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  • 01:24
    JC3 commented #3784
  • 01:24
    JC3 commented #3784
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    JC3 commented #3784
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    JC3 commented #3784
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    JC3 edited #3786
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    JC3 opened #3786
  • Apr 20 23:09
    DylanCheetah commented #3221
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    DylanCheetah commented #3221
  • Apr 20 18:39
    kimkulling commented #3776
  • Apr 20 18:39

    kimkulling on master

    fixed export exceptions on impo… Merge branch 'master' into fix-… Merge pull request #3776 from k… (compare)

  • Apr 20 18:39
    kimkulling closed #3776
  • Apr 20 14:55
    IcyChlorine commented #2343
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    bisevac-marko commented #3750
turol
@turol
that would be an insane amount of work
latest cmake apparently now supports visual studio builds for android
at least according to their cmake
changelog
chriscamacho
@chriscamacho
hi all, does there exist a list of "engines" or frameworks that use assimp ?
matrixbot
@matrixbot

matias-lavik chriscamacho (Gitter):
Well, here are some:

  • Urho3D
  • MonoGame
  • Godot game engine (I heard they have been making their own FBX importer now, so not sure if they still use it)

There are plenty of closed source software/games using Assimp as well. And a bunch of smaller game (engine) projects you can find on GitHub (such as my own Ming3D). When we were hiring developers at my job, half of the candidates were already familiar with it 😁

Matthew Wallace
@matthewswallace
Would anyone in here be interested in making me a build system that will compile assimp for Android and iOS? I have a budget in mind that we can DM about.
RichardTea
@RichardTea
@kimkulling I've noticed that there are a huge number of dead branches on the main repo, can you delete all the ones that have already been merged?
It creates a lot of noise in git clients like GitKraken and GitHub Desktop, as the "master" branch ends up far below the fold.
Matthew Wallace
@matthewswallace
Reaching out again ... anyone interested in creating a build system for assimp for Android and iOS? I have budget for it. email me or DM. Email is m@615.io
RadiumP
@RadiumP
Hi, is there an estimated release date of 5.1? Thanks.
Kim Kulling
@kimkulling
@matthewswallace for android I can helpü
iOS will be harder
@RichardTea done, just cleaned them up
@RadiumP strongly depends on USD support
at this moment I try to get an idea
Matthew Wallace
@matthewswallace
@kimkulling sent you a DM
Dennis Dworak
@VentuzDennisDworak
Hey, first sorry - i am not a coder :D but i am doin research for our engine because we use assimp for 3d imports. i cant find a resource which tells me if the FBX importer does support splines/path.. thanks
Kim Kulling
@kimkulling
at this moment: no
but we could :-)
Reed Copsey, Jr.
@ReedCopsey
Trying to make my own "importer" (loading assimp data structures directly) to use the export features. Looking at texture.h, it seems like we should be able to load aiTexel info a,r,g,b values and set the hint to "rgba8888", but when I do that, nothing can open a glb or gltf that's generated. Is there something we should be doing in that scenario to allow the data to be written correctly?
In this example, the texture is a 512x2 image - gets into GLTF as:
    "images": [
        {
            "uri": "data:image/rgba8888;base64,/woAAf8MAAH/DgAB/xAAAf8SAAH/FAAB/xYAAf8YAAH/GgAB/xsAAf8dAAH/HwAB/yEAAf8jAAH/JQAB/ycAAf8pAAH/KwAB/y0AAf8uAAH/MAAB/zIAAf80AAH/NgAB/zgAAf86AAH/PAAB/z4AAf8/AAH/QQAB/0MAAf9FAAH/RwAB/0kAAf9LAAH/TQAB/08AAf9QAAH/UgAB/1QAAf9WAAH/WAAB/1oAAf9cAAH/XgAB/2AAAf9hAAH/YwAB/2UAAf9nAAH/aQAB/2sAAf9tAAH/bwAB/3EAAf9zAAH/dAAB/3YAAf94AAH/egAB/3wAAf9+AAH/gAAB/4IAAf+EAAH/hgAB/4gAAf+KAAH/jAAB/44AAf+PAAH/kQAB/5MAAf+VAAH/lwAB/5kAAf+bAAH/nQAB/58AAf+hAAH/owAB/6UAAf+nAAH/qAAB/6oAAf+sAAH/rgAB/7AAAf+yAAH/tAAB/7YAAf+4AAH/ugAB/7sAAf+9AAH/vwAB/8EAAf/DAAH/xQAB/8cAAf/JAAH/ywAB/8wAAf/OAAH/0AAB/9IAAf/UAAH/1gAB/9gAAf/aAAH/3AAB/90AAf/fAAH/4QAB/+MAAf/lAAH/5wAB/+kAAf/rAAH/7QAB/+4AAf/wAAH/8gAB/vMAAf30AAH89QAB+/YAAfr3AAE="
        }
    ],
(which seems too small, tbh - 1024*4x8 bit seems like it should be longer than that?)
Reed Copsey, Jr.
@ReedCopsey
Nevermind - managed to get it working.
Kim Kulling
@kimkulling
fine!
RichardTea
@RichardTea
With regards to PR #3614 :
The problem on macOS (and presumably also Linux) appears to be that the Google Draco shared library is not exporting the necessary symbols.
According to nm, it's not exporting any public function symbols at all, just some typeinfo
($ nm -gU libdracod.1.dylib)
Does anyone have any suggestions as to why that might be?
Kim Kulling
@kimkulling
hm
you can add this manually
wizumwalt
@wizumwalt
Looking into assimp and wondering if IGES has ever been discussed for support? Also, of the available file formats, do any of them support additional info to the geometry elements to recognize them as different parts of the model?
squalldavid
@squalldavid
Hi Guys, I try to build a project which can import stp and stl files. But it always failed for stp file. Does assimp lib support stp file? thank you
RichardTea
@RichardTea
What is an "STP" file?
  • File extensions are almost meaningless, what's the actual format called and who owns it/what software created it?
Dennis Dworak
@VentuzDennisDworak
its so called STEP files .. for milling for example
RichardTea
@RichardTea
IFC-STEP has some support, but ISO-10303-21 STEP-File is not currently supported, there's a pile of open issues regarding implementing it.
I'm not entirely sure what the difference is myself, both use "STP"
Gargaj
@Gargaj
Hello all, here's a generic purpose model viewer project based on ASSIMP: https://github.com/Gargaj/Foxotron
could be helpful for testing assimp loaders
Kim Kulling
@kimkulling
Hello, cool. Thanks a lot for sharing this.
Will it work on different platforms?
Gargaj
@Gargaj
Far as I know it works on Windows / Mac / Linux although we've only really tested on the former
Kim Kulling
@kimkulling
great, i need to play around with it. thanks for sharing this!
Kim Kulling
@kimkulling
you need to apply the offset matrix you can find in the mesh instances
Kim Kulling
@kimkulling
you need to take the global inverse transform of the root node into account as well. so yt the end you need to multiply your inverse transform matrix with the global inverse transform of the root node, if I have understand your code in the right way
Kim Kulling
@kimkulling
ah
Kim Kulling
@kimkulling
one question to get a better understanding: is the orgiginal stored position for the root node located at 0|0|0?
Kim Kulling
@kimkulling
and the root-node transformation gets this update, when you are moving from 0|0|0 to somewhere else?
looks correct so far
Kim Kulling
@kimkulling
you could try the fbx-sdk, but there you will have problems too.
I guess we need to make this better.
hm, I will try this out with your model.