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Voxelizer 1.0

July 3rd, 2010

Voxelizer 1.0 is a script written in Python for Maya. It builds an array of animated cubes in the shape of selected target objects. It takes the color of the cubes from the texture and lighting of the object, and respects visibility and transparency. It also allows keyable voxel and gap sizes, by checking the sizes of optional control objects.

Download files here: (Maya 2010)

Instructions and code follow:

Usage notes:

Copy this script and paste into a Python tab in Maya, select target meshes and execute (with ctrl-enter in Windows). Optionally, paste the code into the script editor, select all, and drag to the shelf to create a button.

If nothing is selected, if a group called “voxelGeo” exists the meshes inside it will be used as the targets.
If an object named “voxelScaleCtrl” exists, the voxel system will take its scale value from it.
If an object named “cubeScaleCtrl” exists, each cube will take its scale value from it.

The script samples color and alpha values, but only one value per face; for higher resolution color sampling, subdivide your mesh’s faces.

This script will result in one shader per face; if you run the script more than once, optimize your scene with File > Optimize Scene Size to remove unused nodes.

Maya’s color sampling routines may have trouble with multiple shadow-casting lights; this may depend in part on your video card.

Performance toggles:
“Verbose output” will print performance statistics during execution.
“Show Maya messages” will allow the display of any errors and command results.
“Profiling” will enable the Python profiler and display detailed statistics about function usage at the end of execution.
“Disable undo” if you’re running out of memory during execution. The script will re-enable undo afterward (if it was on in the first place.)

My machine voxelizes the test scene in about 13 minutes, which is still fairly slow. I’d love to get it as fast as Robert Leger’s Cimea 4D Voxels Preset, I’m afraid that’s going to have to be a C++ plugin… watch this space.

Python code for Maya:

### Voxelizer v1.0 ###

import maya.OpenMaya as om
import maya.cmds as cmds
import maya.mel as mel

### UI SETUP ###

def useVoxCheck(arg):
  global useVoxCtrl
  useVoxCtrl = True if arg == "true" else False
  cmds.floatFieldGrp('voxSizeText', edit=True,
      enable=1 if arg == "false" else 0)

def useCubeCheck(arg):
  global useCubeCtrl
  useCubeCtrl = True if arg == "true" else False
  cmds.floatFieldGrp('cubeSizeText', edit=True,
      enable=1 if arg == "false" else 0)

def useLightsRadio(arg):
  global lightRadios, useAmbient, useShadows, lastShadowCheck
  selected = cmds.radioButtonGrp(lightRadios, q=1, select=1)
  if selected == 1: # Scene lights
    cmds.checkBox('shadowsCheck', edit=True, enable=1, value=lastShadowCheck)
    useAmbient = False
  if selected == 2: # Ambient light
    cmds.checkBox('shadowsCheck', edit=True, enable=0, value=0)
    useAmbient = True

def useShadowsCheck(arg):
  global useShadows, lastShadowCheck
  useShadows = True if arg == "true" else False
  lastShadowCheck = useShadows

def setFrameText(arg):
  global frameRange
  firstFrame = int(cmds.playbackOptions(query=True, min=True))
  lastFrame = int(cmds.playbackOptions(query=True, max=True))
  cmds.floatFieldGrp('frameRangeText', edit=True,
      value=(firstFrame, lastFrame, 3.0, 3.0) )
def setVerbose(arg):
  global verboseOutput
  verboseOutput = True if arg == "true" else False

def setMessages(arg):
  global showCommands
  showCommands = True if arg == "true" else False

def setProfiling(arg):
  global doProfiling
  doProfiling = True if arg == "true" else False

def setUndos(arg):
  global disableUndos
  disableUndos = True if arg == "true" else False

def killVoxWindow(arg):
  cmds.deleteUI('voxSetup', window=True)

def finishSetup(arg):
  global doProfiling, frameRange, voxelSize, cubeSize, siState, srState, swState
  frameRange = cmds.floatFieldGrp('frameRangeText', query=True,
  if not useVoxCtrl:
    voxelSize = cmds.floatFieldGrp('voxSizeText', q=True, value=1)[0]
  if not useCubeCtrl:
    cubeSize = cmds.floatFieldGrp('cubeSizeText', q=True, value=1)[0]
  # store script editor message settings
  siState = cmds.scriptEditorInfo(q=True, si=True)
  srState = cmds.scriptEditorInfo(q=True, sr=True)
  swState = cmds.scriptEditorInfo(q=True, sw=True)

  if doProfiling:
    import cProfile'doit()', 'results')
    import pstats
    p = pstats.Stats('results')

