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  • Oct 04 18:47
    kimkulling commented #4745
  • Oct 04 18:47

    kimkulling on master

    fix incorrect documentation of … Merge pull request #4745 from c… (compare)

  • Oct 04 18:47
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    kimkulling commented #4738
  • Sep 30 08:05

    kimkulling on master

    Make FBX parser resilient to mi… Merge branch 'master' into Make… Merge branch 'master' into Make… and 1 more (compare)

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
it is the default docker image for ubuntu LTS on travis
Engin Manap
@enginmanap
in any case, I would like to have clarity on that, and cast it to unsigned char, is there a rule against it? I couldn't find a commit guide, just checking here
RichardTea
@RichardTea
The intention of the function is to distinguish between an ASCII STL file, which starts with the string "solid NAME" and a binary STL file, which starts with an 80 character ASCII comment/label.
As the label might start with the text "solid" (although it shouldn't some tools are apparently a bit silly), it needs to check some other things to determine the type.
TBH I think it'd be a better check to see if the buffer ends "endsolid", as that's how an ASCII STL file should end.
Jerome St-Louis
@jerstlouis
Hi all, I am having issue post-processing imported LightWave objects to get proper UV coordinates. Please see #4691. Thank you!
jns
@jns:hackers.town
[m]
Trying to get assimp skinned animation to work correctly has been slowly pushing me over the threshold of insanity, is there a support group for this ailment? :D
Ravi Joshi
@ravi.gitlab_gitlab

Hello everyone. I am new to this forum. Thank you very much.

How to convert Ogre::Mesh to Assimp so that we can save it as STL file?