DMX model

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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 (should be quite low)
	bool		flipVCoordinates;	// left-handed to right-handed?

	// In the next three cases, the "Indicies" array contains one entry for each vertex.
	// the indice value defines which value from the 'real' array the vertex takes. In this
	// way, vertices can share data. This is a useful optimisation since each poly has its
	// own three verts, even if they overlap other verts.
	
	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 )...
	// it is not possible for two verts in the same place to be weighted differently.
	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;
	CUtlString text;
	bool mute;			// no effect
	int frameRate;		// typically 30

	void trackGroups[]; // only seen empty
	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 clearly designed to support the animation of arbitrary
	// values, but is only used for bone location and rotation.
	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
};

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.
};