This isn't accurate, but think of it this way anyhow:
A voxel is a 3D box. It has dimensions (height width depth). You don't change these unless you are modifying the dimensions of the box.
The box has an origin (not always the center). This is a point in space which is referenced to determine where the planes of the box are drawn. The distances from the origin are the scaling values. Consider the Z axis alone: Positive Z is the distance from the origin to the top plane of the box, and Negative Z is the distance from the origin to the bottom plane. You can change these distances to rescale the voxel along the Z axis. Positive Z and Negative Z can be different absolute values as well; in this way the origin can be "shifted" so that your voxel appears offset along the Z-axis.
Look at the Rhino tank. It's negative Z is very small so that the 'box' appears to sit on the ground. The Rhino turret has a positive number for the Negative Z value so that the turret floats in the air - placing it on top of the body.
Adjusting scaling values can make smaller versions of existing voxels. You cannot make full-scale voxels bigger, you can only make them smaller.
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