My guess is that it references the vertices that the node's transformation affects? Or maybe it's a list of meshes that contain bones that could correspond to the node?
My guess is that it references the vertices that the node's transformation affects? Or maybe it's the meshes that contain bones that could correspond to the node?
release build is even worse, all types of stack corruptions (well another problem not related)
there was some problem with the model, using spider.fbx (from the sample) works fine.
release build is even worse, all types of stack corruptions
==7708== 80 bytes in 2 blocks are definitely lost in loss record 5 of 5 ==7708== at 0x4849013: operator new(unsigned long) (in /usr/libexec/valgrind/vgpreload_memcheck-amd64-linux.so) ==7708== by 0x4C94B51: ??? (in /usr/lib/x86_64-linux-gnu/libassimp.so.5.2.0) ==7708== by 0x49CCE22: Assimp::BaseImporter::ReadFile(Assimp::Importer, std::__cxx11::basic_string<char, std::char_traits\<char="">, std::allocator\<char> > const&, Assimp::IOSystem</char></char,>) (in /usr/lib/x86_64-linux-gnu/libassimp.so.5.2.0)...
Using libassimp-dev (installed using apt-get) on Linux Mint 21 (Ubuntu22) Valgrind complains of a memory leak of 80 bytes every time I call Use (refer to attached code): g++ main.cpp -lassimp asif_standard@asif-ideacentre-AIO-330-20IGM:~/AssimpLeak$ valgrind ./a.out ==5128== Memcheck, a memory error detector ==5128== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Seward et al. ==5128== Using Valgrind-3.18.1 and LibVEX; rerun with -h for copyright info ==5128== Command: ./a.out ==5128== ==5128==...
Hi, Nothing is displaying in the screen altought everything is loaded, and no error appear, just black screen What may cause the issue please?
Hi everybody, I need an help. I work with vb.net and I need to use assimp with 64 bit version. The older versions doesn't work in 64 bit (i don't know why) but installing the lastest versione everything works, but when i try to import a file i get an error. I try to explain: with the older versions of assimp i can get a geometrymodel from a STL file using assimpwpfimporter because assimpwpfimporter has 2 overload (the first with you can get a model3d and the second that return a geometrymodel). Using...
Hi everybody, I need an help. I work with vb.net and I need to use assimp with 64 bit version. The older versions doesn't work in 64 bit (i don't know why) but installing the lastest versione everything works, but when i try to import a file i get an error. I try to explain: with the older versions of assimp i can get a geometrymodel from a STL file using assimpwpfimporter because assimpwpfimporter has 2 overload (the first with you can get a model3d and the second that return a geometrymodel). Using...
Hi everybody, I need an help. I work with vb.net and I need to use assimp with 64 bit version. The older versions doesn't work in 64 bit (i don't know why) but installing the lastest versione everything works, but when i try to import a file i get an error. I try to explain: with the older versions of assimp i can get a geometrymodel from a STL file using assimpwpfimporter because assimpwpfimporter has 2 overlay (the first with you can get a model3d and the second that return a geometrymodel). Using...
I found out (but with blender), see this https://almalinux.discourse.group/t/how-to-install-blender-3d-withtout-snap-and-without-a-desktop/526/2
I found out, see this https://almalinux.discourse.group/t/how-to-install-blender-3d-withtout-snap-and-without-a-desktop/526/2
CONTEXT : I'm building a website where users can upload many files. WHAT I WANT : that a uploaded .obj => render an image preview as a .jpg or .png WHY : to manage a library of multiple files so the image is to have a preview I CAN : right now I can easily convert from .obj, .fbx..... to .glb or .gltf I ALSO CAN : view it with the script provided here https://modelviewer.dev/ QUESTION : is it possible to invoke a command line command (linux web server without a desktop...) to just do a render preview...
I use Assimp viewer a lot to inspect different assets and i would like to see some ao \ cavity shader implemented in the viewer.
