Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
  • 13:28
    kimkulling labeled #4617
  • 13:28
    kimkulling edited #4617
  • 13:27
    kimkulling reopened #4568
  • 13:27
    kimkulling commented #4568
  • 12:38
    kimkulling commented #4620
  • 12:38
    kimkulling labeled #4620
  • 12:37
    kimkulling commented #4541
  • 12:37

    kimkulling on master

    I ran into an error while proce… Using hex instead of decimal Merge branch 'master' into mast… and 1 more (compare)

  • 12:37
    kimkulling closed #4541
  • 11:21
    kimkulling synchronize #4541
  • 09:33
    kimkulling commented #4618
  • 09:32
    kimkulling reopened #4618
  • 09:10

    kimkulling on master

    Bump actions/checkout from 2 to… Merge branch 'master' into depe… Merge branch 'master' into depe… and 1 more (compare)

  • 09:10

    kimkulling on github_actions

    (compare)

  • 09:10
    kimkulling closed #4611
  • 09:00
    RichardTea commented #4618
  • 08:57
    RichardTea commented #4618
  • 08:56
    RichardTea commented #4618
  • 08:53
    RichardTea commented #4618
  • 08:53
    RichardTea commented #4618
Kim Kulling
@kimkulling
The second option is to load files from a file system. The difference between them is a starting "*" at the beginning
All meshes have materials, but only some of them have textures
so you need to check if a material has a deficated texture stored in its texture channel. We have different texture channels like diffuse textures or specular textures (mostly used for light maps and so on)
@kovacsv Thanks a lot for sharing that
JayChang-zhe
@JayChang-zhe

@kimkulling Thanks for your reply, in my case, I only use the embed textures(most time only diffuse texture), I get the texture through Scene::mTexture, my problem was i don't know how to get the index from materials, then get the texture from scene::Textures.

After i made some test, i guess i need to use:
aiString texture_file;
mScenePtr->mMaterials[materialIndex]->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0), texture_file);
then the "texture_file.data" starting "*" will be the texture index inside scene::Texture.

Kim Kulling
@kimkulling
Correct
You can find an example how to do this in the 3MF-Loader
D3DMFImporter, XMLSerializer etc.
JayChang-zhe
@JayChang-zhe
Okay, got it. I will try it later, thanks a lot @kimkulling
Kim Kulling
@kimkulling
You are welcome
AndreiDespinoiu
@AndreiDespinoiu
hi, I'm having some trouble extracting UV transforms from .obj files (using Assimp 5.0.1)
I'm mostly interested in obtaining the UV scale. Here's what I have in the .obj:
map_Kd -s 4.000000 4.000000 1.000000 baseColor.png
and here's how I'm trying to extract it:
aiUVTransform uvTransform;
unsigned int max = sizeof(aiUVTransform) / sizeof(ai_real);
if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE, 0),
    (float*)&uvTransform, &max))
{
    std::cout << "Failed to retrieve UV information from material in texture \"" << path
        << "\". Result:" << aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE, 0),
        (float*)&uvTransform, &max) << '\n';
}

