Developer(s) | Alexander Gessler Thomas Schulze Kim Kulling, et al. |
---|---|
Stable release | |
Repository | |
Operating system | Cross-platform |
Type | 3D model import library |
License | BSD |
Website | www |
Open Asset Import Library (Assimp) is a cross-platform 3D model import library which aims to provide a common application programming interface (API) for different 3D asset file formats. Written in C++, it offers interfaces for both C and C++. Bindings to other languages (e.g., BlitzMax, C#, Python) are developed as part of the project or are available elsewhere. [2] Given the importance and the benefits of Assimp, a pure Java (/Kotlin) port is being developed here.
The imported data is provided in a straightforward, hierarchical data structure. Configurable post processing steps (i.e., normal and tangent generation, various optimizations) augment the feature set. [3]
Assimp currently supports 57 different file formats for reading, including COLLADA (.dae), 3DS, DirectX X, Wavefront OBJ and Blender 3D (.blend). [4] As of Version 3.0 Assimp also provides export functionality for some file formats. [5]
Several open source projects use Assimp, such as MonoGame [6] and Urho3D. [7]
Torque3D added Assimp in Torque3D 4.0. [8]
Godot added Assimp in Godot 3.2, [9] but this was replaced in Godot 3.3 and later. [10] [11]
D, also known as dlang, is a multi-paradigm system programming language created by Walter Bright at Digital Mars and released in 2001. Andrei Alexandrescu joined the design and development effort in 2007. Though it originated as a re-engineering of C++, D is now a very different language drawing inspiration from other high-level programming languages, notably Java, Python, Ruby, C#, and Eiffel.
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Microsoft XNA is a freeware set of tools with a managed runtime environment that Microsoft developed to facilitate video game development. XNA is based on .NET Framework, with versions that run on Windows and Xbox 360. XNA Game Studio can help develop XNA games. The XNA toolset was announced on March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006.
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COLLADA is an interchange file format for interactive 3D applications. It is managed by the nonprofit technology consortium, the Khronos Group, and has been adopted by ISO as a publicly available specification, ISO/PAS 17506.
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glTF is a standard file format for three-dimensional scenes and models. A glTF file uses one of two possible file extensions: .gltf (JSON/ASCII) or .glb (binary). Both .gltf and .glb files may reference external binary and texture resources. Alternatively, both formats may be self-contained by directly embedding binary data buffers. An open standard developed and maintained by the Khronos Group, it supports 3D model geometry, appearance, scene graph hierarchy, and animation. It is intended to be a streamlined, interoperable format for the delivery of 3D assets, while minimizing file size and runtime processing by apps. As such, its creators have described it as the "JPEG of 3D."
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Supports various formats from Open Asset Import Library (assimp). The focus is on FBX and MMD.
This is a complete rewrite of the importer. It will give more deterministic behavior. Over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
Lets you drag or place .fbx files in the project folder and it will import the files. An editor setting sets the location of the fbx2gltf binary.