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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]].}} |
Latest revision as of 13:50, 5 November 2023
In 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.

What to export
There are four types of SMD:
- Reference mesh
- Collision mesh
- Skeletal 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').
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:
_ref
_phys
_<animation name>
_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.
- In Maya (DMX support)
- In Blender (DMX support)
- In XSI
- In Google SketchUp
- In 3DS Max