You can open a filestream, load the file into a memory buffer and load this via the API-call ReadFileFromMemory . I think having the possipility to load from a given stream makes sense, I will prepare something like that.
if you have seen before, this is the how most of tutorials use the assimp lib to import a 3D model into the opengl context . const aiScene* scene = importer.ReadFile(fileName, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices); and the first argument is : const std::string& fileName my question is if i can use the other method called ReadFileFromMemory ? can i use this method to accept a file stream , instead of a reference to a physical memory...
Good day, Sorry for this simple question, but after sever tests I understood the importer model/meshes assigns vertices position relative to the scene center. When I try to rotate a few meshes of an object, they rotate around the scene center, not around themselves. Trying to understand how to deal I see no mesh's origin in the mesh Class. How can we get a mesh's origin, otherwise how is best dealt with rotating meshes relative to their origin ? This is the vertex shader, though the model matrix...
I am building a hierarchy of aiNodes that a model consist of and I would like to have the oportunity to check in the hierarchy and see the different types of objects the hierarchy consist of and then later maybe collect only the groups, only the bones etc. In the FBX SDK library for example, each Fbx node consist of an attribute with an attribute type, which can be of type null (group), mesh, skeleton, camera etc, but there's no such thing in Assimp. Therefore: is there some way to find out what...
what is the use of the binaries that we get after we compile assimp that are available in the /bin folder inside the directory used to compile assimp? When we compile file containing assimp folder we just use the libraries in the /lib folder. So, why the binaries?
One is the libryry, one is the lonk info and the other ope is a link as far as I know. You can check that with the file command for linux.
after compiling assimp, we get 3 shared library files what we can link on our programs, what are these for? I've selected them with the red box. Also there is a liblrrXML.a library archiev is this a static version of the library(marked with purple).
Hi everyone! I am working on an OpenGL ray-tracer, which is capable of loading obj files and ray-trace it. My application loads the obj file with assimp. I am loading the illumination model (the value after "illum" in the MTL file) of the materials with this line: Material mat; material->Get(AI_MATKEY_SHADING_MODEL, &shadingModel); mat.shadingModel= shadingModel; I am wonder, why I get 1 instead of 0 or 2 instead of 1. If I write 3 , I get 2 as a value for the shadingModel. Is there any problems...
I've been using assimp to load large models which reference height and normal maps. So I'm very happy about the aiProcess_CalcTangentSpace option. However, it seems that tangents and bitangents are generated for some meshes which don't actually need them. This results in unnecessarily long load times. Is there any way to tell assimp to calculate tangents and bitangents for only those meshes which reference materials that have textures of type aiTextureType_HEIGHT or aiTextureType_NORMALS? Thank ...
I think I found the solution. I've built a node hierarchy and actually computed the inverse transformation matrix for all the parents, and multiplied it by the current node transformation. That way the node position it's correct. Hope this helps some other folks...
I've seen quite some posts about this matter but couldn't find a solution. I'm creating a mesh, setting up a node hierarchy, but the problem is how to assign node positions correctly. I think I understood that a child node doesn't start at identity matrix, but it inherits parents transformations. So I thought I'd scan the hierarchy, accumulate all the matrix transforms, and multiply. Say I need to set correct position for the hand node, I'd go with this pseudo-code: handNodeMatrix = ShoulderMatrix...
I'm a bit confused and I'm not sure if the following scheme can be achieved. Basically I have a tree geometry, where branches are an aiMesh, and leaves another aiMesh. This because I need aiMaterial to be specific to each, and per documentation, one mesh only supports one material. So, I'd like to have a hierarchy as the one attached, where an aiNode actually commands the related branch/leaves meshes. I don't need the leaves to have any bones (they would simply follow the branch parent transformation),...
Thanks Kim, that actually helped. I now have a working setup for assimp assets. I'm still confused about an aspect of creating a node hierarchy but I'll open another thread about it. Cheers
You need to check if the mesh instance is nullptr as well. Kim
Hi folks, I'd like to ask some guidance or an example of how you'd, for an existing mesh, create and initialize a couple of bones and weights. I've tried something very simple like this: auto pMesh = myScene->mMeshes[0]; myScene->mMeshes[0]->mBones = new aiBone*[1]; myScene->mMeshes[0]->mBones[0]->mName = "bone 0"; and last line is actually crashing the application. Thanks for any help and suggestion.
