This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD.
Matt Hoffman wrote: > Well... One specific difference that it has: Pop open the Heavy's DMX file > for his Morphs. Instead of a quasi-binary file format, there's actual > strings and words. > > With my (admittedly limited knowledge) leads me to believe that they set the > Flex's up in Maya with some tool in Maya, and then exported it. There seems > to be no flex- part in the qc anymore, and it all seems to be done via the > DMX File. > > Very curious... But yes, I'd love updated tools for Max. Someone get Jed > what he needs please. :) > > On Mon, Sep 21, 2009 at 10:25 AM, Jed <[email protected]> wrote: > > >> Having looked at the DMX and the associated SMD files I can't >> immediately see what it offers apart from maybe a tighter file format >> (and all the lovely information about "Burke" at Valve and his Windows >> XP service packs and choice of nVidia graphic card circa 2007). At >> first glance I thought it was just binary XML (which the compiler also >> seems to support...) >> >> Looking at the QC/QCI combos it seems that as far as modelling is >> concerned SMD is still good for a while yet, DMX just seems like a >> more efficient way of storing mesh/bone/animation data. I suppose the >> only people who will care are those trying to decompile DMX files and >> cant. For new models SMD will do for a while yet. >> >> That said if Valve want to release the DMX file format (and I'll be >> happy to sign an NDA if they wish) I'll have a go at making a Max >> exporter/importer/transporter/howsyourdaughter. >> >> - Jed >> >> 2009/9/21 Saul Rennison <[email protected]>: >> >>> Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe >>> >> like >> >>> DMX :D >>> >>> Thanks, >>> - Saul. >>> >>> >>> 2009/9/21 Nick <[email protected]> >>> >>> >>>> Good site. I liked the very quick tutorial on how to make prop using >>>> blender and smd exporter:: >>>> http://www.dvondrake.com/tutorials/modeling-for-source-in-blender >>>> >>>> On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards <[email protected]> >>>> wrote: >>>> >>>>> The release of the Heavy model sources (which is excellent BTW) has >>>>> confirmed that Valve's modellers now use Maya, and revealed the >>>>> quasi-binary DMX format as the successor to SMD. >>>>> >>>>> What does this mean for XSI support, particularly the Mod Tool? Its >>>>> exporter has needed updating for a long time, mainly in terms of UI >>>>> >> but >> >>>>> also core functionality. I'm sure the Maya plugin is an improvement on >>>>> all fronts but it's no help to most modders, as Maya doesn't have a >>>>> >> free >> >>>>> Mod Tool equivalent. >>>>> >>>>> I'm also a little wary about DMX, since it can't be easily understood >>>>> >> by >> >>>>> someone wanting to write a new exporter. Can we (and by we I mostly >>>>> >> mean >> >>>>> Jed of course) see a spec for it? Does it support new features that >>>>> >> SMD >> >>>>> does not? >>>>> >>>>> The good news is that there's a new Blender exporter out >>>>> <http://dvondrake.com/scripts/blendersmd> that does everything except >>>>> VTA. Blender may have to become the new modder's choice for Source, >>>>> which, as much as I like it, isn't ideal given the exotic UI. >>>>> >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> >>>> please visit: >>>> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>>> >>>>> >>>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> >> please visit: >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

