negative z direction (and right shoulder should be along the positive x axis, y is up).

The model should have the correct parent and child relationships (a hand or arm is a child of a shoulder, a foot is child of a leg, etc).

./vengi-voxconvert --script "animate all" --input character.vengi --output character_animated.vengi

You can extend that script to transfer your own animations to all your characters.

Generate a map with lua

There are several map generators available.

./vengi-voxconvert --script aos_forest_river --output aos_forest_river.vengi

They are generating for the Ace of Spades map size (based on the public domain code from https://silverspaceship.com/aosmap/) - so we can also directly create the vxl for Ace of Spades.

./vengi-voxconvert --script aos_forest_river --output aos_forest_river.vxl

Level of detail (LOD)

Generate a lod scaled by 50% from the input model.

./vengi-voxconvert --scale --input infile.vox --output output.vox

Convert to multiple different formats

Convert the model into multiple different formats in the same run

./vengi-voxconvert --input infile.vox --output output.gox --output output.cub

Import 2d image as volume

Imports a 2d image and applies depth to it.

./vengi-voxconvert -set voxformat_imageimporttype 2 -set voxformat_imagevolumemaxdepth 8 -set voxformat_imagevolumebothsides true --input infile.png --output output.vox

Import given input image as volume. Uses a depth map to make a volume out of the image. The depth map R channel is using values from 0 (black) to white (255) resulting in voxel heights from 1 to max-height (see voxformat_imagevolumemaxdepth).

The --input with e.g. infile.png will pick the depth map next to the image path called infile-dm.png as depth map.

There is also a lua script available called imageasvolume that can do the same.

Slice a volume into png images

./vengi-voxconvert --input yourfile.vox --output output.png --slice --merge

This imports yourfile.vox - does merge all the nodes into one and then export the png slices.

Convert all obj files in a zip

./vengi-voxconvert --input input.zip --wildcard "*.obj" --output output.vengi

Replace the colors with a different palette

replacepalette is a lua script that is able to replace or remap the colors of an existing palette to a new palette. You can specify the built-in palettes or filenames to supported palette formats.

./vengi-voxconvert --input input.vox --script "replacepalette built-in:minecraft true" --output mincraft.vox

Export flat normal gltf

If you want to export flat normals for your gltf/glb file, you can use disable to re-use existing vertices and duplicate the vertices. This gives you flat normals for each vertex.

./vengi-voxconvert -set voxformat_reusevertices false --input input.vengi --output output.gltf

By setting voxformat_reusevertices to true you get surface normals for your mesh.

NOTE: This only works for cubic voxels - if you use another meshing algorithm (see voxel_meshmode cvar), this setting most likely doesn't have the same effect.

Export all nodes as single files

Save all nodes in the input.vengi file as dedicated files named after the names of the nodes.

./vengi-voxconvert --export-models --input input.vengi

Same as above, but change the target format to kv6 in this example

./vengi-voxconvert --export-models --input input.vengi --output output.kv6

Please keep in mind that the target format must be able to save the particular nodes of the source format. There might be restrictions on dimensions. They are not automatically split. See the other available options regarding splitting of nodes.

Merge several models

Merge several models into one:

./vengi-voxconvert --input one.vox --input two.vox --output onetwo.vox

Split objects into single volumes

Split voxels with the palette index 66 into own nodes.

./vengi-voxconvert --script splitcolor --scriptcolor 66 --input infile.vox --output outfile.vox

Splitting single objects that are not connected to other objects can also be split into own nodes.

./vengi-voxconvert --script splitobject --input infile.vox --output outfile.vox

Slice the model into smaller pieces (width:height:depth).

./vengi-voxconvert --split 10:10:10 --input infile.vox --output outfile.vox

Handle a ply point cloud import

A ply file without face definitions is handled as point cloud. You can use the voxformat_pointcloudsize cvar (see configuration) to specify the size of the voxels and to connect them.

./vengi-voxconvert --input infile_pointcloud.ply --output outfile.vox

Of course it's also possible to convert the point cloud directly into a mesh

./vengi-voxconvert --input infile_pointcloud.ply --output outfile.obj

And you can also combine this with marching cubes meshing.

Voxelize a obj, gltf, ply, fbx, stl or any supported mesh file

Voxelize an obj and save as magicavoxel (including colors):

You are getting better results if you create a palette from your textures first.

This can be done by reducing the color to 256 and import that reduced image in voxedit as palette.

For obj the mtl file must be in the same dir as the obj files, as well as the potential textures.

glTF is supported both in ascii and binary - but the satellite files must also reside in the same dir as the glb or gltf file.

./vengi-voxconvert -set voxformat_scale 2 -set palette /path/to/palette.png -set voxformat_createpalette false --input mesh.obj --output voxels.vox

See the supported formats for a few more details.

If you also need normals you can specify the used palette with the cvar normalpalette - similar to the palette cvar given in the example above.

Generate from heightmap

Just specify the heightmap as input file like this:

./vengi-voxconvert --input heightmap.png --output outfile.vox -set voxformat_imageimporttype 1

It's assumed that the given image is a gray scale image - but only the red channel is used anyway.