Hi, could you please post your bug-report here: https://github.com/assimp/assimp We are not using this forum any more. Thanks! Kim
I am facing problems with setting up skeletal animation in opengl using assimp. I think that the bone transforms are not correct. Pls help..
Hi, I am trying to create a scene in unity by importing a .ifc file and recreating the parent-child hierarchy. I am using the latest nuget package for assimpnet. The problem is that, when I managed to recreate and place all the geometry in the scene, I noticed there were some meshes missing. The gameobjects are there, empty (no Meshfilter or Meshrenderer component) but with the pivot in the correct world position. I have used a trial version of a plugin for unity that imports ifc and accounted for...
Hi, I just downloaded and built the ass imp project in order to find a solution to use autodesk .fbx files. I have a question I can't seem to resolve. Does AssImp support the blending between two animations? For example, you're switching from one animation to a second one, and you don't want to see the unpleasant SNAP as the animations change. Thanks! Bobby Thurman
Hi, I am able to read blend shapes from fbx. I see aiAnimMesh array being populated in memory during runtime. Somehow when I export the aiScene to fbx, the output fbx does not contain any blend shapes. So my question is does current Assimp support exporting aiAnimMesh? If not, how to add extra code to implement this on my side? Thank you
Hi, I just downloaded and built the ass imp project in order to find a solution to use autodesk .fbx files. I have a question I can't seem to resolve. Does AssImp support the blending between two animation? For example, you're switching from one animation to a second one, and you don't want to see the unpleasant SNAP as the animations change. Thanks! Bobby Thurman
Thanks for the report, I opened this issue-report to track the bug: https://github.com/assimp/assimp/issues/2481 With best regards, Kim
I hope to control assimp export format. I use GetExportFormatDescription(index) from 0 to last one and get follow result: 0: dae 1: x 2: stp 3: obj 4: obj 5: stl 6: stl 7: ply 8: ply 9: 3ds 10: gltf 11: glb 12: gltf2 13: assbin 14: assxml 15: x3d 16: 3mf There are two obj (3,4) and two ply(7,8). I think that two obj or ply format, maybe one ascii and another one bin. But how does it control or choose? aiReturn Assimp::Exporter::Export ( const aiScene * pScene, const std::string & pFormatId, const...
Hi, Facing the same problem. Any solution? Thanks in advance.
The fbx-importer does support it. The other importers does not have the support, sorry. Kim Am Mo., 11. Feb. 2019, 03:10 hat Risa Stenr risastenr@users.sourceforge.net geschrieben: Does assimp load blend shapes or shape keys from any format? I looked around a little bit and in the fbx code there is something to do with blend shapes, but couldn't find anything in the colada code. I would like to save a model with some blend shapes to a file from blender and use them in my application, not for animation...
Does assimp load blend shapes or shape keys from any format? I looked around a little bit and in the fbx code there is something to do with blend shapes, but couldn't find anything in the colada code. I would like to save a model with some blend shapes to a file from blender and use them in my application, not for animation just for changing the mesh. Is this possible right now? I read that blender can save them (they call them shape keys) to colada and I think dbx, but can assimp load them? I am...
Hello, friends, it's been so long i have been trying to link Assimp library in code::blocks, but is never works, the error is "Undefine reference to Assimp::Importer()...", have tried my best but am still getting those error. When i try building Assimp for Code::blocks Min-GW with Cmake, it never get build. I try using there pre-build library i include the header files and link to assimp.lib, and it's like code::blocks does not understand a " .lib" library it give error ' cannot find Assimp", it's...
Hi, @Remus Cristian, have been trying to build Assimp for code::blocks just like you, but am still facing the same error "undefine reference to Assimp::Import...." so how did you get to have the lib.a? Please thanks for your response
As far as I understand you you have to do: Render the FBX at the position which you want, you can transform the model by setting the right transformation matrix in the root node of your FBX-model Get a jpeg from this ( for instance by render-to-texture and get the image from the VBO or back-buffer, based on your API ) Scale the image that it will fit into your main image Place it with 2D-transformation Then you shoud be done if I get you right. Kim
The problem I have in hand is to import and display an FBX object in a pre existing image in a position that I'd want. For now I'm familiar with the image processing part and importing the FBX object using the library. I'm completely new to animation/graphics so I'm not really sure how to interpret the imported object and draw the object onto the image. I'm sorry if this/similar question has been answered already. I'd appriciate if anyone could point me to the question/right resources. TIA!
