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  • 11:24
    Pankaj003 opened #3965
  • 06:20
    RichardTea commented #3960
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  • Jun 22 23:20
    kimkulling commented #3954
  • Jun 22 23:20

    kimkulling on master

    the expression does not throw a… Merge branch 'master' into patc… Merge branch 'master' into patc… and 2 more (compare)

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    kimkulling on master

    First pass at simplifying glTFv… Standardise Clearcoat, Sheen an… Add glTFv2 Clearcoat import/exp… and 11 more (compare)

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    kimkulling commented #3961
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    kimkulling on master

    Replace swear words in IFCBoole… Merge branch 'master' into patc… Merge pull request #3961 from a… (compare)

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    Skylion007 opened #3964
  • Jun 22 16:09
    thomas-olsen commented #3962
Kim Kulling
@kimkulling
First problem: you have to use the latest version of assimp
the build error is fixed there
MateoeslaLey
@MateoeslaLey
Hi!, thank you! I'm using assimp-5.0.1, is that the lastest version?
MateoeslaLey
@MateoeslaLey
@kimkulling Ah! Now I realize you were talking about the comment before mine....
dong
@dongfangliu
does anybody know how to save animation frame by frame
i find we can only set key.mTime not key.mFrame
that may causes some inconvenience, as i only intend to save all data frame by frame, saving based on time may cause misalignment in 3d software
RichardTea
@RichardTea
@dongfangliu AFAIR, most 3D formats do not have a framerate, because low and high-powered machines should put the object in the right state regardless of framerate - a high-performance machine should be able to run the animation at 120fps, while a low-power one might only achieve 22fps.
Nearly all formats defined animations as being "this change over this amount of time"
The keyframes are thus at specific points-in-time, which might correspond to the presentation time for a specific frame at (eg) 24, 30 or 60fps, but might not.
Jason C
@JC3
\o
with 5.0.1; i'm trying to get the importer description corresponding to the file format assimp detected when it imported a named file. i didn't find anything in the docs, so i looked through the source and found that the importer sets the index of the importer it used in the int property named "importerIndex". so i am using GetImporterInfo(GetPropertyInt("importerIndex")) after reading a file to see what importer it used.
however, i didn't actually find a constant corresponding to "importerIndex" in the config header, so my question is: is there a more "official" way to do this? relying on non-defined property names feels hacky and fragile.
Jason C
@JC3
(also, even that doesn't get me all the way there, because i can't distinguish between different formats that use the same importer, e.g. binary vs ascii stl or ply)
my end goal is to find an exporter that matches the importer used (if/when a corresponding exporter exists, of course).
Rebecca
@beckylum0216
hi everyone
having issues importing collada
using submodule to integrate lib
there is no vertex id in the node data
and mesh->vertices only imports a random record
Kim Kulling
@kimkulling
Hi
I haven't heard any issues about the Collada import
Maybe you could provide a small example which helps us to reproduce this issue.
adrian-j-programmer
@adrian-j-programmer
Hi, I need to build assimp linux libraries to include them in my project, but my dev environment is actually windows. Could you point me in the right direction on how I would go about doing this? Or maybe there are prebuilt libraries available somewhere? I couldn't find any myself, but maybe I just missed them.
Kim Kulling
@kimkulling
sure
Hre you should be able to find all the information you will nedd
ops need
there are 2 ways: one is installing the package
second one is to build the library on your own and lib against the libs
or the third one: just add the library cmake lib to your build
JrIndie
@JrIndie
how is assimp doing these days for fbx loading/parsing from blender?
im in the middle of a massive refactoring and seen the last time i touched assimp data was 2 years ago :D
i seem to remember some weirdness with fbx exporting from blender and loading it into assimp long ago
Kim Kulling
@kimkulling
The FBX-Import was completly refactored and improved
The Godot Teat is using our parser and thanks to them it is pretty stable right now.
I haven't tested the blender export for FBX. But I heard a lot of good news about it in respect of performance and stability.
And I am some kind of a Customer Relation Guy for the Marketing, so be careful with my commercial statements. Just test it and report all the glitches you have found would be really appreciated by us.
dong
@dongfangliu
has anyone tried to export to fbx with a rigged character? my experience tells two things on joint coordinates:1. assimp import fbx correctly and works perfectly on any input joint coordinate.
  1. assimp export fbx may assume that all joint coordinates are align/ the same to the world coordinate
im not very sure about my statement, but the result just says importing rigged character is fine but outputing rigged character to fbx will boom
i wonder how to fix that , maybe is there any post process ?
Jannis von Hagen
@Booklordofthedings
I was trying to find out, wether it was possible to load a model from data instead of the filesystem.
Since all of my assets are in an archive like format I want to read them from there and would like to just pass in a pointer with a lenght. However I couldnt find out if this was possible and this seemed the most appropriate place to ask.
turol
@turol
Booklordofthedings: yes
override the iosystem with your own class
Jannis von Hagen
@Booklordofthedings
Ah okay, so possible but not by default
RichardTea
@RichardTea
Assimp::Importer::ReadFileFromMemory()
From the documentation:
Reads the given file from a memory buffer and returns its contents if successful.
RichardTea
@RichardTea
However, do be aware that several 3D formats (OBJ+MTL and gltf+BIN spring to mind) are split into multiple source files, and so cannot be loaded this way.
To support those you would need to use an IOSystem so assimp can ask for the supporting files to be extracted from your archive as it encounters the need.
Note that assimp includes a built-in ZipArchiveIOSystem for reading ZIP files and BlobIOSystem for exporting to in-memory blobs.
Jannis von Hagen
@Booklordofthedings
nice, I will be using selfmade bindings for the c api, so my own iosystem wouldnz work, but readfilefromemory seem like it could work.