SMD file format: Difference between revisions
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The ''' | The '''StudioMDL Data''' file format stores 3D geometry data in ASCII for analysis and compilation by [[studiomdl]]. SMD files are usually generated by an [[SMD export]]er plug-in for a given [[model editor]] package. | ||
The format is carriage return sensitive | The format is carriage return sensitive: each command must be on a separate line. There should also be a single blank line at the end (and only the end) of the file. | ||
White space is the only delimiter: any combination of tabs and spaces can be used to separate values, and for this reason multiword names should be enclosed in "quotation marks". There is no support for comments. | |||
== Types == | |||
;Reference | |||
:''A complete snapshot of the model, including one frame of animation to define the default pose. Also used for [[collision mesh]]es.'' | |||
:<code>[[#Header|header]]</code> | |||
:<code>[[#Nodes|nodes]]</code> | |||
:<code>[[#Skeleton|skeleton]]</code> | |||
:<code>[[#Triangles|triangles]]</code> | |||
; Animation | |||
: ''A single skeletal animation.'' | |||
:<code>[[#Header|header]]</code> | |||
:<code>[[#Nodes|nodes]]</code> | |||
:<code>[[#Skeleton|skeleton]]</code> | |||
; Vertex | |||
: ''For [[flex animation]]. Usually has extension <code>.vta</code>. Precise structure unclear.'' | |||
:<code>[[#Header|header]]</code> | |||
:<code>[[#Nodes|nodes]]</code> | |||
:<code>[[#Skeleton|skeleton]]</code> | |||
:<code>[[#Vertexanimation|vertexanimation]]</code> | |||
== Data blocks == | |||
Here are the components of an SMD file, considered in order: | |||
Here are the | |||
{{tip|Unless otherwise noted all [[integer]] values begin at 0 and all [[floating point]] values are limited to six decimal places.}} | |||
=== | === Header === | ||
Simply: | |||
: | |||
version 1 | |||
=== Nodes === | |||
A list of all the bones in the model. | |||
{{note|Bones without attached vertices will not be compiled.}} | |||
A root bone with one child: | |||
nodes | |||
0 "root" -1 | |||
1 "child" 0 | |||
end | |||
; <code>nodes</code> | |||
: | : Starts the node block. | ||
; <code><[[int]]|ID> "<[[string]]|Bone Name>" <int|Parent ID></code> | |||
: A bone definition. Unique ID number (does not have to be sequential), name in quote marks and the parent bone's ID. Bones without parents (i.e. children of the world) have a Parent ID of <code>-1</code>. | |||
; <code>end</code> | |||
: | : Ends the data block. | ||
: | |||
=== | === Skeleton === | ||
Position data for each bone in each animation frame. In a reference SMD there is only one frame, which contains the model's default posture. | |||
{{note|There can only be one animation in each SMD.}} | |||
*<code> | This code makes bone 1 move two units along the Y axis, then back again: | ||
:Begins | |||
skeleton | |||
:Ends vertex animation block | time 0 | ||
0 0 0 0 1.570796 0 0 | |||
1 1 0 0 0 0 0 | |||
time 1 | |||
1 1 2 0 0 0 0 | |||
time 2 | |||
1 1 0 0 0 0 0 | |||
end | |||
; <code>skeleton</code> | |||
: Begins the skeleton block. | |||
; <code>time <[[int]]></code> | |||
: Begins a new frame. Any range of numbers can be used, so long as they increase sequentially. | |||
; <code> <int|bone ID> <[[float]]|PosX PosY PosZ> <float|RotX RotY RotZ> </code> | |||
: A bone's position relative to its parent (give absolute values in the case of root bones). | |||
:* <code>Pos</code> is position in [[unit]]s. | |||
:* <code>Rot</code> is local [[Wikipedia:Euler angles|Euler angles]], given in [[Wikipedia:Radian|radians]]. (90° = 1.570796 rad) | |||
:{{tip|The first frame must include all bones. After that, those which have not moved relative to their parent since the last frame can be omitted.}} | |||
; <code>end</code> | |||
: Ends the data block. | |||
=== Triangles === | |||
All of the polygons in the model by their three [[vertex|vertices]]. Included in each polygon is its [[UV]] co-ordinates and [[envelope]] weights. | |||