### BUILD UI ###

def promptSetup():
  if cmds.window('voxSetup', exists=True):
  cmds.window('voxSetup', widthHeight=[200, 400],
      title="Voxelize Meshes 1.0", resizeToFitChildren=True)
  cmds.columnLayout(columnAttach=("both", 5),
      columnAlign="left", columnWidth=200)
## Voxels section ##
  global useVoxCtrl, useCubeCtrl, voxelSize, cubeSize
  cmds.text( label='Voxels', align="left", font="boldLabelFont", height=25)

      label='Voxel size',
      cw2=(60, 50),
      columnAlign2=("left", "left"),
      value=(1.0, 1.0, 1.0, 1.0))
      label="Use voxelScaleCtrl (not found)",

  cmds.floatFieldGrp('cubeSizeText', label='Cube size',
      cw2=(60, 50),
      columnAlign2=("left", "left"),
      value=(1.0, 1.0, 1.0, 1.0) )

      label="Use cubeScaleCtrl (not found)",
  if cmds.objExists('voxelScaleCtrl'):
      label="Use voxelScaleCtrl") 
    cmds.floatFieldGrp('voxSizeText', edit=True, enable=0)
    useVoxCtrl = True
    voxelSize = round(cmds.getAttr('voxelScaleCtrl.scaleX'), 2)
  else: useVoxCtrl = False
  if cmds.objExists('cubeScaleCtrl'):
      label="Use cubeScaleCtrl") 
    cmds.floatFieldGrp('cubeSizeText', edit=True, enable=0)
    useCubeCtrl = True
    cubeSize = round(cmds.getAttr('cubeScaleCtrl.scaleX'), 2)
  else: useCubeCtrl = False
  cmds.separator(height=10, width=200)

## Lights section ##
  cmds.text( label='Lights', align="left", font="boldLabelFont", height=25)
  global useAmbient, useShadows, lightRadios, lastShadowCheck
  useAmbient = False
  useShadows = False
  lastShadowCheck = False

  lightRadios = cmds.radioButtonGrp(
    labelArray2=("Scene lights", "Ambient light"),
    label="Use shadows",
  cmds.radioButtonGrp( lightRadios, edit=True, select=1 )

  # if no lights in scene
  if (len( == 0):
    useAmbient = True
      label1=("Scene lights (none found)"),

  cmds.separator(height=10, width=200)

## Frame range ##

  cmds.text(label='Frame range', align="left", font="boldLabelFont", width=100, height=25)
      cw2=(50, 50),
      columnAlign3=("left", "left", "left"),
      value=(0.0, 0.0, 0.0, 0.0))

      label="Set to current frame range",


  cmds.separator(height=10, width=200)

## Performance section ##

  cmds.text(label='Performance', align="left", font="boldLabelFont", width=100, height=25)
  global verboseOutput, showCommands, doProfiling, disableUndos
  verboseOutput = False
  showCommands = False
  doProfiling = False
  disableUndos = False
  cmds.checkBox('Verbose output',
  cmds.checkBox('Show Maya messages',
  cmds.checkBox('Disable undo',

  cmds.separator(height=10, width=200)

## Buttons section ##

  cmds.columnLayout(columnAlign="center", columnWidth=200)
  cmds.rowLayout(nc=2, cw2=(60,60))
  cmds.button("Go", width=50, command=finishSetup, align="right")
  cmds.button("Cancel", width=50, command=killVoxWindow)


# shoot a ray from point in direction and return all hits with mesh
def rayIntersect(mesh, point, direction=(0.0, 0.0, -1.0)):
  # get dag path of mesh - so obnoxious
  sList = om.MSelectionList()
  item = om.MDagPath()
  sList.getDagPath(0, item)
  fnMesh = om.MFnMesh(item)

  raySource = om.MFloatPoint(point[0], point[1], point[2], 1.0)
  rayDir = om.MFloatVector(direction[0], direction[1], direction[2])
  faceIds            = None
  triIds             = None
  idsSorted          = False
  worldSpace         = om.MSpace.kWorld
  maxParam           = 99999999
  testBothDirections = False
  accelParams        = None
  sortHits           = True
  hitPoints          = om.MFloatPointArray()
  hitRayParams       = om.MFloatArray()
  hitFaces           = om.MIntArray()
  hitTris            = None
  hitBarys1          = None
  hitBarys2          = None
  tolerance          = 0.0001

  hit = fnMesh.allIntersections(raySource, rayDir, faceIds, triIds, idsSorted, worldSpace, maxParam, testBothDirections, accelParams, sortHits, hitPoints, hitRayParams, hitFaces, hitTris, hitBarys1, hitBarys2, tolerance)

