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  • 18:33
    kimkulling opened #2656
  • 17:26

    kimkulling on kimkullig_dev

    closes https://github.com/assim… closes https://github.com/assim… put one in comments because the… and 1 more (compare)

  • 12:11
    PascalGilbraith opened #2655
  • 12:03
    kimkulling commented #2653
  • 10:12
    Destranix closed #2653
  • 10:12
    Destranix commented #2653
  • 09:56
    Destranix commented #2653
  • Sep 14 19:36
    kimkulling labeled #2625
  • Sep 14 19:35
    kimkulling labeled #2653
  • Sep 14 19:35
    kimkulling labeled #2653
  • Sep 14 19:34
    kimkulling labeled #1257
  • Sep 14 19:33
    kimkulling labeled #1278
  • Sep 14 19:33
    kimkulling labeled #1050
  • Sep 14 19:33
    kimkulling labeled #1072
  • Sep 14 19:32
    kimkulling labeled #1088
  • Sep 14 19:31
    kimkulling labeled #1086
  • Sep 14 19:31
    kimkulling unlabeled #1086
  • Sep 14 19:31
    kimkulling labeled #1086
  • Sep 14 19:29
    kimkulling labeled #1117
  • Sep 14 19:29
    kimkulling labeled #1240
rconde01
@rconde01
Well I can put together a PR...to confirm, @kimkulling it should just ignore the object line?
Oliver
@oliverzx

Hey, while implementing some skeletal animation I noticed that gltf 2.0 assets imported with assimp causes issues. Their transforms are off. Is that a known issue ?
Example:
https://sketchfab.com/3d-models/scary-zombie-roar-988c8c10b5f84b65a5966e33e5e8eae6
Fbx is working, while gltf is not.

I also imported the fbx into blender and exported into gltf again. Same issue.
Running latest assimp code, local build.

Oliver
@oliverzx
tinyGltf can load them just fine
JrIndie
@JrIndie
having BV information would be a great addition i think. Kim!
Kim Kulling
@kimkulling
It is on master
JrIndie
@JrIndie
wheres the commit?
JrIndie
@JrIndie
oh i see it thank you!
Now to get N number of BVs per mesh per animation... :x
JrIndie
@JrIndie
Seems like this is STILL an issue.
Blender FBX, and Collada exports will produce different animation bounding volumes sizes for me
Also my Y and Z are flipped when I try and calculate normal static min/max
Mesh Name: HEAD
min: -0.783386, -0.959793, 14.2942
max: 0.783386, 0.702698, 16.2402
y and z should be flipped -- i have a Y-UP world
JrIndie
@JrIndie
For normal static mesh data I have to rotate everything by 90 degrees (even with aiProcess_MakeLeftHanded enabled)
JrIndie
@JrIndie
The animation points are still messed up however
JrIndie
@JrIndie
i need to rotate on the x axis by -90, after that here are my bbs

regular mesh data bb
Mesh Name: HEAD
min: -0.783386, 14.2942, -0.702698
max: 0.783386, 16.2402, 0.959793

animated bb
Mesh Name: HEAD, Frame: 19
min: -12.5856, 11.7594, -1.2036
max: 5.62573, 16.3621, 2.85172

bindpose bb
Mesh Name: HEAD, Frame: 19
min: -1.43163, -16.1416, -1.42719
max: 2.14615, -14.0416, 0.643143

Seems like my animation stuff is also being calculated wrong -- Super sad panda.
JrIndie
@JrIndie
@kimkulling off i go into the abyss looking at assimp viewer
JrIndie
@JrIndie
Does anyone know why my collada bind pose calculations would work but FBX does not?
Is there something internally different with collada vs FBX
@kimkulling
Lawrence Kok
@phr34k
@kimkulling I've quite a big scene in Collada format, and I've noticed that I've been hitting a bad allocation error lately with it. Is there anything on my side that I could do to help it?
I'm using 64-bit so I believe there should be enough address space I think.
Kim Kulling
@kimkulling
hi
sorry, busy weeks
Hm, I guess the bounding volumes will not take animations into account. But I guess they should, right?
so the current implementation wors just fine for static stuff ...
JrIndie
@JrIndie
Hey yah the current one works great for static objects ;)
For dynamic animated objects I needed special data formats for my game, so I ended up doing cpu skinning and able to set a specific time to get the bv data.
Also, my issue was related to GLM math and assimp math being row vs column hehe
Kim Kulling
@kimkulling
sounds familar for me. I had these kind of issues several times
:-)
JrIndie
@JrIndie
Is there any flag that can auto apply rotations, i have an issue where my blender fbx exporting will be -90 degree x rotated
Id be nice if it would only be applied to static mesh data, because the animation stuff is corrected due to fbx including that rotation
I guess I could in theory do the correction myself in a tool, but figured i would ask before i do it
Ricardo Reis
@rickomax
Hey guys. Preparing a big pull-request with changes I've made in the past three-four months
I'm just noticing people are removing or commenting other people code without any justification
Not a nice thing to do
Please comment the old code and write down why you made it, there is a reason the person before you made the code
Kim Kulling
@kimkulling
hi @rickomax : do you have an example? fbx? we got a lot of changes there
Lawrence Kok
@phr34k
@kimkulling hmm I have some model where the collada importer says File came out empty, something is wrong here.
funny thing is in the older version of assimp this used be working properly iirc, I still have a old assimp viewer where it would process more of the model than the latest version.
Kim Kulling
@kimkulling
hm, do you have an example model where we can try to reproduce the issue?
Lawrence Kok
@phr34k
yeap, I have.
Lawrence Kok
@phr34k
The viewer from version "Debug, T4060: Assimp 4.1.216079013 amd64 msvc shared singlethreaded", the lib I have embedded i.e. "Debug, T7672: Assimp 4.1.2537603139 amd64 msvc debug shared singlethreaded" seems to fail however.
Kim Kulling
@kimkulling
ok, thanks a lot!
Lawrence Kok
@phr34k
@kimkulling did you by any chance already looked at the model i gave you?