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assimp

category: code [glöplog]
 
I'm searching for Tutorials / Documentation / Code how to use ASSIMP.
Animate Camera / Light and Skeleton aniamtion.

There is so little information on this topic.

Any help is wellcome.

Thx, Kirill
added on the 2013-11-27 18:04:09 by Key-Real Key-Real
http://assimp.sourceforge.net/lib_html/usage.html - pretty much everything is there.
added on the 2013-11-27 18:08:29 by Gargaj Gargaj
I REALLY wanna make a comment on the word ASS. But no I won't do it.
added on the 2013-11-27 20:37:52 by vibrator vibrator
wasnt ASS IMP a mod for dungeon keeper?
added on the 2013-11-27 20:38:56 by wysiwtf wysiwtf
Not an official one, either way.
added on the 2013-11-27 21:34:08 by Gargaj Gargaj
@wysiwtf - Doom?
added on the 2013-11-27 23:40:36 by ringofyre ringofyre
Quote:
@wysiwtf - Doom?


That was Impse :)
added on the 2013-11-28 00:07:06 by Optimus Optimus
Some info on how to use the skeleton stuff can be found here http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html
It shows more or less properly shows how to use the data provided by assimp.

I recommend NOT to use assimp if you really need meshes imported correctly (without screwing up the topology) - you will figure out why as soon you try that.
added on the 2013-11-28 00:12:47 by las las
Or you could just use Assimp and disable all the postprocessing flags, las ;)
added on the 2013-11-28 01:08:14 by Gargaj Gargaj
I've used assimp for importing static geometry only, so can't really say.. but it worked fine for that. Except that the DLL is so huge that it made more sense to just dump the raw data into a file and ditch the DLL =)
added on the 2013-11-28 07:41:26 by sol_hsa sol_hsa
So is there a good alternative to Assimp? I've had real trouble getting meshes into it reliably and consistently. Different importers/exporters on the same data sets often do wildy different things, and sometimes they don't even work at all. I mean I can usually tune the process so that I can find a pathway to, for example, successfully export from Blender and import into my app.. but then that pathway breaks if I try to import models from somewhere else. It seems like a good library if you have a fixed and well defined pipeline, not so good if you want to support different formats/workflows.
added on the 2013-11-28 10:48:33 by evilpaul evilpaul
Quote:
I've used assimp for importing static geometry only, so can't really say.. but it worked fine for that. Except that the DLL is so huge that it made more sense to just dump the raw data into a file and ditch the DLL =)

Then again you can undefine all the formats you dont want - that slims it down considerably.

But yeah, I was thinking of making a loader/exporter for an Assimp-intermediate format, just haven't gotten around it yet.
added on the 2013-11-28 13:34:15 by Gargaj Gargaj
evilpaul: is there any interchange format or convertor that handles all different paths between tools relaibly? i havent found one - not fbx, not collada.
added on the 2013-11-28 14:33:52 by smash smash
.obj :)
but then again i recently discovered that also is a pain in the ass with 3dsmax :P
added on the 2013-11-28 15:19:17 by maali maali
not even obj files work consistently between different programs. I've seen software that writes them using the system locale - so on a german system, it used comma instead of decimal point. Hiliarity ensued.
added on the 2013-11-28 15:44:28 by urs urs
and opening them on a system with en_US locale converts all lengths to miles implicitly...
added on the 2013-11-28 16:04:09 by skomp skomp
Quote:

Or you could just use Assimp and disable all the postprocessing flags, las ;)

If I recall correctly than you will just get a unconnected triangle soup for triangle meshes...
And if you start using the JOIN_IDENTICAL_VERTICES things... well look at the code what that thing does, it's kind of horrible if I recall correctly ;). It's really nice for games if you don't want to compute anything on your mesh topology, as soon you really care about your original mesh topology - you have to be very careful (T-junctions etc.).

If you hack assimp a bit, you can get the correct topology. We did that for various reasons.
For the standard use case assimp is intended to be used for - it's nice.
added on the 2013-11-28 16:05:53 by las las
than=then.
added on the 2013-11-28 16:06:15 by las las
Believe me, everything attached to google on the assimp topic, I looked at.
Perhaps some private code would help.

I managed to load skeleton animation.
My code is based on the Fernando Carvalho example:
https://plus.google.com/+FernandoCarvalho/posts/X7wSbBdMeCb

But need to understand some details, so if you have build successful assimp code please share.

thx, Kirill
added on the 2013-11-28 19:53:59 by Key-Real Key-Real

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