  # clear selection as may cause problems if called repeatedly
  result = []
  faces = []
  for x in range(hitPoints.length()):
    result.append((hitPoints[x][0], hitPoints[x][1], hitPoints[x][2]))
  for x in range(hitFaces.length()):
  result = [result, faces]
  return result

# round to nearest fraction in decimal form: 1, .5, .25
def roundToFraction(input, denominator):
  factor = 1/denominator
  return round(input*factor)/factor

# progress bar, enabling "Esc"
def makeProgBar(length):
  global gMainProgressBar
  gMainProgressBar = mel.eval('$tmp = $gMainProgressBar')

# make an array of points in space to shoot rays from
def setLocs(mesh):
  global voxelSize, cubeSize, xmin, xmax, ymin, ymax, zmin, zmax, xLocs, yLocs, zLocs
  bb = cmds.exactWorldBoundingBox(mesh)
  xmin = bb[0]
  ymin = bb[1]
  zmin = bb[2]
  xmax = bb[3]
  ymax = bb[4]
  zmax = bb[5]
  # make 3 arrays of ray start points, one for each axis
  xLocs = []
  yLocs = []
  zLocs = []

  fac = 1/voxelSize
  for y in range(int(ymin*fac), int(ymax*fac+1)):
    for z in range(int(zmin*fac), int(zmax*fac+1)):
      loc = (xmax, y*voxelSize, z*voxelSize)
  for z in range(int(zmin*fac), int(zmax*fac+1)):
    for x in range(int(xmin*fac), int(xmax*fac+1)):
      loc = (x*voxelSize, ymax, z*voxelSize)
  for x in range(int(xmin*fac), int(xmax*fac+1)):
    for y in range(int(ymin*fac), int(ymax*fac+1)):
      loc = (x*voxelSize, y*voxelSize, zmax)

def objIsVisible(obj):
  visible = cmds.getAttr(obj+".visibility")
  # If this is an intermediate mesh, it's not visible.
  if cmds.attributeQuery("intermediateObject", node=obj, exists=True) == 0:
    visible = visible and cmds.getAttr(obj+".intermediateObject") == 0

  # If the object is in a displayLayer, and the displayLayer is hidden,
  # then the object is hidden.
  if cmds.attributeQuery("overrideEnabled", node=obj, exists=True) and cmds.getAttr(obj+".overrideEnabled"):
    visible = visible and cmds.getAttr(obj+".overrideVisibility")

  # Ascend the hierarchy and check all of the parent nodes
  if visible:
    parents = cmds.listRelatives(obj, parent=True)
    if parents != None and len(parents) > 0:
      visible = visible and objIsVisible(parents[0])

  return visible

def docancel():
  global gMainProgressBar, useAmbient, allLights, amb, disableUndos
  if disableUndos: cmds.undoInfo(state=True)
  if useAmbient:
    cmds.delete(cmds.listRelatives(amb, parent=True)[0])
  if allLights != None and len(allLights) > 0: cmds.sets(allLights, add="defaultLightSet")
  print "Voxelizer cancelled at frame %s."%cmds.currentTime(q=True)
  cmds.progressBar(gMainProgressBar, edit=True, endProgress=True)

  return 0

## main procedure ##

def doit():
  global voxelSize, cubeSize, cubeDict, allLights, amb, useAmbient, useShadows, disableUndos, showCommands, useVoxCtrl, useCubeCtrl, frameRange, verboseOutput, xmin, xmax, ymin, ymax, zmin, zmax, xLocs, yLocs, zLocs

  cubeDict = {}
  shaderDict = {}
  SGDict = {}

  if useAmbient:
      # disable and store all existing lights
      allLights = cmds.sets("defaultLightSet", q=1)
      # make an ambient light
      amb = cmds.ambientLight(i=True, ambientShade=0)
  else: allLights = None

