Reference model

As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.
The person who added this notice will be listed in its edit history should you wish to contact them.
The plan is to break out this stuff when it's finished. --Beeswax 19:08, 1 May 2008 (PDT)
Compiling a Model
probable destination for this section is an introduction to Compiling models for Source. 3rd party MDL compilers often provide a different GUI to the QC file than StudioMDL, so a checklist of "things you should already have done" would be relevant to all MDL compiler docs. It includes model anatomy/glossary definitions for #REDIRECTs ?
Reference.smd
The Reference.smd is traditionally named "modelname_ref.smd"
.
The Physics.smd is traditionally named "modelname_phys.smd"
.
Each Animation.smd is traditionally named "sequencename.smd"
.
"Reference model" is a term used by animators to distinguish the un-animated model's deformable 3D geometry data from the the actual animated sequence (deformation) data that can be applied to it. This includes the model's basic Rig (Skeleton or bonetree) and Render Surface (Mesh).
Because Source is a little more than a simple animation renderer, most models also require a Physics model for collision detection, etc. Although not Rendered on screen, the Physics model is also a kind of Reference model because it too may be deformed by skeletal animation, and contains its own Rigging and (Rigid) Mesh data.
The Reference.smd basically contains the model's "default" Rig and Rendering data for animation files to manipulate.
- The Default Skeleton is used by animations or ragdoll physics to manipulate the mesh, collisionmodel, hitboxset, etc. unless modified by $lod configuration.
- The Default Pose is used when no animation or vphysics is applied to the skeleton.
- The Default Mesh is the Mesh that will be Rendered unless replaced by an $lod configuration or modified by $bodygroups.
- The Default Skinname is only the filename of the VMT whose VTFs will be used on the Mesh unless overridden by $texturegroup skinfamilies options and/or $lod configuration.

LOD...smd
see LOD Models ... compiled into VVD/VTX of main model
Physics.smd
Hitbox.smd

Animation.smd
- modelname_idle.smd