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pos2obj

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pos2obj

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Export the building to OBJ format.

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Fabric
Minecraft

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pos2obj-1.1.2.jar
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pos2obj — Area Selection OBJ Exporter (Fabric 1.21.11 / Client-Side Only)

pos2obj is a client-side Minecraft mod that allows you to select a region in-game and export all the blocks within that area as a 3D model (OBJ file) + Material (MTL file) + Textures (PNG).

🌟 Key Features & Advantages

  • Modded Block Support: Any modded blocks registered in the client's model system will be exported exactly as they appear in-game.

  • Accurate Connection States (Multipart): Walls, fences, stairs, and glass panes preserve their precise in-game connection states and shapes.

  • Resource Pack Compatible: Extracted models use the exact textures from your currently active resource pack.

🛠 How to Use

Use the following in-game chat commands to select your region and export the files:

Command Description
/pos start Sets your current location as the starting point (Or use /pos start x y z to specify coordinates).
/pos end Sets your current location as the ending point.
/pos export <name> Exports the region. Textures are automatically baked into a single consolidated texture atlas.
/pos export <name> atlas <scale> Same as above (Explicitly forces atlas generation).
/pos export <name> separate <scale> Exports textures as individual PNG files for each sprite.
/pos status Displays the current selection status.
/pos clear Clears the current selection.

📂 Output Directory

All exported files are saved to:

<game_directory>/pos2obj/<name>/

  • <name>.obj / <name>.mtl

  • atlas.png (when consolidated) OR textures/*.png (when exported separated)

  • export_info.txt (Log file containing skipped blocks and warning details)

📏 Coordinate System:

1 block = 1 unit. The minimum corner (lowest coordinates) of the selected area is treated as the origin point (0, 0, 0), with the Y-axis pointing upwards.

🟢 Feature Support & Advanced Handling

  • Standard Blocks: Extracted via BakedModel. Adjacent face culling, random model variants, model offsets (e.g., natural shifting of grass/flowers), and biome-specific tints (grass, leaves, water) are all baked directly into the textures.

  • Fluids: Supports Water, Lava, and custom modded fluids (via Fabric's FluidRenderHandler). Exported as simplified geometry with flat top surfaces.

  • Mob Heads / Skulls: Supports Skeleton, Wither Skeleton, Zombie, Creeper, Piglin, and Player Heads. Player skins are dynamically downloaded from textures.minecraft.net (falls back to the Steve skin if the download fails).

  • Chests: Supports regular Chests, Trapped Chests, and Ender Chests (both Single and Double chest configurations).

  • Signs: Supports standing and wall-mounted signs for all wood types (※Text/Letters will not be exported).

  • Beds: All 16 colors supported (Includes mattress + legs via color-specific entity textures).

  • Shulker Boxes: All 16 colors + undyed versions supported. Accurately reflects all 6 placement directions.

  • Banners: Supports standing and wall-mounted variations. Layer patterns are blended dynamically to generate a unique texture for each distinct banner (Mod-added patterns are also supported if their assetId texture exists).

  • Animated Textures: Automatically freezes and uses the 1st frame (Frame 0).

  • Bleeding Protection (Padding): When generating a texture atlas, each sprite is padded by copying its edges by 4px. This prevents texture bleeding, seam lines, or rendering gaps caused by bilinear filtering or mipmapping in 3D software.

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