  # identify control objects
  sel =
  if len(sel) > 0:
    # filter for polymeshes
    ctrl = cmds.filterExpand(sel, fullPath=0, selectionMask=12)
    sel = []
    if ctrl == None:
      print "No meshes found in selection, checking scene..."
      # check for object or group named "voxelGeo"
      if cmds.objExists("voxelGeo"):"voxelGeo")
        sel =
  if len(sel) == 0: # select all dag objects
    sel =
  if sel == None or sel == []:
    cmds.confirmDialog( title='Mesh selection', message= 'No meshes found in scene.', button=['OK'])
    return 0
  else: # filter for polymeshes
    ctrl = cmds.filterExpand(sel, fullPath=0, selectionMask=12)
    if ctrl == None:
      cmds.confirmDialog( title='Mesh selection', message= 'No meshes found in scene.', button=['OK'])
      return 0

  if disableUndos: cmds.undoInfo(state=False)
  if not showCommands: cmds.scriptEditorInfo(sr=True, sw=True, si=True)
  firstFrame = frameRange[0]
  lastFrame = frameRange[1]
  duration = abs(int(lastFrame-firstFrame))+1

  # deal with backwards frame ranges
  if lastFrame < firstFrame:
    lastFrame -= 1
    frameStep = -1
    lastFrame += 1
    frameStep = 1

  startTime= cmds.timerX()
  cmds.progressBar(gMainProgressBar, edit=True, beginProgress=True)
  s = "s" if duration > 1 else ""
  print "Voxelizer animating over", duration, "frame%s..."%s
  print "Press ESC to cancel"

  resetList = []
  directions = [(-1.0, 0.0, 0,0), (0.0, -1.0, 0,0), (0.0, 0.0, -1.0)]
  cubegroup =, n='cubes')

  for f in range(firstFrame,lastFrame,frameStep): # for each frame
    stepTime= cmds.timerX()
    if cmds.progressBar(gMainProgressBar, query=True, isCancelled=True ):
      return docancel()
    cmds.currentTime(f, edit=True, update=True)

    # get sizes from control objects, if available
    if useVoxCtrl:
      voxelSize = round(cmds.getAttr('voxelScaleCtrl.scaleX'), 3)
    if useCubeCtrl:
      cubeSize = round(cmds.getAttr('cubeScaleCtrl.scaleX'), 3)

    # hide visible cubes
    for x in resetList:
      cmds.setKeyframe(x, at="scale", v=0, t=f)
    resetList = []

    # for every target control object:
    for c in ctrl:
      if cmds.progressBar(gMainProgressBar, query=True, isCancelled=True ):
        return docancel()
      cmds.progressBar(gMainProgressBar, edit=True, step=True)
      # if ctrl object is invisible, skip to the next one
      if objIsVisible(c) == 0:

      # bake textures into verts
      cmds.polyGeoSampler(sampleByFace=True, computeShadows=useShadows, rs=useShadows)
      # set ray starting points
      locArrays = [xLocs, yLocs, zLocs]

      # for each axis:
      for i in range(3):
        # for every gridpoint:
        for loc in locArrays[i]:
          hits = []
          # zap a ray through the object
          rayInt = rayIntersect(c, loc, directions[i])
          hits = rayInt[0]
          hfaces =  rayInt[1]
          for j, x in enumerate(hits):
            # snap hit locations to cubegrid
            x = (roundToFraction(x[0], voxelSize), roundToFraction(x[1], voxelSize), roundToFraction(x[2], voxelSize) )

            # if location isn't in cubeDict: make a new cube
            if x not in cubeDict:
              # add location and new cube to cubeDict
              cubeDict[x] = cmds.polyCube(sz=1, sy=1, sx=1, cuv=4, d=1, h=1, w=1, ch=1)[0]
              cube = cubeDict[x]
              if useShadows:
                # prevent cubes from casting shadows onto the ctrl objs
                cmds.setAttr(cube+".castsShadows", 0)
              cmds.parent(cube, cubegroup)
              # move cube to location
              cmds.xform(cube, t=x)

              # shader coloring method: uses one shader per cube
              shader = cmds.shadingNode("lambert", asShader=1)
              # create a shading group
              shaderSG = cmds.sets(renderable=True, noSurfaceShader=True, empty=True, name=shader+"SG")
              # connect the shader to the shading group
              cmds.connectAttr('%s.outColor'%shader, '%s.surfaceShader'%shaderSG, f=True)
              # add cube to the shaderSG
              shape = cmds.listRelatives(cube, shapes=1)[0]
              cmds.sets('%s'%shape, e=True, fe='%s'%shaderSG)

              shaderDict[cube] = shader
              SGDict[cube] = shaderSG

              # set scale key of 0 on the previous frame
              cmds.setKeyframe(cube, at="scale", v=0, t=(f-1))

            cube = cubeDict[x]
            cubeshape = cmds.listRelatives(cube, shapes=1)[0]

