A bunch of little changes. Most important is that I moved the model creation part, which is not really needed, to the end of the program, and now its entirely optional to display the model. This is good to skip if you're generating large models which will run horribly as a polygon based model. Unless you have some beast of a system.Also a quick fix for the getpixel error, a prompt at the beginning will as to set a black range, 0-20. 0 if you experience no rouge black pixels on your objects, 20 if you're not sure how to check how off they are from true black.Some feedback on limits…256x256 with 10 frames is a bit sketchy. I wouldn't show a model of it, just escape after the vox files is made. I didn't include my latest test because they're kind of brutal to my systems. But if you're super curious how well you machine can handle this, create a image thats 128*128 x 128 and just generate grayscale noise. 64^3 models I've tested, took forever to make the model on a netbook. If you have a fast system you can pull it off.
You should find a way of detecting edges and outlining them to achieve a cel-shaded look - it'd make everything look even snazzier.
Tried that with the model versions, its super slow. But I haven't played around with shaders. Keep in mind that even a small model is a lot of polygons, then performance would drop as backfaces will be rendered to produce the outline.
Right now I'm making this to go with Voxlap, EvalDraw and Slab6, because I like voxels and the models perform better as voxel objects then polygons.