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AssimpKit is a cross platform library (macOS, iOS) that coverts the files supported by Assimp to Scene Kit scenes.

Why AssimpKit?

AssimpKit currently supports 29 file formats that allows you to use these files directly in SceneKit without having to convert these to any of the files that SceneKit or Model IO supports thereby saving an extra step in your asset pipeline.


AssimpKit supports:

  • Geometry
  • Materials (with color, embedded textures and external textures)
  • Cameras and
  • Skeletal animations.
  • Serialization to .scn format

For lights support, see Issue 46.

File formats supported by AssimpKit

Currently AssimpKit supports the following file formats:

3d, 3ds, ac, b3d, bvh, cob, dae, dxf, ifc, irr, md2, md5mesh, md5anim, m3sd, nff, obj, off, mesh.xml, ply, q3o, q3s, raw, smd, stl, wrl, xgl, zgl, fbx, md3


  • Xcode 8.0 or later
  • ObjC 2.0
  • iOS 10.0 or later
  • macOS 10.11 or later
  • 7z

Installation with Carthage (iOS 10.0+, macOS 10.11+)

  1. PreRequiste: Install 7z

The build process depends on 7z to extract static library archives. Please ensure 7z is installed.

You can check if 7z is installed with:

type 7z

command on the Terminal.

To install, you can use brew as such:

brew update && brew install p7zip

  1. Using Carthage

Carthage is a lightweight dependency manager for Swift and Objective-C. It leverages CocoaTouch modules and is less invasive than CocoaPods.

To install with Carthage, follow the instructions on Carthage.

Your application Cartfile should have the following entry for AssimpKit:

github "dmsurti/AssimpKit"

After carthage update, add the appropriate platform framework (iOS, macOS) to your project. The frameworks are placed in iOS and Mac subdirectories under the Carthage/Build directory of your project.

  1. Important Build Setting for iOS applications only

If you are developing an iOS application, set the Enable Bitcode under Build Settings->Build Options of your target to NO.

Getting Started with AssimpKit

Table below lists the important classes in AssimpKit.

Class/Category Description
SCNScene(AssimpImport) The container for all SceneKit content, loaded with assimp.
SCNNode(AssimpImport) The node category to add animation to a node.

You can use the AssimpKit category defined on SCNScene to load scenes.

For more details on how to use AssimpKit to load scenes, including those with skeletal animations, please refer to the Getting Started or API Docs


AssimpKit License

AssimpKit's license is based on the modified, 3-clause BSD-License.

An informal summary is: do whatever you want, but include Assimp Kit's license text with your product - and don't sue me if the code doesn't work. For the legal details, see the LICENSE file.

3D Model Licenses

AssimpKit uses many model files placed under assets directory for testing purpose.

These model files are classified by owner:

  • assets/apple --> asset files reused from Apple sample code projects, Bananas and SceneKitAnimations.
  • assets/of --> The astroBoy_walk.dae file reused from the openframeworks example proejct, examples/ios/assimpExample.
  • assets/assimp --> The model files reused from the assimpl/test/models-*.
  • assets/issues --> asset files submitted by users for bugs/feature requests.

Please note that the copyright of these model files belongs to the respective owners and AssimpKit utilizes these only for testing purpose.

Please refer to licenses directory for more information.

So, if you re-package AssimpKit for use in a 'clean' OSS package, consider removing the model files which are proprietary.


Deepak Surti

Contributing Guide

To contribute to AssimpKit:

  • Please open an issue describing the bug, enhancement or any other improvement.
  • If valid, please supply the sample model file that can help demonstrate the issue.
  • If the design involves a larger refactor, please open a issue to dicuss the refactor.
  • After discussion on the issue, you can submit a Pull Request by forking this project.
  • Please accompany your Pull Request with updates to test code and example apps, the latter may not be required for every change.
  • Please ensure you format the code using clang-format, there exists a .clang-format for this project.