DMX model: Difference between revisions

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{
{
CUtlString vertexFormat[]; // { positions, normals, textureCoordinates, [jointWeights, jointIndices] }
CUtlString vertexFormat[]; // { positions, normals, textureCoordinates, [jointWeights, jointIndices] }
int jointCount; // most bones any one vert is weighted to (should be quite low)
int jointCount; // most bones any one vert is weighted to; max 3
bool flipVCoordinates; // left-handed to right-handed?
bool flipVCoordinates; // left-handed to right-handed?



Revision as of 11:54, 17 August 2012

The DMX model format replaces Studiomdl Data. Below is the structure of version 18, which can be compiled by Alien Swarm studiomdl. Source 2009 studiomdl requires version 1.

Note.pngNote:All names are case sensitive.

Common

// A "DAG" is a generic Maya container, appearing here in order to transform objects.
// It can take the place of a DmeMesh, DmeJoint or DmeAttachment at any time.
class DmeDag
{
	DmeTransform*	transform;
	bool			visible;
	void			children[]; // never seen used (Compatibility with DmeModel?)
	
	// One of the following:
	CUtlString		name // of a DmeJoint
	DmeMesh*		shape;
	DmeAttachment*	shape;
};

class DmeJoint // a bone
{
	DmeTransform*	transform;
	void*			shape; // only seen empty
	bool			visible;
	DmeJoint		children[];
	bool			lockInfluenceWeights;
};

class DmeTransformList
{
	DmeTransform	transforms[];
};
	
class DmeTransform // name is of a defined model if there are children, otherwise blank
{
	Vector		position;
	Quaternion	orientation;
};

Mesh

class DmeModelRoot
{
	// model and skeleton should point to the same object
	DmeModel*	model;
	DmeModel*	skeleton;
};

class DmeModel // one per file
{
	DmeTransform*		transform;		// global model transform...DmeDag not supported here?
	void				shape;			// only seen empty (Compatibility with DmeDag?)
	bool				visible;
	DmeDag / DmeJoint	children[];		// mixed type
	DmeJoint			jointList[];
	DmeTransformList	baseStates[];	// bone positions; only ever seen with one value	
	CUtlString			upAxis;			// uppercase character
};

class DmeAttachment // an attachment
{
	bool		visible;
	bool		isRigid; // apparently obsolete?
	bool		isWorldAligned; // does not move with parent bone, but is still positioned relative to it
};

class DmeMesh
{
	bool				visible;

	void*				bindState;		// only seen empty
	DmeVertexData*		currentState;	// pointer to default baseState		
	DmeVertexData		baseStates[];	// only ever seen with one value	
	DmeVertexData		deltaStates[];	// flex shapes	
	DmeFaceSet			faceSets[];

	Vector2D			deltaStateWeights[];		// unknown
	Vector2D			deltaStateWeightsLagged[];	// unknown
};

class DmeVertexData // mesh data
{
	CUtlString	vertexFormat[];		// { positions, normals, textureCoordinates, [jointWeights, jointIndices] }
	int			jointCount;			// most bones any one vert is weighted to; max 3
	bool		flipVCoordinates;	// left-handed to right-handed?

	// In the next three cases, the first array contains the location of each vertex on the model.
	// The second "Indices" array contains one entry one entry per vertex /per face/.
	
	Vector		positions[];
	int			positionsIndices[];

	Vector		normals[];
	int			normalsIndices[];

	Vector2D	textureCoordinates[];
	int			textureCoordinatesIndices[];
	
	// Weightmapping; optional. The size of BOTH arrays is equal to ( sizeof(positions) * jointCount )
	float		jointWeights[];		// weight
	int			jointIndices[];	// index in DmeModel::jointList (v18) or DmeModel::baseStates[0]::transforms (v1)
};

class DmeFaceSet // defines faces, including their material
{
	DmeMaterial*	material; // the material these faces are drawn with
	int				faces[]; // the vertices that make up each face, delimited by -1. Quads and n-gons allowed.
};

class DmeMaterial // a material
{
	CUtlString	mtlName; // with path relative to \game\materials\, no extension
};

