Reference model: Difference between revisions

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The plan is to break out this stuff when it's finished. --[[User:Beeswax|Beeswax]] 19:08, 1 May 2008 (PDT)
The plan is to break out this stuff when it's finished. --[[User:Beeswax|Beeswax]] 19:08, 1 May 2008 (PDT)
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=Reference Model=
The Reference Model is the basic template or foundation to which a models properties are added. It comprises the Render Geometry and the Rigged Skeleton, and by implication includes the:
* Default Pose/Animation (Rigid)
* Default CollisionProperty (NotSolid)
* Default Appearance (no Skin or Mesh variants)
* Default LOD threshhold (lod0)
'''Animation model''' : "Reference model" is a term used by animators to distinguish the un-animated model's ''deformable'' 3D rendering data from the the actual animated sequence (deformation) data that can be applied to it. This includes the model's basic Rig (Skeleton) and Render Surface (Mesh & Skin). It's like a puppet before the puppeteer gets his hands on it. Without animation or [[propdata]] for physics, the reference model is unable to move.
'''Collision model''' defines the Solidity of the model. Because Source is a little more than a simple animation renderer, most models also require a separate [[Physics model]] for collision detection, etc. Although not Rendered on screen, the Physics model is also a kind of Reference model because it too may be ''deformed'' by skeletal animation, and contains its own Rigging and (Rigid) Mesh data. The only difference between the "physics" model and the "render" model is that one is used by the Physics Engine, and the other is used by the Rendering Engine... so Physics or Collision models don't have Skins. Collision models are deformed by skeletal animation (ragdolls) but are generally not altered for LOD or visual variations.
'''LOD models''' : are "cheaper" versions of the render model - using a simplified Mesh, Skin and/or Skeletal structure for rendering at a distance where the loss of detail is not visible. LOD models are deformed by the same animations as the Reference model.
'''Variant models''' visual variations such as optional Skins or optional sub-meshes, are an efficient way to introduce variety or runtime alterations to the render model. Variant models are deformed by the same animations, and are subject to the same LOD version considerations as the Reference model.
So the "Reference model"'s properties add up to an un-animated, not solid, lod_0, single-skinned and single-meshed model.
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=Compiling a Model=
=Compiling a Model=
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Each Animation.smd is traditionally named <code>"sequencename.smd"</code>.  
Each Animation.smd is traditionally named <code>"sequencename.smd"</code>.  


"Reference model" is a term used by animators to distinguish the un-animated model's ''deformable'' 3D geometry data from the the actual animated sequence (deformation) data that can be applied to it. This includes the model's basic Rig (Skeleton or [[bonetree]]) and Render Surface (Mesh).


Because Source is a little more than a simple animation renderer, most models also require a [[Physics model]] for collision detection, etc. Although not Rendered on screen, the Physics model is also a kind of Reference model because it too may be ''deformed'' by skeletal animation, and contains its own Rigging and (Rigid) Mesh data.


The Reference.smd basically contains the model's "default" Rig and Rendering data for animation files to manipulate.
The Reference.smd basically contains the model's "default" Rig and Rendering data for animation files to manipulate.
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==Animation.smd==
==Animation.smd==
* modelname_idle.smd
* modelname_idle.smd
* $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00




[[category:modeling]]
[[category:modeling]]

Revision as of 17:00, 2 May 2008

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The plan is to break out this stuff when it's finished. --Beeswax 19:08, 1 May 2008 (PDT)

Compiling a Model

probable destination for this section is an introduction to Compiling models for Source. 3rd party MDL compilers often provide a different GUI to the QC file than StudioMDL, so a checklist of "things you should already have done" would be relevant to all MDL compiler docs. It includes model anatomy/glossary definitions for #REDIRECTs ?

Reference.smd

The Reference.smd is traditionally named "modelname_ref.smd". The Physics.smd is traditionally named "modelname_phys.smd". Each Animation.smd is traditionally named "sequencename.smd".


The Reference.smd basically contains the model's "default" Rig and Rendering data for animation files to manipulate.

  • The Default Skeleton is used by animations or ragdoll physics to manipulate the mesh, collisionmodel, hitboxset, etc. unless modified by $lod configuration.
  • The Default Pose is used when no animation or vphysics is applied to the skeleton.
  • The Default Mesh is the Mesh that will be Rendered unless replaced by an $lod configuration or modified by $bodygroups.
  • The Default Skinname is only the filename of the VMT whose VTFs will be used on the Mesh unless overridden by $texturegroup skinfamilies options and/or $lod configuration.
Tip.pngTip:See SMD file format for exactly how this data is stored in each "Studio Model Data" file.


LOD...smd

see LOD Models ... compiled into VVD/VTX of main model

Physics.smd

Hitbox.smd

Confirm:not compiled by StudioMDL, but opened in text editor for hitbox vertex coordinates?

Animation.smd

  • modelname_idle.smd
  • $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00