            # add cube to resetList

            if len(hfaces) > 0:
              # check the alpha of the face
              alpha = cmds.polyColorPerVertex(c+'.f['+str(hfaces[j])+']', q=True, a=True, cdo=True)
              if alpha[0] > 0.5: # if more than half opaque
                # get the color of the face
                fcolor = cmds.polyColorPerVertex(c+'.f['+str(hfaces[j])+']', q=True, rgb=True, cdo=True, nun=True)
                cmds.setKeyframe(shaderDict[cube]+'.colorR', v=fcolor[0])
                cmds.setKeyframe(shaderDict[cube]+'.colorG', v=fcolor[1])
                cmds.setKeyframe(shaderDict[cube]+'.colorB', v=fcolor[2])

                # set a scale key
                cmds.setKeyframe(cube, at="scale", v=cubeSize, t=f, breakdown=0, hierarchy="none", controlPoints=0, shape=0)

                # if previous frame didn't have a scale key, set it to 0
                tempCurTime = cmds.currentTime(q=True)-1
                lastKey = cmds.keyframe(cube, at="scale", q=True, t=(tempCurTime,tempCurTime), valueChange=True)
                if lastKey == None:
                  cmds.setKeyframe(cube, at="scale", v=0, t=(f-1))

    if verboseOutput:
      stepTime = cmds.timerX(st=stepTime)
      totalTime = cmds.timerX(st=startTime)
      print "frame:", cmds.currentTime(q=True), "\tkeyed cubes:", len(resetList), "\ttotal cubes:", len(cubeDict)
      cps = "inf" if stepTime == 0 else round(len(resetList)/stepTime, 2)
      if useVoxCtrl or useCubeCtrl:
        print "\t\tvoxelSize:", voxelSize, "\tcubeSize: ", cubeSize
      print "\t\tstepTime:", round(stepTime, 2), "\ttotal time:", round(totalTime, 2), "\tcubes per second:", cps

  # restore scene state
  if useAmbient:
    if cmds.objExists(amb): cmds.delete(cmds.listRelatives(amb, parent=True)[0])
    cmds.sets(allLights, add="defaultLightSet")
  elif useShadows:
    # turn the cubes' shadows back on
    for x in cubeDict:
      cmds.setAttr(cubeDict[x]+".castsShadows", 1)
  if not showCommands: cmds.scriptEditorInfo(sr=srState, sw=swState, si=siState)
  if disableUndos: cmds.undoInfo(state=True)

  cmds.progressBar(gMainProgressBar, edit=True, endProgress=True)
  totalTime = cmds.timerX(st=startTime)
  print("Voxelizer finished: "+str(round(totalTime, 2))+ " seconds ("+str(round(totalTime/60, 2)) + " minutes)")


### End Voxelizer 1.0 ###
« previously: Patrick Boivin – AT-AT Day Afternoon | Home | next: Hedgehog in the Fog »

23 Responses to “Voxelizer 1.0”

  1. create pixel art with voxelizer 1.0 for maya Says:

    [...] 1.0 for maya By lesterbanks | Published: July 5, 2010 Peter Richardson created Voxelizer 1.0 for Autodesk Maya, which will take a base form and “volexize” it with a set number of boxes, you know for [...]

  2. Jimmy Gunawan Says:

    Fantastic work, you did it again, this time it actually samples the color! :)

  3. mirek Says:

    many thanks..

  4. Alex Villabon Says:

    Impressive! Im sure this will come in handy at some point! Thanks for sharing this!!

  5. i.Fouda Says:

    is it possible to make the output shaders blinn instead of lambert ?

  6. zoomy Says:

    Sure — in fact I think it’s as simple as replacing “lambert” with “blinn” in the script.

  7. i.Fouda Says:

    thanks for replying….i have another question…i need the cubes to have rounded corners by using “mia roundcorners”…but having about 2000 cubes & each cube has its own shader…so is there anyway of doing the “mia_roundcorners” on one shader & applynig it to all the other shaders ??…or perhaps combining all the shader into one shader or so ??

  8. zoomy Says:

    I’d try to instance a separate object with the shader applied to it instead of making a new cube.

  9. JVaudee Says:

    Hi. It´s a very handy and useful script! Congratulations!!!
    How is it possible to make the cubes in the y-scale different than in the x- and z-scale? Sadly I suck on Python scripting (all scripting usually), but maybe I can replace the lines when you gave me a hint where I should do this… Would be very nice!

