03 September 2019
That's not how voxel meshing works I'm afraid. The idea behind voxel rendering is that you build a mesh over the outside of the voxel data, so that you are not rendering faces that you cannot see.
Picavoxel breaks large volumes down into "chunks" so that when a part of a volume is changed (explosion, adding a voxel etc) we do not have to update the entire volume. The chunk objects in the volume hierarchy are positioned by Picavoxel to be in the right place. They're not meant to be moved around.
If you need to have parts of the object detachable, each part will need to be its own volume. Picavoxel doesn't have any tools for handling a scenario like that, but it could be scripted depending on how you're looking to break up the volume.