SMD Main/Reference model file
Important steps:
- Merge and collapse the modifier stack
- Make sure the object and pivot point is on 0, 0, 0 and that the X, Y, Z pivot faces correctly
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Name the object consistently through out the collision, LOD and reference model;
- Put the model’s base texture into a material (diffuse bitmap slot) and apply to the model
- Export the model as a “reference” model
Notes:
- Every object you export creates a master bone with the objects name on it
- A model's mesh will not export without a bitmap texture assigned to it
- The exporter saves the filename of the material in SMD (not the directory path)
- To correct a SMD material name, open the SMD in Notepad and use “replace word” to change a material name attached to each face
If you using bones on a dynamic or rag doll model:
- Edit the envelopes influences rather then the vertexes ids
- LOD models will bend more properly
LOD (Level of detail) model
Remove ploygons from the Main/Reference model
Notes:
- Remove polygons that would not seen or blend in at a distance
- Use the preserve UV map in the EditPloy modifier and the MultiRes modifier
(for natural objects only)
- Make sure the texture mapping remains the same
-You should never have separate unwrap texture sheets for LODs
Lofts are great for LOD game assets!
They feature dynamic unwraps that stay consistent with any number of segments.
Use them when you can.
SMD Collision model file
Important steps:
- Create a basic set of primitive objects to fill the volume of the reference model
- Merge all primitives into one mesh
- Make sure the object and pivot point is on 0, 0, 0 and that X, Y, Z pivot faces correctly
- Put the model’s skin bitmap in to a material and apply to the model
- Select all the faces and clear all the smooth groups
- Select the elements (primitive) within the sub-objects
- Assign each primitive a different smoothing channel
- Export the model as a “reference” model
Notes:
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Use no more then 20 pieces
- These primitives must be completely closed
If you’re using bones on a dynamic or rag doll model:
- Each bone should weighted to a sub-object primitive piece
- Each sub-object primitive piece must bend as whole
- Make sure each bone has an influence of 0 or 1 and nothing in-between (absolute weights)
SMD Animation Files
Important steps:
- Key frame all movement before exporting (only bone animation key frames are exported)
- Export the model as an “animation” model(The mesh will not be exported, because it already exist in the reference SMD and it weighted to exact bone hierarchy)
*All models need idle animations*
Notes:
- For Idle poses make sure you save with one frame on the time line (to save on file size)
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You can use the reference model for an idle animation
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Bone properties and joint constraints will not be exported
To author the joint constraints use the Model Viewer.
The save feature Model Viewer, allows you to paste (crtl-v) the joint constraints into text files) Joint constraints are most used for rag doll settings, every NPC should have it.