assimp | official Open-Asset-Importer-Library Repository | 3D Animation library

 by   assimp C++ Version: v5.2.5 License: Non-SPDX

kandi X-RAY | assimp Summary

kandi X-RAY | assimp Summary

assimp is a C++ library typically used in User Interface, 3D Animation applications. assimp has no bugs, it has no vulnerabilities and it has medium support. However assimp has a Non-SPDX License. You can download it from GitHub.

The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
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              assimp has a medium active ecosystem.
              It has 9153 star(s) with 2611 fork(s). There are 306 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 675 open issues and 1931 have been closed. On average issues are closed in 583 days. There are 22 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of assimp is v5.2.5

            kandi-Quality Quality

              assimp has 0 bugs and 0 code smells.

            kandi-Security Security

              assimp has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              assimp code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              assimp has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              assimp releases are available to install and integrate.

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            assimp Key Features

            No Key Features are available at this moment for assimp.

            assimp Examples and Code Snippets

            Using pyassimp library in Python
            Pythondot img1Lines of Code : 2dot img1License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            pip install pyassimp
            
            pyassimp how to export 3d model to gltf2.0
            Pythondot img2Lines of Code : 20dot img2License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            >>> help(pyassimp.export)
            Help on function export in module pyassimp.core:
            
            export(scene, filename, file_type=None, processing=8)
                Export a scene. On failure throws AssimpError.
            
                Arguments
                ---------
                scene: scene to 
            Loading from Assimp(Pyassimp) to pyglet - bad results
            Pythondot img3Lines of Code : 20dot img3License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
                for node in self.scene.rootnode.children:
                    glPushMatrix()
                    glMultMatrixf((GLfloat * 16)(*node.transformation.transpose().flatten()))
            
                    for mesh in node.meshes:
                        for face in mesh.faces:
                            nu

            Community Discussions

            QUESTION

            LWJGL - Failed to locate library: liblwjgl.dylib in IntelliJ IDEA
            Asked 2022-Mar-14 at 20:57

            I'm trying to run the example code from https://www.lwjgl.org/guide on macOS Big Sur 11.6 (Apple M1 chip). I imported all of the necessary libraries and wrote -XstartOnFirstThread in VM options and got this error:

            ...

            ANSWER

            Answered 2022-Mar-14 at 20:57

            You selected the wrong natives in the LWJGL customizer for your CPU architecture. You selected macOS x64, however M1 is not x86 but arm. The current* LWJGL release 3.2.3 does not support macOS arm. You have to use the 3.3.0 Early Access version on the LWJGL customizer and then select the macOS arm64 native.

            EDIT:

            * LWJGL 3.3.0 is already released and hence one does not necessarily need to choose "Early Access" version anymore. Both x64 and arm natives can now be selected in a stable release version of LWJGL.

            Source https://stackoverflow.com/questions/69457707

            QUESTION

            static lib not working in codeblocks project
            Asked 2022-Feb-21 at 10:36

            I have build my own version of assimp as a static lib from scrach, since the makelist files provided with the lib are complete useles. It took me about a week, but at the end I was able to build the lib without error and assimp.a was created. The next step was to use this lib in my own project. I selected a console C++ project. I folowed exactly the steps described here to include the lib into my project, but when I tried to compile got this error messages:

            ...

            ANSWER

            Answered 2022-Feb-21 at 10:36

            To be honest, I have no idea about the exact reason, but the problem was because I put the assimp folder and assimp.a file to my project folder. Puting assimp folder and assimp.a file to some other folder outside my project folder solved the problem. Years ago I had a similar problem with some dynamic lib and solution was the same, puting it outside the project folder.

            Source https://stackoverflow.com/questions/71095751

            QUESTION

            Linking glfw and assimp for a "standalone" project
            Asked 2022-Feb-17 at 23:19

            I have a project following this tutorial. It works fine on my pc, but not on others since the libraries are not installed there. I have assimp, glfw, glm and stb installed through msys, so they are not directly included in the project. How would i need to link the libraries so that the application runs on other mashines? Ideally i would like to use static links (not sure how tho), but including the libraries with the appilcation would be fine too.

            Makefile:

            ...

            ANSWER

            Answered 2022-Feb-17 at 23:19

            Static linking is now working! The commands for linking now look like this:

            Source https://stackoverflow.com/questions/71163557

            QUESTION

            Failed to load library liblwjgl.so
            Asked 2022-Jan-04 at 20:04

            I was trying to export .jar file of my lwjgl game so I can send it to my friend using gradle. When I've opened jar in /build/libs via typing java -jar [name of file] this error message appear:

            ...

            ANSWER

            Answered 2022-Jan-04 at 20:02

            You are currently not including the runtime natives jar files of LWJGL into your fat jar file.

            So, you don't need to add any JVM arguments like -Djava.library.path or -Dorg.lwjgl.librarypath but merely must make sure that the "natives-linux" dependencies/jar files are in the classpath when you run the jar.

            One way to achieve this in your case is by not only iterating over the compile-time dependencies but over the runtime dependencies in your jar task to also collect those and add them to the fat jar file that you build, because you definitely will need them at runtime.