  10. zoomy Says:

    @JVaudee There are a few places you’d have to modify the code, one to adjust the scale of the cubes and more to adjust the scale of the voxel grid. The voxel grid is coded to take its scale from a scaling factor, which is taken from the variable voxelSize. This is set either by the UI or from the Xscale of the reference object. The Yscale and Zscale are also set by that factor. So to have independent scales, you’d need to add an new factor definition, scale variable, and grid-partitioning loops for each scale.

    I’m afraid it’s more than just one block of code… Good luck!

  11. smoluck Says:


    That’s a great script ! But I’m wondering if it can be possible to clean up the hypershade form all these duplicated lambert. I mean if you want to voxelize a tree for example, you could just need 2 color in the array, one Green and one Brown. So it’ can be awesome to contraint all the cube who got duplicated green lambert to get linked with just the base green lambert of the target object. (Just in case you didn’t want to voxelize a textured or hand painted mesh).
    It could be also usefull by the way to delete inner face that overlaps eatch other, in order to bump up the performance.
    Finally it could be really interesting to merge the cubes from a frame by frame. Feel free to contact me , as I’ve worked with legolizer a lot.

  12. smoluck Says:

    how did you drive the visibility of these cube ? As i’ve find that at the end of an animation there is plenty of vertex around the target.
    I mean if I want to export that model at a specific frame in OBJ for example, I got a cloud of vertex point and it’s hard to clean the scene in order to get just a list of mesh with visibility active for just one frame…

  13. zoomy Says:

    Thanks! Yes, it’s possible to only use the colors in the mesh. You’d have to change the code though.
    And I wouldn’t delete inner faces, because those faces might be outer faces on another frame.
    And I don’t know what you mean by “merge the cubes from a frame by frame” but I’m sure it would be interesting.

  14. zoomy Says:

    When the cubes want to hide, they scale to 0. The vertices you see are the cubes shrunk to a single point. To clean the scene at a single frame, I’d run a script to delete every object whose scale is 0.

  15. Erich Says:

    Hey There!

    This looks awesome, the result reminded me of a friends piece located here

    Although there is so much useful information in your script, I ahve a question with the polyGeoSampler command. I’m currently trying to use it myself, but I feel like it’s not doing what I want it to. My interpretation of what it does is that it can bake face color information into the vertex level using cmds.polyGeoSampler( sampleByFace=True ). Is this correct? And if so, what things might I need to watch out for if it’s not working?

    I’d really appreciate the help!

    - Erich

  16. Erich Says:

    Ah I got it working.

    polyGeoSampler() requires a light to exist in the scene, in addition to the default light.

  17. zoomy dot net » Archive » Voxelizer 1.0 | timcoleman3d Says:

    [...] zoomy dot net » Archive » Voxelizer 1.0. Share this:TwitterFacebookLike this:LikeBe the first to like this. This entry was posted in Uncategorized by timcoleman3d. Bookmark the permalink. [...]

  18. Rob Says:

    I can’t get it to work. I follow the instructions to the letter and I get:

    ### End Voxelizer 1.0 ###;
    // Error: ### Voxelizer v1.0 ### //
    // Error: Line 1.0: invalid directive //

    What would that be?

  19. meetar Says:

    Hi Rob – I believe that error just means Python is having trouble locating a module. If it’s line 1, then it’s openMaya, that could have something to do with Python paths. I’d check to make sure the Python paths are working properly, check your environment variables, etc. Could be lots of things.

  20. Samuele Says:

    I run the script in the test scene and I get this error, why?

    # Error: TypeError: file line 472: range() integer end argument expected, got float.

  21. meetar Says:

    It means that a floating point number is being passed to the range() function on line 472, and should be an integer instead. That script is now three years old, so I can’t guarantee anything, but my guess is it has something to do with the start, end, or step frames you’re using, either in your timeline or in the GUI when you start the script. Try passing whole numbers for those values and see if that helps. Good luck!

  22. Samuele Says:

    Thanks meetar for the reply! Mmm, I’m not very good at phyton… What should I do? I use a 24 fps animation, and I wanted to voxelize from frame 1.0 to 2.0… Where is the float number? Shoud I voxelize from 1.0 to 24.0 at least? The thing is that it takes ages to calculate the scene (more than 15 min), and I don’t understand if it do so because of the error or because of my computer.

  23. meetar Says:

    @Samuele: It should work from 1 – 2. Sounds like the problem is somewhere else. I recommend showing the problem to somebody who knows Python. Good luck!

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