Comments (8)
AssimpException is thrown from an external component "Assimp.NET". Currently Assimp.NET v3.1 is used, but v3.2 is available. If possible - please provide a test model where the issue can be reproduced so we can test if the update of the library will fix the issue.
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@ArtiomCiumac I tested with tank.fbx from http://xbox.create.msdn.com/en-US/education/catalog/sample/reach_graphics_demo.
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Based on this: http://sourceforge.net/p/assimp/bugs/126/ and this: http://blenderartists.org/forum/showthread.php?249973-GSoC-Blender-FBX-Importer&p=2322733&viewfull=1#post2322733 it is a bug in the assimp library which is used as backend for model building, therefore it cannot be fixed in SharpDX context, until it will be fixed in the assimp lib.
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With the latest dev code, this issue is still there. I suppose you closed it because it can't be resolved without an update to Assimp, but are there any recommendations/workarounds for this in the meantime? Is there something specific to be done to the model prior to exporting it from 3Ds Max?
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The only workaround I have found so far is trying to convert models to a more recent FBX 2013 format using the AutoDesk FBX 2013 converter and by using ASCII output so that you will be able to fix reference to textures that are messed up by the converter.
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I updated to the 2013 converter and exported a simple sphere (no UV mapping, no textures) and the tank from the XNA sample using the FBX 2013 format. The models compiled but when drawing either one, it's as if all of the vertices/normals were shuffled and all of the geometry is scattered across the screen. This is the same effect if a model that was throwing the message above was opened with VS2012 and re-saved using whatever default FBX format version VS is using.
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Yes, this is a problem of matrix transpose (if you transpose all matrix in bones, that would work). But we should add an option on the model compiler to make this transpose at compile time. For some unknown reasons, Assimp or the way we call it, doesn't handle it correctly.
Could you please attach the sphere fbx model?
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Sphere attached (rename extension to .fbx). Drawing it with the two foreach (ModelMesh and BasicEffect) loops and multiplying by the transposed transformed solved the problem. The confusing part, as you said, is that not all models are affected.
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