            So, change this line:

            Source https://stackoverflow.com/questions/70584147

            QUESTION

            Unresolved External Symbol LNK2019 CMake
            Asked 2021-Nov-30 at 01:47

            I have here a class called engine and im trying to use, but when i include it i get LNK2019 error. Im running Visual Studio 2019 x86_64 compiler. Any ideas what could be wrong? I have constructor and destructor defined in cpp file.

            ...

            ANSWER

            Answered 2021-Nov-30 at 01:47

            I'm kinda guessing since your question is kinda hard to answer since it could be a lot of things. But here is my inference.

            It's not recommended to glob your source files like you are doing here.

            Source https://stackoverflow.com/questions/70160138

            QUESTION

            Load original texture (.mtl) again after changing material
            Asked 2021-Nov-24 at 08:21

            To load an .obj file I use the HelixToolkit.Wpf.SharpDX.Assimp.Importer. This loads the 3d model and applies the default material as defined in the mtl.

            ...

            ANSWER

            Answered 2021-Nov-24 at 08:21

            Normally you have to set the property for the imported asset in the used View-Model of helix and it should re-create the model data.

            If you want to avoid this you can just access the specific material-property directly. For instance:

            Source https://stackoverflow.com/questions/69987699

            QUESTION

            How do I correctly blend between skeletal animations in OpenGL from a walk animation to a run animation?
            Asked 2021-Nov-13 at 11:42

            I finished the skeletal animation tutorial from learnopengl.com (link).

            When I play another animation, it "jumps" to the first frame of that animation in a very jarring way instead of smoothly transitioning to it.

            Here's what I wrote so far:

            ...

            ANSWER

            Answered 2021-Nov-11 at 12:08

            Ok, I solved it: https://imgur.com/a/DICWGCV

            I googled around and found this animation example where there are 3 transitions: walk -> jog -> run. If you look closely they all start and finish at the same time, almost like they have the same duration. The duration of the jog starts off with a "speed multiplier" (of sorts) set to 0.6, the run animation starts off with one at 0.5. If you play them individually, of course the run animation is shorter than a laisurely walk. It's those speed multipliers that make them play at the same time. Think of them like "scaling" the duration of each animation.

            So how do you get those speed multipliers? Well, there's a .GetDuration() member function for the Animation class. If you divide the duration of the base animation by the duration of "layered" animation, you get a number. A float. Same if you divide it the other way around. For me, it was:

            Source https://stackoverflow.com/questions/69860756

            QUESTION

            (LWJGL 3.2.3) build.gradle won't build when implementing LWJGL components
            Asked 2021-Nov-03 at 14:45

            Can someone help me? My "build.gradle" won't build when implementing LWJGL and JOML.

            Here's my build.gradle:

            ...

            ANSWER

            Answered 2021-Nov-03 at 14:45

            The presented build.gradle file is not a complete build.gradle file, lacking the "implementation" configuration. If you simply copied the snippet generated by lwjgl.org/customize then this would not give you a complete working build.gradle file. You still have to include some Gradle plugin such as "application" that will make the "implementation" configuration available.

            So, in order to fix this, add the following at the very top of your build.gradle file:

            Source https://stackoverflow.com/questions/69825962

            QUESTION

            Render Issues Using Assimp and OpenGL
            Asked 2021-Oct-18 at 18:45

            I am using Assimp to load models to render in OpenGL but am running into an issue where chunks/pieces of a mesh don't render.

            Example:

            What model is supposed to look like:

            What I end up rendering:

            As you can see, some of the model is rendering properly, but not all.

            I have verified multiple times that the meshes being loaded from assimp are loading the correct vertices and indices into my "Mesh" class. Here is my code for loading a model:

            This function will recursively call itself for all child nodes and load each mesh inside the node. Each mesh will then be transformed into my own "Mesh" class by creating a vector of vertices and faces.

            ...

            ANSWER

            Answered 2021-Oct-18 at 18:45

            Made a stupid mistake, I was under the impression that the "count" argument in the glDrawElements() function wanted the number of faces NOT the number of indices.

            The problem was fixed by changing my glDrawElements call from:

            Source https://stackoverflow.com/questions/69601279

            QUESTION

            neck is abnormal---skeletal animation
            Asked 2021-Oct-14 at 05:21

            library:assimp;model:*.fbx

            the skeletal animation can be played normally. But the character’s neck is stretched and does not move.

            use renderdoc to find that the vertices of the input vertex shader are no problem. But the output vertex shows that the neck is abnormal. i still can't tell where the problem is

            the character’s head can’t move and the neck is stretched. i want to know where exactly is wrong? What goes wrong can make the head unable to move?

            this is the result when the error occurred:

            pass the input to the shader

            ...

            ANSWER

            Answered 2021-Oct-11 at 16:06

            I haven't looked through your code in detail, but from skimming over it, it appears that you aren't using aiNode::mTransformation which you have to in order to get the correct transformation w.r.t. a bone's parent bone. ASSIMP's documentation describes this parameter like follows:

            Source https://stackoverflow.com/questions/69521854

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            You can download it from GitHub.

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