Hi, from my point of view you are doing it right. libassimp.dll.a seems to be a wrong name for the static library, but this shall be the static library. Have you checked <assimp_repo_folder>/lib ? Is there any lib ( .a ) file stored? Kim
I'm trying to build assimp myself using .bat file with next commands (calling .bat from "build" folder placed near clone of assimp repository): LINE 1: cmake ../assimp -D"ASSIMP_BUILD_STATIC_LIB=ON" -D"ASSIMP_BUILD_ASSIMP_TOOLS=OFF" -D"CMAKE_BUILD_TYPE=release" -D"ASSIMP_BUILD_TESTS=OFF" -DCMAKE_SH="CMAKE_SH-NOTFOUND" -G "MinGW Makefiles" LINE 2: mingw32-make install Building finishes successfully (with some warnings), but when I exam folder "build/code" (folder that contains something like build...
I'm trying to build assimp myself using .bat file with next commands (calling .bat from "build" folder placed near clone of assimp repository): LINE 1: cmake ../assimp -D"ASSIMP_BUILD_STATIC_LIB=ON" -D"ASSIMP_BUILD_ASSIMP_TOOLS=OFF" -D"CMAKE_BUILD_TYPE=release" -D"ASSIMP_BUILD_TESTS=OFF" -DCMAKE_SH="CMAKE_SH-NOTFOUND" -G "MinGW Makefiles" LINE 2: mingw32-make install Building finishes successfully (with some warnings), but when I exam folder "build/code" (folder that contains something like build...
I'm trying to build assimp myself using .bat file with next commands (calling .bat from "build" folder placed near clone of assimp repository): LINE 1: cmake ../assimp -D"ASSIMP_BUILD_STATIC_LIB=ON" -D"ASSIMP_BUILD_ASSIMP_TOOLS=OFF" -D"CMAKE_BUILD_TYPE=release" -D"ASSIMP_BUILD_TESTS=OFF" -DCMAKE_SH="CMAKE_SH-NOTFOUND" -G "MinGW Makefiles" LINE 2: mingw32-make install Building finishes successfully (with some warnings), but when I exam folder "build/code" (folder that contains something like building...
Hello everyone :), I love your library! i just wanted to ask if some of your future requests will include the import of a revit/naviswork model or someone knows an open source importer for those models. I am currently using assimp for my masterthesis and searching for such an importer :) Thanks!
I have ten object in my obj file. I use aiProcess_PreTransformVertices to read file,but the pScene->mMeshes[i].myname.data = ""; pScene = imp.ReadFile(filename, aiProcess_PreTransformVertices | aiProcess_ConvertToLeftHanded | aiProcessPreset_TargetRealtime_Fast); So,I try to delete aiProcess_PreTransformVertices ,and read file again. it works,but only pScene->mMeshes[0].myname became material's name. The others pScene->mMeshes[i].myname are correct. I want to know where i can find my first object...
Hi, this feature is currently not available. But you can open a feature request on our side to get it as a parameter from the material-system. With best regards, Kim Kulling
Whilst using Blender 2.75 for modelling, it is possible to specify the strength or influence of Emissive for a model. I cannot find anywhere how to get this particular value from the importer. I was expecting to see something like AI_MATKEY_SHININESS_STRENGTH, but for Emissive. Can someone tell me how to get this value out ? Cheers K.
AssimpInterop.aiMesh_GetFace crashes the app big time when it was built and run with UWP Master build configuration. We are actually using TriLib, so the code causing this is the following: for (uint f = 0; f < facesCount; f++) { var face = AssimpInterop.aiMesh_GetFace(mesh, f); var indexCount = AssimpInterop.aiFace_GetNumIndices(face); if (indexCount > 3) { throw new UnityException("More than three face indices is not supported. Please enable \"Triangulate\" in your \"AssetLoaderOptions\" \"PostProcessSteps\"...
