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.
- Materials (with color, embedded textures and external textures)
- Cameras and
- Skeletal animations.
- Serialization to
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
Installation with Carthage (iOS 10.0+, macOS 10.11+)
- 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:
command on the Terminal.
To install, you can use brew as such:
brew update && brew install p7zip
- 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:
carthage update, add the appropriate platform framework (iOS, macOS) to
your project. The frameworks are placed in
Mac subdirectories under
Carthage/Build directory of your project.
- Important Build Setting for
If you are developing an
iOS application, set the
Enable Bitcode under
Build Settings->Build Options of your target to
Getting Started with AssimpKit
Table below lists the important classes in AssimpKit.
|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.
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.
astroBoy_walk.daefile 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.
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.