Exporting a model: Difference between revisions

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In Source, a [[model]]'s geometry is created in a third-party [[model editor]]. This model data must be exported in the [[SMD file format]] so that it can be  [[Compiling a model|compiled]] into a Source-ready [[Studiomodel]].
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.


{{tip|If you haven't already, see [[Model Creation Overview]].}}
{{tip|If you haven't already, see [[Model Creation Overview]].}}
<!-- editor note:
// The Overview article should contain info on different types of SMD (reference.smd, physmodel.smd, etc) as this relates to the overall process of preparing files for StudioMDL, not model-editor-app-specific tooltips. Otherwise we just generate lots of repeated info which distracts from a distinct and concise purpose of each app-tooltip.
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These articles will guide you through the SMD export process in the [[model editor]] package of your choice. Because SMD is one of Valve's own file formats, SMD exporters are built as plug-ins for 3rd-party modelling applications. Instructions (where necessary) for downloading and installing the SMD export plug-in can also be found in, or from, these articles.
== What to export ==
 
There are four types of SMD:
 
#[[Reference mesh]]
#[[Collision mesh]]
#[[Skeletal animation]]
#[[Vertex 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/XSI|In XSI]]
*[[Exporting a model/XSI|In XSI]]

Revision as of 13:13, 7 January 2009

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.

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 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.

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