If you want to colorize the surface of your heightmap import, you can just provide a heightmap that is no grayscale and the height is taken from the alpha channel of the image - the rgb channels of the image to determine the surface color.

Rotate the voxels

You can rotate the voxels around the x axis by 180 degree like this:

./vengi-voxconvert --rotate x:180 --input infile.vox --output outfile.vox

This of course also works for y and z, too.

Translate the voxels

You can translate the voxels in the world like this:

./vengi-voxconvert --translate 0:10:0 --input heightmap.png --output outfile.vox

This would move the voxels 10 units upwards. But keep in mind that not every format supports to store a translation offset.

Execute lua script

Use the --script parameter:

./vengi-voxconvert --script "cover 2" --input infile.vox --output outfile.vox

This is executing the script in ./scripts/cover.lua with a parameter of 2.

./vengi-voxconvert --script "./scripts/cover.lua 2" --input infile.vox --output outfile.vox

This is doing exactly the same as above - just with a full path.

It's also possible to execute a lua script that is generating the voxels. Without any input file.

./vengi-voxconvert --script aos_rainbow_towers --output outfile.vox

See the scripting documentation for further details.

Extract palette png

Saves the png in the same dir as the vox file:

./vengi-voxconvert --export-palette --input infile.vox --output outfile.vox

There will be an infile.png now.

Convert to a different palette

Convert the input file colors to a new palette by selecting the closest match:

./vengi-voxconvert -set palette built-in:nippon -set voxformat_createpalette false --input infile.vox --output outfile.vox

Extract single models

Extract just a few models from the input file.

./vengi-voxconvert --filter 1-2,4 --input infile.vox --output outfile.vox

This will export models 1, 2 and 4.

Another option is to filter by node properties:

./vengi-voxconvert --filter-property propertyName:propertyValue --input infile.vox --output outfile.vox

Or by just checking whether a property is set - no matter which value:

./vengi-voxconvert --filter-property propertyName --input infile.vox --output outfile.vox

So every model node that has the node property propertyName set will get exported into outfile.vox.

You can find all node properties by using --json:

./vengi-voxconvert --json --input infile.vox

If you want the vertex details per node and for the whole scene, you should use --json full.

Convert to mesh

You can export your volume model into a gltf, obj, stl or ply (see Formats for more options)

./vengi-voxconvert --input infile.vox --output outfile.obj

./vengi-voxconvert --input infile.vox --output outfile.gltf -set voxformat_transform_mesh true

Convert to different formats

Convert qubicle to cubzh

./vengi-voxconvert --input infile.qb --output output.3zh

Convert minecraft to magicavoxel

./vengi-voxconvert --input infile.mca --output output.vox

Convert sandbox voxedit to qubicle

./vengi-voxconvert --input infile.vxm --output output.qb

Batch convert

To convert a complete directory of e.g. *.vox to *.obj files, you can use e.g. the bash like this:

Bash (Linux, OSX)

Beware - no whitespaces in files

for i in *.vox; do vengi-voxconvert --input "$i" --output "${i%.vox}.obj"; done
for i in *.vxm; do vengi-voxconvert --input "$i" --output "${i%.vxm}.gltf" done

PowerShell (Windows)

https://docs.microsoft.com/en-us/powershell/scripting/learn/ps101/06-flow-control?view=powershell-7.2

An example for the windows powershell to extract single models into a new model

$array = "1-2,5", "1-2,7"
foreach ($i in $array){
  & .\vengi-voxconvert --filter $i --input "input.vox" --output "output_$i.vxm"
}

https://learn.microsoft.com/en-us/powershell/module/microsoft.powershell.management/get-childitem

Convert all magicavoxel vox files in the current directory into gltf files

foreach ($file in Get-ChildItem -Filter "*.vox") {
   & .\vengi-voxconvert.exe --input "$($file.FullName)" --output "$($file.BaseName).gltf"
}

Batch file (Windows)

https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/for

Windows batch (or cmd.exe) example to convert all png in the current directory into magicavoxel vox files.

for %f in (*.png) do call vengi-voxconvert --input "%~f" --output "%~nf.vox"

Process all pngs in the Input folder with a depth map to create voxel models in the Output folder.

@echo off
setlocal enabledelayedexpansion

set INPUT_FOLDER=\Input
set OUTPUT_FOLDER=\Output

for %%f in (%INPUT_FOLDER%*.png) do (
    set "input_file=%%f"
    set "file_name=%%~nf"

    echo Processing !input_file!
    if not "!file_name!"=="!file_name:-dm=!" (
        echo Skipping !input_file! due to -dm in the name.
    ) else (
        set "output_file=%OUTPUT_FOLDER%!file_name!.vox"
        vengi-voxconvert -set voxformat_imageimporttype 2 -set voxformat_imagevolumemaxdepth 2 -set voxformat_imagevolumebothsides false --input "!input_file!" --output "!output_file!"
    )
)