Closed mreiche closed 6 years ago
My educated guess is: .dae
files are processed by Xcode and what AssimpKit
loads is that processed version from your app bundle. .dae
is the file format that SceneKit supports.
To test further, you could open the .dae
from your app bundle (via Finder), add that to user docs and load that with AssimpKit; you might end up with the same error.
IIRC, in the docs I have used an example .obj
file.
Can you please upload a sample GitHub project for the above issue, that will help to test quickly?
Thanks.
I guess I need a Mac to reproduce this issue, right?
Did you wrote the exporter in Objective-C?
@kimkulling Yes you need a Mac to test this issue and the exporter is written in Objective-C.
@dmsurti Yes, you were right with your educated guess. XCode does performing a scenekit conversion of Collada (.dae) assets. Therefor I'm able to load this scene directly like
[SCNScene sceneNamed:@"art.scnassets/explorer_skinned.dae"];
but not with AssimpKit anymore. I think this is an important hint for the tutorial.
I'm using the iOS example as template and built up a new project with a single UIViewController with SCNView as view. I'm trying to load the
skinned_explorer.dae
model from app bundle, which is the main difference between my app, and the iOS example, which loads the model from user documents directory.It doesn't matter which type of import I use. I always get the following error:
Error Domain=AssimpImporter Code=-1 "Collada: File came out empty. Something is wrong here."
In reference to: https://github.com/assimp/assimp/issues/1278
Facts:
explorer_skinned.dae
andexplorer.jpg
. XCode is able to display the explorer.art.scnassets/jeep1.ms3d
from bundle, but without texture material.