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Assimp can be a real pain to use with skeletal information.

Therefore, I wrote a single-header utility that loads a file with Assimp, uses Lemon Graph Library (https://lemon.cs.elte.hu/trac/lemon) to parse it, and exports the info to ozz-animation's own binary format. Furthermore, it uses Cereal (http://uscilab.github.io/cereal/) to create a binary dump of the mesh and their corresponding meshes into your game engine, all neatly bundled up and ready to use. As Lemon and Cereal are header-only, the only external dependencies are Assimp and Boost Filesystem. The example builds with CMake.

Relevant source files:

./mesh_import.hpp holds the bulk of the work
./test_mesh_output.cpp tests the binary exported by Cereal.

To build the example (*nix):

git clone --recursive https://www.github.com/ColinGilbert/ozz-assimp-loader &&
cd ozz-assimp-loader &&
mkdir build &&
./b

To run the Assimp to ozz importer, run:

./mesh_importer seymour.dae

It creates a directory called "output" in its local directory and spits out all necessary files.

To test the results, run:

./test_mesh_output

Enjoy!

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Preps skeletal meshes to ozz-animation format while also creating fast-loading binary of mesh data for your engine

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