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  • 17:26
    kimkulling commented #4682
  • 17:12
    kimkulling commented #4652
  • 17:10
    kimkulling commented #4652
  • 17:04

    kimkulling on patch-issue-4676

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  • 17:04

    kimkulling on master

    [WIP] Use ai_Real to write corr… Merge pull request #4697 from a… (compare)

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    kimkulling closed #4676
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    kimkulling closed #4697
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    kimkulling opened #4697
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    kimkulling on patch-issue-4676

    [WIP] Use ai_Real to write corr… (compare)

  • 14:26
    nathalie-raffray commented #4672
  • 12:49

    turol on master

    Improve BlenderDNA error message Move SharedModifierData definit… Inherit SubsurfModifierData and… and 7 more (compare)

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    turol closed #4679
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    vkaytsanov commented #4693
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  • 07:45

    kimkulling on use_float_for_material_parameters_issue-4685

    Fix API declaration. (compare)

  • 07:43
    kimkulling opened #4696
  • 07:43

    kimkulling on use_float_for_material_parameters_issue-4685

    [WIP] Use float instead of ai_r… (compare)

  • 07:38
    kimkulling commented #4687
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    kimkulling on add_code_alert

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Rebecca
@beckylum0216
Ah thanks
Patrick Kuipers
@GrunterHokage_gitlab
Hi, I have the same question as @PiKeyAr, is there someone working on the Assimp .NET wrapper? I'm trying to export files to gltf2, but the gltf2 output in AssimpNet 4.1.0 is not up to the glTF standards and shows errors on opening in https://gltf-viewer.donmccurdy.com/
I have also tried the 5.0.1 beta package, that one works well for the gltf2 exports. But the issue here is that the application crashes after every export. I have tried the AssimpNet wrapper (both 4.1.0 and 5.0.0-beta1) with the newer Assimp releases. But those are not compatible anymore with Assimp, at least not for exporting to gltf2 files, starting from version 5.1.x and up.
I would of course prefer to use the newest version of Assimp with the C# wrapper so have all the latest fixes for gltf2 included. So I am wondering if someone is still working on it / will pick it up and if yes, is there any indication about when we can expect it? Or if it's better to set this idea aside for now and maybe try to pick it some other time.
Kim Kulling
@kimkulling
Hi
I guess not. I tried to update this package but saw a looot of build failures. So I was not able to solve them at this moment
So if someone is interested in working on this, feel free!
Rebecca
@beckylum0216
hey kim, been auditing my assets bought from the unity store and I found that the fbx file's position vertices has been imported X,Z,Y instead of X,Y,Z. This was found after converting the original file into collada. Is there any flags in assimp to manipulate vector component order?
Rebecca
@beckylum0216
the second issue is that the indices from the original fbx when compared to the indices after they were imported into blender don't match up. The import from blender rendered the model, the data from the original fbx would not render correctly
Kim Kulling
@kimkulling
Hi @beckylum0216
Are all vertices rotated or is the global coord system of your model rotated in such a way?
4 replies
Maybe some rotations has applied after importing the asset? Normally we will not touch the xyz components of our positions.
Rebecca
@beckylum0216
hey kim, further auditing was done and it seems like the library is generating malformed vertices, something is not being initialised. I can post the log file for your reference.
Matthew Clifton
@fallingbrickwork

Hi Kim, I'm using 5.2.0 to export and all the file formats are working fine, apart from the glTF ones (both gltf, glb & gltf2, glb2)... Is there anything different within the 'aiScene' that i need to set for these formats? The exports are failing with aiReturn_FAILURE.

Many thanks!

Kim Kulling
@kimkulling
Hi
Do you have a small example which can be used to reproduce the issue?
Rebecca
@beckylum0216

Do you have a small example which can be used to reproduce the issue?

Hi,

Would you like a zipped project or code snippet?
JayChang-zhe
@JayChang-zhe
Hey guys, is anyone know how should I get the material parameter from the library? I made some parameter, except the diffuse color= base color(from blender), for the other, it not looks same(like specular , roughness etc)
Kim Kulling
@kimkulling
the material interface shall help you here#
JayChang-zhe
@JayChang-zhe
the material interface shall help you here#
Thanks for your replay, should I use the new version? Cause I was using 4.0.1
Antonin Lionnet
@alionnet
Hi,
I'm a french intern, and I have been tasked with contributing to Assimp's STEP support, especially regarding the AP242 schema. So I wanted to know, has anyone started to work on this and would have any progress on the matter? I've worked on it by myself for the past 3 weeks or so, mainly doing some research to better understand the format. Right now, one of my main problems are complex entities, so would anyone by chance have any suggestions on how to represent them inside Assimp (I've already added their parsing)?
Thanks a lot in advance!
Chris (SolidCore)
@solidcore-commodore
Hi, I am working with ASSIMP and I'm trying to solve an issue, I want to weld vertices in proximity (0.01f or so), if I modify the aiProcess_JoinIdenticalVertices epsilon I get the desired result, however UV is wrong, anyone worked on something similar that also fixes the UV?
PkR
@PiKeyAr