Animation

class DmeModelRoot
{
	DmeModel*	skeleton;
	
	DmeAnimationList*	animationList;
};

class DmeAnimationList
{
	DmeChannelsClip animations[];
};

class DmeChannelsClip
{
	DmeTimeFrame* timeFrame;
	Colour color;		// SFM only
	CUtlString text;	// SFM only
	bool mute;			// SFM only
	int frameRate;		// typically 30

	void trackGroups[];		// SFM only
	DmeChannel channels[];	// two for each bone: position and rotation
};

class DmeTimeFrame
{
	DmeTime_t start;	// no apparent effect, use offset
	DmeTime_t duration;	// length in seconds...framerate is NOT adjusted
	DmeTime_t offset;	// remove this many seconds from the start (can be negative)
	float scale; // frameRate multiplier
};

class DmeChannel
{
	// this system is shared with Source Filmmaker, so has support for animating generic properties.
	// Studiomdl only cares about bones though.
	CDmxElement*	fromElement;
	CUtlString		fromAttribute;
	int				fromIndex;
	
	CDmxElement*	toElement; // ordinarily a DmeTransform used by the target bone
	CUtlString		toAttribute;
	int				toIndex;
	
	int		mode; // unknown

	// One of:
	DmeQuaternionLog	log[];
	DmeVector3Log		log[];
	// etc
};

class DmeQuaternionLog // also DmeVector3Log etc.
{
	DmeQuaternionLogLayer layers[];

	CDmxElement*	curveinfo;
	bool			usedefaultvalue;
	Quaternion		defaultvalue;
};

class DmeQuaternionLogLayer // also DmeVector3LogLayer etc.
{
	// only frames where the bone moves need to be given
	// unlike SMD, sparse keyframes are supported
	DmeTime_t	times[];
	int			curvetypes[]; // only seen empty...keyframe interp?
	Quaternion	values[];
};

Flex shapes

class DmeModelRoot
{
	// model and skeleton should point to the same object
	DmeModel*	model;
	DmeModel*	skeleton;
	
	DmeCombinationOperator*	combinationOperator;
};

class DmeCombinationOperator // flex controller global settings
{
	DmeCombinationInputControl	controls[];
	Vector		controlValues[];		// rest position...but why a 3D vector?
	Vector		controlValuesLagged[];	// unknown
	bool		usesLaggedValues;
	DmeMesh*	dominators[];			// unknown
	DmeMesh*	targets[];				// mesh with the shapes on
	DmeFlexRules*	targets[]			// 
};

class DmeCombinationInputControl // a flex controller
{
	CUtlString	rawControlNames[];	// which controls are being wrapped
	bool		stereo;				// equivalent to QC 'split'
	bool		eyelid;				// flags as an eyelid used by AI for blinking
	float		wrinkleScales[];	// wrinklemap stuff; one value for each named control.
	float		flexMin;
	float		flexMax;
};

class DmeVertexDeltaData // a shape
{
	CUtlString	vertexFormat[]; // positions, normals, [wrinkle]
	bool		flipVCoordinates;
	bool		corrected;

	Vector3	positions[]; // offset: (shape position) - (mesh position)
	int		positionsIndices[]; // index in the main VertexData positions array (*not* positionsIndices)

	Vector3	normals[]; // absolute
	int		normalsIndices[]; // index in the main VertexData normals array (*not* normalsIndices)

	float	wrinkle[]; // unknown
	int		wrinkleIndices[]; // unknown
};

class DmeFlexRules
{
	DmeFlexRule*	deltaStates[];
	Vector2			deltaStateWeights[];
	DmeMesh*		target; // mesh with the shapes on
};

class DmeFlexRule
{
	// Name should match the name of a DmeVertexDeltaData element

	float		result;
	CUtlString	expression; // +-*/() with min, max & sqrt.
};