Exporting a model: Difference between revisions

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In Source, as with most game engines, [[model]]s are created in third-party packages before being compiled to work in-game. These tutorials will take you through the process of exporting a simple model from your chosen package for compiling with the [[studiomdl]] tool.
{{lang|Exporting a model}}


Note that they will not show you how to operate the packages themselves, except where necessary to export.
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.


*[[Exporting a model/XSI|With XSI Mod Tool 6]]
{{tip|If you haven't already, see [[Model Creation Overview]].}}
*[[Exporting a model/Maya|With Maya]]
 
*[[Exporting a model/Milkshape 3D|With Milkshape 3D]]
== What to export ==
 
There are four types of SMD:
 
#[[Reference mesh]]
#[[Collision mesh]]
#[[Skeletal animation]]
#[[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').
 
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:
 
#<code>_ref</code>
#<code>_phys</code>
#<code>_<animation name></code>
#<code>_expressions</code>
 
So a reference mesh SMD might be called <code>mymodel_ref.smd</code>.
 
== 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.
 
*[[Exporting a model/Maya|In Maya]] (DMX support)
*[[Exporting a model/Blender|In Blender]] (DMX support)
*[[Exporting a model/XSI|In XSI]]
*[[SketchUp Source Tools|In Google SketchUp]]
*[[Exporting a model/3DS|In 3DS Max]]
 
{{tip|In [[MilkShape 3D]], simply click ''File > Export > Half-Life SMD''.}}


[[Category:Modeling]]
[[Category:Modeling]]
[[Category:Tutorials]]
[[Category:Tutorials]]

Latest revision as of 13:50, 5 November 2023

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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.