I guess not. I tried to update this package but saw a looot of build failures. So I was not able to solve them at this moment

It looks like the BitBucket repo got a pull request that got merged. Apparently it works with 5.2.x now. But a Nuget package is not available and apparently x86 support wasn't updated.

sh411t34rbl00df4ll3n
@sh411t34r_twitter
I have compiled the latest assimp 5.2.4 with (ASSIMP_BUILD_DRACO=ON), everything compiles properly, but when I attempt to open a GLB that has draco compression, I get the error: GLTF: Invalid accessor without data in mesh meshes[0]. Is that to be expected, or is there something additional I'm missing when building assimp to enable draco support?
sh411t34rbl00df4ll3n
@sh411t34r_twitter
stepping into the code, it gets stuck here: glTF2Importer.cpp:
Accessor::Indexer data = prim.indices->GetIndexer(); if (!data.IsValid()) { throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name)); }
capnflisto
@capnflisto:matrix.org
[m]
I'm struggling to correctly load and transform a skinned mesh using assimp. The documentation regarding this was relatively vague. Are there any recommended resources I could dive into to understand the way assimp handles this data better?
Aleks
@ddesmond
Hey guys! is there anyone who has a working assimp.dll and pyassimp for python3.7 on windows? i have no luck getting working pyyassimp and the compiled dll from vcpkg or any other combinations of those two
im kinda dead ended here, any help would be appreciated very much!
Kim Kulling
@kimkulling
I will try to help. But we need help with maintaining this lib I guess.
Engin Manap
@enginmanap
Hey @kimkulling , do you have a bit of time to check out assimp/assimp#4632
image.png
rest are not that important, but it fixes collada import issues that started with pugi-xml migration, fix is quite simple:
Kim Kulling
@kimkulling
I am working on it! Sorry for all the delays. I was really tired before my vacations ...
Damned, I am getting old!
Engin Manap
@enginmanap
no worries. I am just thinking maybe there is something you don't like, and wanted to discuss
Kim Kulling
@kimkulling
Just the lack of time. I my previous company I was allowed to work some hours per week on assimp. In my new working place, I have to do all at home. So things are more challenging since the last august,
Engin Manap
@enginmanap
no worries, I am in a smiliar situation myself. Do you think fix on Collada is big enough for a bugfix release? I would assume fixing Mixamo, and learnopengl would have a big impact
Kim Kulling
@kimkulling
Sure, good idea
Maxxxel
@Maxxxel
Hi there, i got a few questions
Whats the best way to get the Models Diemensions with Assimp?
I can generate BB for every Mesh, but not the BB for all together :3
Maxxxel
@Maxxxel
And when i loop trough all BB and get the min/max values they are not the same as when i get Dimension within Blender or any other Viewer/Editor.
Maxxxel
@Maxxxel
I think its a problem with FBX files
Luca
@maisonbleudeluca:matrix.org
[m]
The GetTextureCount function always returns , is this normal?
however vertices load correctly
Kim Kulling
@kimkulling
different scaling?
Engin Manap
@enginmanap

Hi @kimkulling , I am having some issues with my travis setup,
/limonEngine/libs/assimp/code/AssetLib/STL/STLLoader.cpp:115:31: error: comparison is always false due to limited range of data type [-Werror=type-limits]

             if (buffer[i] > UnicodeBoundary) {

buffer is a char*, and UnicodeBoundary is 127, so it can never be true. I don't know what the intention is, so I can't fix it.
Can you comment about what you want? I think intent was to handle it as byte array, but since char is signed, it is failing, and it should be unsigned char, but at this point this is just a speculation

RichardTea
@RichardTea
It looks like the code assumes char is unsigned. Whether that's true depends on the compiler - which one are you using?
Engin Manap
@enginmanap
g++ (Ubuntu 5.4.0-6ubuntu1~16.04.12) 5.4.0 20160609
man thats old