{{note|Source's polygons are one-sided. The active face is the one around which the vertices can be traced clockwise.}} | |||
This code represents a flat, two-sided square. The left edge envelopes bone 0 and the right edge envelopes bone 1, and the UV map is a simple square projection: | |||
triangles | |||
my_material | |||
0 0 0 0 0 0 1 0 1 1 0 1 | |||
0 0 -1 0 0 0 1 0 0 1 0 1 | |||
1 1 -1 0 0 0 1 1 0 1 1 1 | |||
my_material | |||
0 0 0 0 1 0 1 0 1 1 0 1 | |||
1 1 -1 0 1 0 1 1 0 1 1 1 | |||
1 1 0 0 1 0 1 1 1 1 1 1 | |||
my_material | |||
1 1 -1 0 0 0 1 1 0 1 1 1 | |||
0 0 -1 0 0 0 1 0 0 1 0 1 | |||
0 0 0 0 0 0 1 0 1 1 0 1 | |||
my_material | |||
1 1 0 0 1 0 1 1 1 1 1 1 | |||
1 1 -1 0 1 0 1 1 0 1 1 1 | |||
0 0 0 0 1 0 1 0 1 1 0 1 | |||
end | |||
; <code>triangles</code> | |||
: Begins the triangle block. | |||
; <code><material></code> | |||
: Defines the start of a new triangle and the material to apply to it. Anything after a '.' (e.g. a file extension) is ignored. Do not enclose in quotes and do not include a path ([[$cdmaterials]] will provide one). | |||
; <code><[[int]]|Parent bone> <[[float]]|PosX PosY PosZ> <[[normal]]|NormX NormY NormZ> <normal|U V> <int|links> <int|Bone ID> <normal|Weight> [...]</code> | |||
: Defines a [[vertex]]. <code>Pos</code> is in world [[unit]]s. <code>Norm</code> is used to smooth the surface of the model ({{todo|How?}}). U and V are the vertex's [[UV map]] co-ordinates. | |||
: The final three options are optional: they override <code><Parent bone></code> to define a series of weighted envelopes. <code>Bone ID</code> and <code>Weight</code> are repeated for each link. If the weights do not add up to 1, any remaining value is placed on <code><Parent bone></code>. | |||
; <code>end</code> | |||
: Ends triangle block. | |||
=== Vertexanimation === | |||
Position of vertices in various morph targets (for [[flex animation]]). Although this block uses the same <code>time</code> keyword as <code>[[#Skeleton|skeleton]]</code>, each 'frame' is a discrete shape: transitions between them are created on-demand by the engine. | |||
{{warning|The precise structure of this block is unclear. It is known that a skeleton block is required elsewhere in the file, though all frames in it appear to be the same!}} | |||
; <code>vertexanimation</code> | |||
: Begins the vertex animation block. | |||
;<code>time <[[int]]></code> | |||
: Begins a morph target. It is unclear how many or even which vertices should be included (though it's a safe bet that the modified ones are among them). | |||
; <code><int|ID> <[[float]]|PosX PosY PosZ> <[[normal]]|NormX NormY NormZ></code> | |||
: A vertex. Its ID is defined by its position in <code>[[#Triangles|triangles]]</code>; <code>Pos</code> is in world [[unit]]s; <code>Norm</code> is used to smooth the surface of the model ({{todo|How?}}). | |||
; <code>end</code> | |||
: Ends the data block. | |||
[[Category:Modeling]] | [[Category:Modeling]] | ||
[[Category:Technical]] | |||
[[Category:Glossary]] |
Revision as of 16:39, 5 January 2009
The StudioMDL Data file format stores 3D geometry data in ASCII for analysis and compilation by studiomdl. SMD files are usually generated by an SMD exporter plug-in for a given model editor package.
The format is carriage return sensitive: each command must be on a separate line. There should also be a single blank line at the end (and only the end) of the file.
White space is the only delimiter: any combination of tabs and spaces can be used to separate values, and for this reason multiword names should be enclosed in "quotation marks". There is no support for comments.
Types
- Reference
- A complete snapshot of the model, including one frame of animation to define the default pose. Also used for collision meshes.
header
nodes
skeleton
triangles
- Animation
- A single skeletal animation.
header
nodes
skeleton
- Vertex
- For flex animation. Usually has extension
.vta
. Precise structure unclear. header
nodes
skeleton
vertexanimation
Data blocks
Here are the components of an SMD file, considered in order:

Header
Simply:
version 1
Nodes
A list of all the bones in the model.

A root bone with one child:
nodes 0 "root" -1 1 "child" 0 end
nodes
- Starts the node block.
<int|ID> "<string|Bone Name>" <int|Parent ID>
- A bone definition. Unique ID number (does not have to be sequential), name in quote marks and the parent bone's ID. Bones without parents (i.e. children of the world) have a Parent ID of
-1
. end
- Ends the data block.
Skeleton
Position data for each bone in each animation frame. In a reference SMD there is only one frame, which contains the model's default posture.

This code makes bone 1 move two units along the Y axis, then back again:
skeleton time 0 0 0 0 0 1.570796 0 0 1 1 0 0 0 0 0 time 1 1 1 2 0 0 0 0 time 2 1 1 0 0 0 0 0 end
skeleton
- Begins the skeleton block.
time <int>
- Begins a new frame. Any range of numbers can be used, so long as they increase sequentially.
<int|bone ID> <float|PosX PosY PosZ> <float|RotX RotY RotZ>
- A bone's position relative to its parent (give absolute values in the case of root bones).
Pos
is position in units.Rot
is local Euler angles, given in radians. (90° = 1.570796 rad)
Tip:The first frame must include all bones. After that, those which have not moved relative to their parent since the last frame can be omitted.
end
- Ends the data block.
Triangles
All of the polygons in the model by their three vertices. Included in each polygon is its UV co-ordinates and envelope weights.

This code represents a flat, two-sided square. The left edge envelopes bone 0 and the right edge envelopes bone 1, and the UV map is a simple square projection:
triangles my_material 0 0 0 0 0 0 1 0 1 1 0 1 0 0 -1 0 0 0 1 0 0 1 0 1 1 1 -1 0 0 0 1 1 0 1 1 1 my_material 0 0 0 0 1 0 1 0 1 1 0 1 1 1 -1 0 1 0 1 1 0 1 1 1 1 1 0 0 1 0 1 1 1 1 1 1 my_material 1 1 -1 0 0 0 1 1 0 1 1 1 0 0 -1 0 0 0 1 0 0 1 0 1 0 0 0 0 0 0 1 0 1 1 0 1 my_material 1 1 0 0 1 0 1 1 1 1 1 1 1 1 -1 0 1 0 1 1 0 1 1 1 0 0 0 0 1 0 1 0 1 1 0 1 end
triangles
- Begins the triangle block.
<material>
- Defines the start of a new triangle and the material to apply to it. Anything after a '.' (e.g. a file extension) is ignored. Do not enclose in quotes and do not include a path ($cdmaterials will provide one).
<int|Parent bone> <float|PosX PosY PosZ> <normal|NormX NormY NormZ> <normal|U V> <int|links> <int|Bone ID> <normal|Weight> [...]
- Defines a vertex.
Pos
is in world units.Norm
is used to smooth the surface of the model (Todo: How?). U and V are the vertex's UV map co-ordinates. - The final three options are optional: they override
<Parent bone>
to define a series of weighted envelopes.Bone ID
andWeight
are repeated for each link. If the weights do not add up to 1, any remaining value is placed on<Parent bone>
. end
- Ends triangle block.
Vertexanimation
Position of vertices in various morph targets (for flex animation). Although this block uses the same time
keyword as skeleton
, each 'frame' is a discrete shape: transitions between them are created on-demand by the engine.

vertexanimation
- Begins the vertex animation block.
time <int>
- Begins a morph target. It is unclear how many or even which vertices should be included (though it's a safe bet that the modified ones are among them).
<int|ID> <float|PosX PosY PosZ> <normal|NormX NormY NormZ>
- A vertex. Its ID is defined by its position in
triangles
;Pos
is in world units;Norm
is used to smooth the surface of the model (Todo: How?). end
- Ends the data block.