Exporting a model: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(+ italian)
mNo edit summary
 
(5 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{otherlang2
{{lang|Exporting a model}}
| ru = Exporting_a_model:ru
| fr = Exporting_a_model:fr
| it = Exporting a model:it
}}


In Source, a [[model]]'s geometry is created in a third-party [[model editor]]. This model data must be exported to [[Studiomdl Data|SMD]] files, which are then [[Compiling a model|compiled]] by [[Studiomdl]] into Source's native binary format.
In {{Source|4}}, a [[model]]'s geometry is created in a third-party [[model editor]]. This model data must be exported to [[Studiomdl Data|SMD]] files, which are then [[Compiling a model|compiled]] by [[Studiomdl]] into Source's native binary format.


{{tip|If you haven't already, see [[Model Creation Overview]].}}
{{tip|If you haven't already, see [[Model Creation Overview]].}}
Line 16: Line 12:
#[[Collision mesh]]
#[[Collision mesh]]
#[[Skeletal animation]]
#[[Skeletal animation]]
#[[Vertex animation]] (for [[facial expressions]])
#[[Flex animation|Vertex/"flex" animation]] (for facial expressions)


Every model needs at least one reference mesh and, even if it doesn't actually move, at least one skeletal animation (which is traditionally called 'idle').
Every model needs at least one reference mesh and, even if it doesn't actually move, at least one skeletal animation (which is traditionally called 'idle').
Line 33: Line 29:
These articles will guide you through the SMD export process in the [[model editor]] package of your choice. Instructions for downloading and installing an SMD export plug-in (if it is necessary to do so) can be found in each.
These articles will guide you through the SMD export process in the [[model editor]] package of your choice. Instructions for downloading and installing an SMD export plug-in (if it is necessary to do so) can be found in each.


*[[Exporting a model/Maya|In Maya]] (DMX support)
*[[Exporting a model/Blender|In Blender]] (DMX support)
*[[Exporting a model/XSI|In XSI]]
*[[Exporting a model/XSI|In XSI]]
*[[Exporting a model/Blender|In Blender]]
*[[SketchUp Source Tools|In Google SketchUp]]
*[[SketchUp Source Tools|In Google SketchUp]]
*[[Exporting a model/3DS|In 3DS Max]]
*[[Exporting a model/3DS|In 3DS Max]]
*[[Exporting a model/Maya|In Maya]]


{{tip|In [[MilkShape 3D]], simply click ''File > Export > Half-Life SMD''.}}
{{tip|In [[MilkShape 3D]], simply click ''File > Export > Half-Life SMD''.}}

Latest revision as of 13:50, 5 November 2023

English (en)Français (fr)Italiano (it)Русский (ru)中文 (zh)Translate (Translate)

In Source Source, a model's geometry is created in a third-party model editor. This model data must be exported to SMD files, which are then compiled by Studiomdl into Source's native binary format.

Tip.pngTip:If you haven't already, see Model Creation Overview.

What to export

There are four types of SMD:

  1. Reference mesh
  2. Collision mesh
  3. Skeletal animation
  4. Vertex/"flex" animation (for facial expressions)

Every model needs at least one reference mesh and, even if it doesn't actually move, at least one skeletal animation (which is traditionally called 'idle').

Since all SMDs except facial animation share the same file extension, it's a very good idea to follow a naming convention when exporting. Such as:

  1. _ref
  2. _phys
  3. _<animation name>
  4. _expressions

So a reference mesh SMD might be called mymodel_ref.smd.

How to export

These articles will guide you through the SMD export process in the model editor package of your choice. Instructions for downloading and installing an SMD export plug-in (if it is necessary to do so) can be found in each.

Tip.pngTip:In MilkShape 3D, simply click File > Export > Half-Life SMD.