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Aspose.3D for .NET 24.2 Release Notes

Improvements and Changes

KeySummaryCategory
THREEDNET-1499OBJ to GLTF - large number of verticesImprovement
THREEDNET-1509Upgrade .net 7.0 support to .net 8.0Improvement
THREEDNET-1460Fbx exported skeleton nodes don’t have transformation but have pose insteadBug fixing
THREEDNET-1494Added KHR_mesh_quantization extension support in GLTF importBug fixing
THREEDNET-1495Export animations from GLB to FBX may cause Slerp failedBug fixing
THREEDNET-1496Unsupported attribute type may cause Maya importer stopBug fixing
THREEDNET-1497Primitive without a valid property value may failed to load in USDBug fixing
THREEDNET-14983MF external reference issue in build elementBug fixing

API changes

This version is mainly a bug fixing version, a few API changes:

Added members to class Aspose.ThreeD.Entities.Mesh:

        public Aspose.ThreeD.Entities.Mesh Triangulate()

This function allows you to triangulate a mesh in simple way.

Sample code

        //The plane mesh has only one polygon with 4 control points
        var mesh = (new Plane()).ToMesh();
        //After triangulated, the new mesh's rectangle will become 2 triangles.
        var triangulated = mesh.Triangulate();

Added members to class Aspose.ThreeD.Entities.TriMesh:

        public void AddTriangle(int a, int b, int c)

This function allows you to manually add triangle to the TriMesh.

Sample code

        var indices = new int[] { 0,  1,  2 };
        var vertices = new byte[]{
                0, 0, 0, 191,
                0, 0, 0, 0,
                0, 0, 0, 191,
                0, 0, 0, 191,
                0, 0, 0, 0,
                0, 0, 0, 63,
                0, 0, 0, 63,
                0, 0, 0, 0,
                0, 0, 0, 63
        };
        VertexDeclaration vd = new VertexDeclaration();
        vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Position);
        //create an empty TriMesh with specified vertex declaration
        var triMesh = new TriMesh("", vd);
        //load vertices directly from bytes
        triMesh.LoadVerticesFromBytes(vertices);
        triMesh.AddTriangle(0, 1, 2);