DMX model
		
		
		
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The DMX model format replaces Studiomdl Data. This article describes version 18.
 Note:All names are case sensitive.
Note:All names are case sensitive.Features
These features require DMX:
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
- Counter-Strike: Global Offensive (Legacy version)
Layout
Common
// A "DAG" is a node in a Directed acyclic graph, constructing the scene hierarchy.
// It appears here in order to transform its child objects.
// It can take the place of a DmeMesh, DmeJoint or DmeAttachment at any time.
class DmeDag
{
	DmeTransform	transform;	// used by SFM to store the *current* position of the dag.
								// Studiomdl only reads this value if nothing is found in DmeModel::baseStates::DmeTransformList.
	bool			visible;
	DmeDag			children[]; // child nodes of the dag. never seen used (Compatibility with DmeModel?)
	
	// One of the following:
	CUtlString		name; // of a DmeJoint
	DmeMesh		shape;
	DmeAttachment	shape;
};
class DmeJoint : DmeDag // a bone
{
	DmeTransform	transform;	// used by SFM to store the *current* position of the bone.
								// Studiomdl only reads this value if nothing is found in DmeModel::baseStates::DmeTransformList.
	void			shape; // only seen empty
	bool			visible;
	DmeJoint		children[];
	bool			lockInfluenceWeights;
};
class DmeTransformList
{
	DmeTransform	transforms[]; // contains one element for each bone and mesh. Elements are matched according to name.
};
	
class DmeTransform
{
	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
{
	bool				visible;
	DmeDag				children[];
	DmeJoint			jointList[];
	DmeTransformList	baseStates[];	// defines bone and mesh positions; only ever seen with one value	
};
class DmeAttachment : DmeDag // 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 : DmeDag
{
	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 (studiomdl errors on compile otherwise)
	bool		flipVCoordinates;	// left-handed to right-handed?
	// The first array contains one entry per vertex.
	// 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[];
	// Flex controller stereo split; optional
	float		balance[];			// 0 = 100% right, 1 = 100% left.
	int			balanceIndices[];
	
	// 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)
};
class DmeFaceSet // defines a set of faces with a given material
{
	DmeMaterial	material; // the material these faces are drawn with
	int			faces[]; // the indices of the vertices that make up each face, delimited by -1. Quads and *convex* n-gons allowed.
};
class DmeMaterial // a material
{
	CUtlString	mtlName; // path relative to \game\materials\, no extension
};
class DmeVertexDeltaData // a shape key
{
	CUtlString	vertexFormat[]; // positions, normals, [wrinkle]
	bool		flipVCoordinates; // unknown
	bool		corrected; // unknown
	Vector3		positions[]; // offset: (shape position) - (mesh position)
	int			positionsIndices[]; // index in DmeMesh::currentState::positions
	Vector3		normals[]; // offset: (shape normal) - (mesh normal). For corrective shapes "base" is the mesh plus target shapes.
	int			normalsIndices[]; // index in DmeMesh::currentState::normals
	float		wrinkle[]; // wrinkle scale. +1 means full compress, -1 means full stretch.
	int			wrinkleIndices[]; // index in DmeMesh::currentState::textureCoordinates
};
- For corrective shapes, values for DmeVertexDeltaData::normalsshould be calculated with all target shapes applied to the mesh.
- It's wrinkleIndices, notwrinklesIndices!
Flex controllers
class DmeCombinationOperator // flex controller global settings
{
	DmeCombinationInputControl		controls[];
	Vector							controlValues[];		// rest position for L/R values
	Vector							controlValuesLagged[];	// lerp factor for changes to the values (if usesLaggedValues == true)
	bool							usesLaggedValues;       // value changes are not instant, but "lagged" (lerp between values - enabled by default in SMD)
	DmeCombinationDominationRule	dominators[]; // list of domination rules to use
	DmeMesh							targets[]; // mesh with shapes on, or DmeFlexRules in some old DMX files
};
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[];
};
class DmeFlexRules // shape key pre-processing. Insert at DmeCombinationOperator::targets.
{
	DmeFlexRule	deltaStates[]; // mixed type
	Vector2								deltaStateWeights[];
	DmeMesh								target; // mesh with the shapes on
};
// In flex rules, the element name must match the name of a DmeVertexDeltaData element on the target DmeMesh.
// It does NOT specify values of controllers.
class DmeFlexRule
{
	float		result;
};
class DmeFlexRuleExpression : DmeFlexRule // Seems to be replaced with "DmeFlexRule" in older versions of DMX?
{
	float		result;
	CUtlString	expression; // +-/() with min, max & sqrt. Flex controller names can be included too, as long as their names don't have spaces!
                            // L/R split controllers either have the left_ or right_ prefix, or a L or R suffix.
};
class DmeFlexRulePassThrough : DmeFlexRule // No expression required, shapes are controlled like normal
{
	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
	DmeTrackGroup 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; // TODO: what should this be?
	CUtlString		fromAttribute;
	int				fromIndex;
	
	CDmxElement	toElement; // ordinarily a DmeTransform used by the target bone
	CUtlString		toAttribute;
	int				toIndex;
	
	int		mode; // Recording mode for channel - unused by studiomdl.
	// 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[]; // keyframe interp in SFM
	Quaternion	values[];
};
Changes
This list will inevitably be incomplete. Only versions known about by the public are listed. Format changes generally relate to Source Filmmaker, not Studiomdl.
18
- DmeTimeFrame
- Introduction of DmeTimeattribute type.
- Renamed "durationTime" to "duration"
- Renamed "offsetTime" to "offset"
15
- DmeModel
- Added "jointList" alongside "jointTransforms"