DMX model: Difference between revisions
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int normalsIndices[]; // index in VertexData::normals | int normalsIndices[]; // index in VertexData::normals | ||
float wrinkle[]; // | float wrinkle[]; // Wrinkle scale. Positive means compress, negative means stretch. | ||
int wrinkleIndices[]; // | int wrinkleIndices[]; // unknown | ||
}; | }; | ||
</source> | </source> |
Revision as of 14:16, 24 September 2013
The DMX model format replaces Studiomdl Data. This article describes version 18.

Versions
- 1
- Source 2007
- Source 2009
- Half-Life 2
- Source SDK Base Singleplayer 2013
- Source SDK Base Multiplayer 2013
- 15
- Left 4 Dead
- Left 4 Dead 2
- 18
- Alien Swarm
- Source MP
- Portal 2
- Source Filmmaker
- CS:GO
Layout
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;
DmeCombinationOperator combinationOperator; // flex controllers; optional
};
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, contains DmeMesh elements too
DmeJoint jointList[];
DmeTransformList baseStates[]; // bone positions; only ever seen with one value
};
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
DmeVertexDeltaData deltaStates[]; // flex shapes
DmeFaceSet faceSets[];
Vector2D deltaStateWeights[]; // unknown
Vector2D deltaStateWeightsLagged[]; // unknown
};
class DmeVertexData // mesh data
{
CUtlString vertexFormat[]; // { positions, normals, textureCoordinates, [jointWeights, jointIndices, balance] }
int jointCount; // most bones any one vert is weighted to; max 3
bool flipVCoordinates; // left-handed to right-handed?
// 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 (v15+) or DmeModel::jointTransforms (v1-14)
float balance[]; // Defines flex controller stereo split. 0 means right, 1 means left.
int balanceIndices[];
};
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 convex n-gons allowed.
};
class DmeMaterial // a material
{
CUtlString mtlName; // with path relative to \game\materials\, no extension
};
class DmeVertexDeltaData // a shape key
{
CUtlString vertexFormat[]; // positions, normals, [wrinkle]
bool flipVCoordinates; // unknown
bool corrected; // unknown
// these arrays use the same system as those in DmeVertexData
Vector3 positions[]; // offset: (shape position) - (mesh position)
int positionsIndices[]; // index in VertexData::positions
Vector3 normals[]; // absolute
int normalsIndices[]; // index in VertexData::normals
float wrinkle[]; // Wrinkle scale. Positive means compress, negative means stretch.
int wrinkleIndices[]; // unknown
};
Flex controllers
class DmeCombinationOperator // flex controller global settings
{
DmeCombinationInputControl controls[];
Vector controlValues[]; // rest position...but why a 3D vector?
Vector controlValuesLagged[]; // unknown
bool usesLaggedValues;
DmeCombinationDominationRule dominators[];
DmeMesh targets[]; // can also be DmeFlexRules; see below
};
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[]; // records the scale used to generate wrinkle data; not read by studiomdl
float flexMin;
float flexMax;
};
class DmeCombinationDominationRule // Disables certain shapes (NOT controllers) when others are active
{
CUtlString dominators[];
CUtlString supressed[];
};
The following element types still exist, but appear to have been obsoleted by domination rules:
class DmeFlexRules // shape key pre-processing
{
DmeFlexRule|DmeFlexRulePassThrough deltaStates[]; // mixed type
Vector2 deltaStateWeights[];
DmeMesh target; // mesh with the shapes on
};
// In the next two cases, the element name must match
// the name of a DmeVertexDeltaData element on the target DmeMesh
class DmeFlexRule
{
float result;
CUtlString expression; // +-/() with min, max & sqrt.
};
class DmeFlexRulePassThrough // no expression required
{
float result;
};
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 format 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[];
};
Changes
This list will inevitably be incomplete. Only versions known about by the public are listed.
18
DmeTimeFrame
- Introduction of
DmeTime
attribute type. - Renamed "durationTime" to "duration"
- Renamed "offsetTime" to "offset"
15
DmeModel
- Added "jointList" alongside "jointTransforms"