Normally the names used in the bones are the key to find he corresponding node in the node hierarchy.
(1) I notice that aiScene->mRootNode is not always the root bone of the skeleton. How can we find the node corresponding to the actual root bone? In the example I was looking at, there are some extra ancestor nodes for the root bone node. So, the node which doesn't have a parent happens to be scene's root node and not the node corresponding to the root bone. (2) Given a pointer to an aiNode, how can we tell whether it really corresponds to a bone? Thanks!
(1) I notice that aiScene->mRootNode is not always the root bone of the skeleton. How can we find the node corresponding to the actual root bone? In the example I was looking at, there are some extra ancestor nodes for the root bone node. So, taking the node which doesn't have a parent gives scene's root node and not the node corresponding to the root bone. (2) Given a pointer to an aiNode, how can we tell whether it really corresponds to a bone? Thanks!
(1) I notice that aiScene->mRootNode is not always the root bone of the skeleton. How can we find the node corresponding to the actual root bone? In the example I was looking at, there are some extra ancestor nodes for the root bone node. (2) Given a pointer to an aiNode, how can we tell whether it really corresponds to a bone? Thanks!
Hi, I'm trying to use Assimp to load an animated model into my custom Direct3D engine. I succesfully managed to import and display a static model (in its bind/rest pose), and after some trial and error I managed to render an animated skinned mesh . I load the all the bones that make up the skeleton, store them in a vector and use a map to select the bone index from its name. I find all the bone tree and the root bone. Each bone has its inverse bind transform (offset matrix). I load the animations...
VS2010 is not supported anymore. If you need support here we need to invest some more time. Kimmi
Ok, I hope any of you guys reads this. I just posted my problem with animations (Assimp in combination with C# OpenTK wrapper) on stackoverflow.com! Now I found this thread, but I still cannot figure out how to solve my problem. The problem is described here: link to stackoverflow.com I think there is something wrong with the way I calculate scaling, rotation and translation matrices for animations. If I do not animate, the models are rendered correctly. Maybe my interpolation is wrong?
I cannot build a VS2010 32 bit dll from 3.3.1 sources. Using CMake and VS 2010 Express on Windows 10 I get many compile errors. VC10_STDINT_FIX flag set and makes no difference. I can build VS2013 dll but I need the VS2010 for Windows XP SP2 which doesn't support 2013 vcredist.
In order to support Cameras in FBX, I do contribute the following patch to FBXConverter.cpp (4.1.0, line 733-735): out_camera->mPosition = cam.Position(); // instead of aiVector3D(0.0f); out_camera->mLookAt = (cam.InterestPosition() - out_camera->mPosition).Normalize(); // instead of aiVector3D(1.0f, 0.0f, 0.0f); out_camera->mUp = cam.UpVector(); // instead of aiVector3D(0.0f, 1.0f, 0.0f); Concerning Camera support in 3DS, the implementation seems reasonable, yet it produces a weird result regarding...
Kim I used private message to send you a short version of code. You can use it to check it without hassle.
Hmm I've made a build from master branch but im still experiencing the same, also I double checked all versions from 3.1.1 to 4.1.0 and I have this issue everywhere... Could you check if you can read (aiTexel* texelData = texturePtr->pcData;) without a problem and store it in byte/uchar array? And please do it few times. In .zip you can find a sample fbx file and 3 source builds.
Hmm I've made a build from master branch but im still experiencing the same, also I doublechecked all versions from 3.1.1 to 4.1.0 and I have this issue everywhere... Could you check if you can read (aiTexel* texelData = texturePtr->pcData;) without a problem and store it in byte/uchar array? And please do it few times. In .zip you can find a sample fbx file and 3 source builds.