std::cout << "S=" << uvTransform.mScaling.x       << ", " << uvTransform.mScaling.y
        << "  T=" << uvTransform.mTranslation.x   << ", " << uvTransform.mTranslation.y
        << "  R=" << uvTransform.mRotation        << '\n';
AndreiDespinoiu
@AndreiDespinoiu
this is the output:
Failed to retrieve UV information from material in texture "baseColor.png". Result:-1
S=1, 1 T=0, 0 R=0
AndreiDespinoiu
@AndreiDespinoiu
I compiled the master branch from Github and it seems it doesn't detect texture scaling for Wavefront OBJ files at all, only for glTF 2.0, and with a bug: it says S=30, 30 T=0, 29 R=0. The scaling is correct, except it isn't supposed to have any translation, idk where the "29" comes from:
"extensions": {
    "KHR_texture_transform": {
        "offset": [
            0,
            0
        ],
        "scale": [
            30,
            30
        ],
        "texCoord": 0
    }
}
Chris
@ushort
Hello, I have a mesh and I was wondering how I could translate my animations into assimp. I have a group of vertices (I assume these would be considered bones) and transformations that can be applied to a group of bones such as scaling, rotation, etc. Is there any suggestion or resource on how I can go about this? I noticed aiMesh has mAnimMeshes which I believe is just an array of the translated mesh, but docs say its not in use?
AndreiDespinoiu
@AndreiDespinoiu
stiangglanda®
@stiangglanda
Hi i am currently implementing skeletal animation using directx and i use a left handed coordinate system
stiangglanda®
@stiangglanda
I have two questions first since i need to transpose every matrix (bone offset in my case) do i need to do something to rotation vector 4, position vector 3 and scaling vector 3 maybe swap y and z?
stiangglanda®
@stiangglanda
And second I don't know what the transformation in aiNode does i thought it meight be(for the bones) the bone offset but since the data isn't the same tis can't be true or is it scalingpositionrotation already calculated?
Edit: scaling x position x rotation
Chris
@ushort
@AndreiDespinoiu Thank you, was very informative. Unfortunately, my "bones" do not have a hierarchy. I simply have a group of vertices and the transformations for each frame. Is this supported in assimp?
iraj mohtasham
@irajsb
GetTexture returns untitled.fbm\Scene_-_Root_baseColor.png as path. how can I read this ?
3 replies
Andrew Tomazos
@tomazos
GeneRickUsername
@GeneRickUsername
Heyyo, how do I actually compile Assimp with a program?
I don't actually understand how to do so, as my program requires assimp.lib and mesh.h, however, assimp.lib doesn't exist.
GeneRickUsername
@GeneRickUsername
I'm trying to use the MSYS make provided in the MinGW Windows Installation to little avail. It's worked for the most part, but the issue I'm having is I don't know what I am doing.
Kim Kulling
@kimkulling
Hi
@tomazos Hopefully my answer on github helped you a little bit.
@GeneRickUsername Which kind of program? Do you want to integrate Assimp into your own application?
And please post your issues
yugansharora01
@yugansharora01
i just did the build and the lib folder only has a .lib and no .dll
can you help me know why that happened
Kim Kulling
@kimkulling
You can d
Find the dll in the bin folder
yugansharora01
@yugansharora01
ohhh thanks
standg
@standg
Hi Im trying to cross-compile ASSIMP for devkitARM for the 3DS. I know this probably isn't a supported thing to do however the main problem I come across is contrib/zlib/CMakeFiles/zlibstatic.dir/compiler_depend.make:4: *** multiple target patterns. Stop. when I try to compile ASSIMP. However, if I manually go into the zlib directory and run cmake then make it works fine and compiles without multiple target patterns. Anyone here know how to fix this multiple target patterns issue?
Kim Kulling
@kimkulling
You can configure cmake to use your own zlib. maybe that could help you
And hi
Jsut check the cmake-file in the root folder. there is one switch for using a global zlib
PkR
@PiKeyAr
Hello. I'm looking for advice on using the latest version of Assimp with C# in .NET 5.0. I have been able to use 4.x and 5.0.1 with the Nuget.org package called AssimpNet but I wonder if anyone has made an update to target 5.1.x? I tried reaching out to the developer on BitBucket but got no response so I thought I'd ask here just in case. Is anyone currently using Assimp 5.1.x with .NET 5.0?
Kim Kulling
@kimkulling
I think we need to update the assimp.net wrapper
At this moment, the latest versions are not available.
Rebecca
@beckylum0216
hey hey
how do you guys build the viewer?
having issues with fbx files with animations
Kim Kulling
@kimkulling
you need to enable the build for it when generating the project files.
And you have to keep in mind: the viewer will only work on windows
you can create it via: cmake CMakeLists.txt -DASSIMP_BUILD_ASSIMP_VIEW=ON
This will generate projectfiles for the viewer on windows