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

Reply via email to