| Value | Meaning |
|---|---|
| CalcTangentSpaceaiProcess_CalcTangentSpace | Calculates the tangents and bitangents for the imported meshes. |
| JoinIdenticalVerticesaiProcess_JoinIdenticalVertices | Identifies and joins identical vertex data sets within all imported meshes. |
| MakeLeftHandedaiProcess_MakeLeftHanded | Converts all the imported data to a left-handed coordinate space. |
| TriangulateaiProcess_Triangulate | Triangulates all faces of all meshes. |
| GenNormalsaiProcess_GenNormals | Removes some parts of the data structure (animations, materials, Generates normals for all faces of all meshes. light sources, cameras, textures, vertex components). |
| GenSmoothNormalsaiProcess_GenSmoothNormals | Generates smooth normals for all vertices in the mesh. |
| SplitLargeMeshesaiProcess_SplitLargeMeshes | Splits large meshes into smaller sub-meshes. |
| PreTransformVerticesaiProcess_PreTransformVertices | <hr>Removes the node graph and pre-transforms all vertices with the local transformation matrices of their nodes. |
| LimitBoneWeightsaiProcess_LimitBoneWeights | Limits the number of bones simultaneously affecting a single vertex to a maximum value. |
| ValidateDataStructureaiProcess_ValidateDataStructure | Validates the imported scene data structure. |
| ImproveCacheLocalityaiProcess_ImproveCacheLocality | Reorders triangles for better vertex cache locality. |
| RemoveRedundantMaterialsaiProcess_RemoveRedundantMaterials | Searches for redundant/unreferenced materials and removes them. |
| FixInFacingNormalsaiProcess_FixInFacingNormals | This step tries to determine which meshes have normal vectors that are facing inwards and inverts them. |
| SortByPTypeaiProcess_SortByPType | This step splits meshes with more than one primitive type in homogeneous sub-meshes. |
| FindDegeneratesaiProcess_FindDegenerates | This step searches all meshes for degenerate primitives and converts them to proper lines or points. |
| FindInvalidDataaiProcess_FindInvalidData | This step searches all meshes for invalid data, such as zeroed normal vectors or invalid UV coords and removes/fixes them. This is intended to get rid of some common exporter errors. |
| GenUVCoordsaiProcess_GenUVCoords | This step converts non-UV mappings (such as spherical or cylindrical mapping) to proper texture coordinate channels. |
| TransformUVCoordsaiProcess_TransformUVCoords | This step applies per-texture UV transformations and bakes them into stand-alone vtexture coordinate channels. |
| FindInstancesaiProcess_FindInstances | This step searches for duplicate meshes and replaces them with references to the first mesh. |
| OptimizeMeshesaiProcess_OptimizeMeshes | A postprocessing step to reduce the number of meshes. |
| OptimizeGraphaiProcess_OptimizeGraph | A postprocessing step to optimize the scene hierarchy. |
| FlipUVsaiProcess_FlipUVs | This step flips all UV coordinates along the y-axis and adjusts material settings and bitangents accordingly. |
| FlipWindingOrderaiProcess_FlipWindingOrder | This step adjusts the output face winding order to be CW. |
| SplitByBoneCountaiProcess_SplitByBoneCount | This step splits meshes with many bones into sub-meshes so that each su-bmesh has fewer or as many bones as a given limit. |
| DeboneaiProcess_Debone | This step removes bones losslessly or according to some threshold. |
process scene before loading, use Assimp3 documentation for more information