Hi, we made a change of the import for embeeded textures for FBX on the master. So you can try to update your library to that and try it again. Hopefully that helps to close the issue. If this issue is still there just open an issue report on our github-project-space: https://github.com/assimp/assimp Thanks! Kim
Hey guys, hope you can help me nail this thing down... I've tried to load object with c and cpp interfaces but it made no difference and the issue is persisting on both, I also tried using two source releases (4.1.0 and 4.0.1) and neither worked for me :( Going straight to the point i'm trying to read embedded textures {png, jpg, tga} from binary .fbx 2012 and saving the textures with DevIL in specific location. The problem starts when I try to read: aiTexel* texelData = texturePtr->pcData; Its throwing...
Hey guys, hope you can help me nail this thing down... I've tried to load object with c and cpp interfaces but it made no difference and the issue is persisting on both, I also tried using two source releases (4.1.0 and 4.0.1) and neither worked for me :( Going straight to the point i'm trying to read embedded textures {png, jpg, tga} from binary .fbx 2012 and saving the textures with DevIL in specific location. The problem starts when I try to read: aiTexel* texelData = texturePtr->pcData; Its throwing...
OK, thanks for the update.
I solved my issue. Sorry. I don't know how to delete this post.
So I get how you us the face elements as indices when you have all the attribute data (posions, tex corrd., normals) in separate buffers as shown here http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/ But that kind of seems like it's not the most optimal way of doing things. For simpler things like cubes and other 3D shapes I have my data interleaved in one buffer by defining a Vertex struct struct Vertex { vec3 pos; vec2 tex_coord; vec3 normals; } and sending an...
Hey, could some one point me in the right direction? How am I supossed to retrive "UnitScaleFactor" from "GlobalSettings"? First I tried to decompose the Matrix4x4 that I found in aiNode but its showing 1x1x1 for scale no matter if its saved in meters or centimeters... Values from fbx saved as ASCII(just to know whats inside). GlobalSettings: { Version: 1000 Properties70: { P: "UpAxis", "int", "Integer", "",2 P: "UpAxisSign", "int", "Integer", "",1 P: "FrontAxis", "int", "Integer", "",1 P: "FrontAxisSign",...
Hey, could some one point me in the right direction? How am I supossed to retrive "UnitScaleFactor" from "GlobalSettings"? First I tried to decompose the Matrix4x4 that I found in aiNode but its showing 1x1x1 for scale no matter if its saved in meters or centimeters... Values from fbx saved as ASCII(just to know whats inside). GlobalSettings: { Version: 1000 Properties70: { P: "UpAxis", "int", "Integer", "",2 P: "UpAxisSign", "int", "Integer", "",1 P: "FrontAxis", "int", "Integer", "",1 P: "FrontAxisSign",...
Hey, could some one point me in the right direction? How am I supossed to retrive "UnitScaleFactor" from "GlobalSettings"? First I tried to decompose the Matrix4x4 that I found in aiNode but its showing 1x1x1 for scale no matter if its saved in meters or centimeters... Values from fbx saved as ASCII(just to know whats inside). GlobalSettings: { Version: 1000 Properties70: { P: "UpAxis", "int", "Integer", "",2 P: "UpAxisSign", "int", "Integer", "",1 P: "FrontAxis", "int", "Integer", "",1 P: "FrontAxisSign",...
Hi everyone, I would like to use assimp for testing a few things and experimenting a bit but i have absolutely no idea how to install it. i watched lots of videos and lots of tutorials but i just cant get it to work. I have pretty much zero knowledge about linking and stuff so can anyone help me getting it installed and getting it to run an example?(just the most basic example there is so i can experiment with that?) My vs installation is completely fresh and i checked the c++ options for vs too....
Good question. Who is the maintainer for that package? Kim Geraldine Olivier golivier33@users.sf.net schrieb am Mi., 25. Okt. 2017, 11:54: Hi! I use assimp C++ lib as nuget package in a VisualStudio project. I would like to know when you will provide a double precision compiled version through NuGet. Thanks! double precision https://sourceforge.net/p/assimp/discussion/817654/thread/3a0e280f/?limit=25#1752 Sent from sourceforge.net because you indicated interest in https://sourceforge.net/p/assimp/discussion/817654/...
Hi! I use assimp C++ lib as nuget package in a VisualStudio project. I would like to know when you will provide a double precision compiled version through NuGet. Thanks!
See https://github.com/assimp/assimp/issues/1487 for tracking.
