And some of us who strive for quality work and animation are continuously
locked out. Even now that we FINALLY (Months late) have a model source, we
still can't do much with it. Neither  of us (Me and Mystfit who did this:
http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly
correcting this to make up for the lack of DMX for Max but... It kinda means
throwing out all of our CAT motion rigs and such.

It's kind of a bummer. We've been fighting against what we have since day
one... no vtas for a while... finally got vta's working, massive amounts of
work... Decided to put it off until we got model sources because they were
"Coming" and now we still can't use them.

Such is life.

On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards <t_edwa...@btinternet.com>wrote:

> 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 <j...@wunderboy.org> 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 <saul.renni...@gmail.com>:
> >>
> >>> Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
> >>>
> >> like
> >>
> >>> DMX :D
> >>>
> >>> Thanks,
> >>> - Saul.
> >>>
> >>>
> >>> 2009/9/21 Nick <xnicho...@gmail.com>
> >>>
> >>>
> >>>> 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 <
> t_edwa...@btinternet.com>
> >>>> 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.
> >>>>>
> >>>>>
> >>>>> _______________________________________________
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> >>>>>
> >>>> please visit:
> >>>>
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> >>>>>
> >>>>>
> >>>>>
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> >>>>
> >>>>
> >>>>
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> >>>
> >> please visit:
> >>
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> >>>
> >>>
> >>>
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> >> please visit:
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> >>
> >>
> >>
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