Not at the moment. But we shall be able to do so. I will add a feature-request for that.
I'm trying use an OBJ file to import a bunch of lines which form a curved grid from Blender. However, I'm getting the error "aiScene::mNumMeshes is 0. At least one mesh must be there". Is there anything I do so that AssImp expects lines instead of triangle meshes?
I have added animation to a simple object in 3ds Max. The object was only rotated, but it was rotated around more than one axis. I then exported to 3ds and viewed the animation in open3Dmod which is based on assimp loader. When viewing the animation in open3Dmod, animation is incorrect. At the end of the animation, the base of the object should be aligned with the x/z plane as it is in this screenshot from 3ds Max: However this it how it appears a similar viewport in open3Dmod: Images and 3ds file...
Good point, See https://github.com/assimp/assimp/issues/1439
Please add support for resizing the main UI window in the viewer. Pretty handy tool otherwise guys! Thanks!
Assimp will generate vertices for rendering, that is the root cause for your different number of vertices. Textures for rendering have different attributes like diffuse color, position, normals or texture coordinates. The triangle for rendering will reference these vertices via the indices stored in the face of the mesh. For lightning for instance you can use a normal for face 1 and face 2. The normal is an attribute of the vertex. When face 1 and face 2 are referencing the same normal you will use...
Hi, I've been working with assim for a while and it works fantasticly in my projects. However, recently I have to change the draw mode of the models from GL_TRIANGLES to GL_TRIANGLE_ADJACENCY. I was doing some tests reading a cube.obj model generated by blender and I realized that when assimp loads the following cube mesh it says that it has 36 vertices. v 1.000000 -1.000000 -1.000000 v 1.000000 -1.000000 1.000000 v -1.000000 -1.000000 1.000000 v -1.000000 -1.000000 -1.000000 v 1.000000 1.000000...
Hm, could you provide the model in a bug report on our github-page? See https://github.com/assimp/assimp/issues Kim
I have a .blend model 163 verts, 303 faces. The UVs are all separate tris and quads, one for each face, no UV verts shared. Assimp imports this model as having 983 verts and 303 faces. Assimp won't remove duplicates or generate smooth normals unless I remove the UVs component. Any way to keep UVs and remove duplicates?
I opened https://github.com/assimp/assimp/issues/1281 for this feature request. Thanks a lot for creating it. Kim
You need to use aiImportFileExWithProperties .
If you have set some properties in a property store do you need to use aiImportFileExWithProperties or can you just use aiImportFile? I am trying to remove components.
You can use Nuget to add the library to your project.
In Blender a face can be designated double sided by checking an option in the properties. See here https://blender.stackexchange.com/questions/10711/double-sided-faces The extra face is not stored in the .blend file so assimp doesn't find it. Can it be added to assimp that it creates the extra face when this face property exists?
In Blender a face can be designated double sided by checking an option in the properties. See here https://blender.stackexchange.com/questions/10711/double-sided-faces The extra face is not stored in the .blend file so assimp doesn't find it. Can it be added to assimp that it creates the extra face when this face property exists?
Depends on the material definition. Normally the root of the model is the root of the textures as well.
Hi All, I was wondering if AssimpNet can be used in a UWP (Universal Windows Platform). if yes, can anyone please help me with this.
Thanks for replying. The Blender exporter indicates "2013 binary" andI I've had no problems to date. Perhaps the chap who wrote the code as part of a Google "Summer of code"could comment? It appears to relate to "weight clusters". As it is an assert, I assume it's a scenario that has been considered?
Hello, I'm not sure, and correct me if I'm wrong, but I think ASSIMP can only read up to FBX version 7.3.
Hi I've exported an FBX binary file from Blender 2.74, which contains animation, mesh and material data. This file can then be successfully imported using the Blender FBX importer. When I run my rendering engine with Assimp 3.1.1 I receive the following assertion failure: workspace/assimp-3.1.1/code/FBXDocument.h:791: const unsigned int* Assimp::FBX::MeshGeometry::ToOutputVertexIndex(unsigned int, unsigned int&) const: Assertion `count != 0' failed. This is either an issue with the Blender FBX exporter...