SMD

:SMD has been superseded in and by the DMX model format.
The SMD file format (short for StudioModel Data) stores 3D models in ASCII for analysis and compilation by studiomdl. SMD files are usually generated by an SMD export plug-in for a given model editor package like MilkShape.
== Software ==
Aside from and , SMD is known to be used by Sauerbraten and third party tools for The Sims and Mount & Blade.
It is also optionally used by the FTE , used to create skeletal IQM models used by various and source ports.
== General notes ==
* X is north in SMD. Elsewhere in Source it is east.
* The format is carriage return sensitive: text editors should use (Mac) or (Windows) line terminators instead of just (Linux). Each command must be on a separate line. There should also be a single blank line at the end (and only the end) of the file.
* White space is the only delimiter: any combination of tabs and spaces can be used to separate values, and for this reason multiword names should be enclosed in "quotation marks". 
* Comments are not supported by studiomdl.For studiomdl, the following comment delimiters can be used (but are likely to be stripped by 3D modeling programs):
** Stand-alone line comments start with // (double forward slash)
** End-line comments start with # (hashtag) or ; (semicolon)
== Types ==
;Reference / Collision
:A complete snapshot of the model, including one frame of animation to define the default pose. Collision meshes follow the same pattern.
:header ↓
:nodes ↓
:skeleton ↓
:triangles ↓
; Animation
: A single skeletal animation.
:header ↓
:nodes ↓
:skeleton ↓
; Vertex 
: A flex animation library. Usually has extension .vta.
:header ↓
:nodes ↓
:skeleton ↓ (a "time <n>" header for each flex shape; no position data required)
:vertexanimation ↓
== Data blocks ==
Here are the components of an SMD file, considered in order:
=== Header ===
Simply:
 version 1
=== Nodes ===
A list of all the bones in the model.
==== Syntax ====
; nodes
: Starts the node block.
; <int|ID> "<string|Bone Name>" <int|Parent ID>
: A bone definition. Unique ID number (does not have to be sequential), name in quote marks and the parent bone's ID. Bones without parents (i.e. children of the world) have a Parent ID of -1. 
; end
: Ends the data block.
==== Example ====
A root bone with one child:
 nodes
 0 "root" -1
 1 "child" 0
 end
=== Skeleton ===
Position data for each bone in each animation frame. In a reference SMD there is only one frame, which contains the model's default posture.
==== Syntax ====
; skeleton
: Begins the skeleton block.
; time <int>
: Begins a new frame. Any range of numbers can be used, so long as they increase sequentially.
; <int|bone ID> <float|PosX PosY PosZ> <float|RotX RotY RotZ> 
: A bone's position relative to its parent (give absolute values in the case of root bones).
:* Pos is position in units relative to the parent bone.
:* Rot is local Tait-Bryan angles, given in radians relative to the parent bone (90° = 1.570796 rad)
:
:
; end
: Ends the data block.
==== Example ====
Bone 1 move two units along the Y axis, then back again:
 skeleton
 time 0
 0	0 0 0	1.570796 0 0
 1	1 0 0	0 0 0
 time 1
 1	1 2 0	0 0 0
 time 2
 1	1 0 0	0 0 0
 end
=== Triangles ===
A triangle in a model is defined by three vertices. Included in each triangle is its UV co-ordinates and envelope weights.
==== Syntax ====
; triangles
: Begins the triangle block.
; <material () or texture ()>
: Defines the start of a new triangle and the material to apply to it. 
: File extensions (anything after a ".") are ignored in , but must be be in .
: Do not enclose in quotes and do not include a path ($cdmaterials () or $cdtexture () will provide one).
: 
: 
; <int|Parent bone> <float|PosX PosY PosZ> <normal|NormX NormY NormZ> <float|U V> <int|links> <int|Bone ID> <float|Weight> [...]
: Defines a vertex.
:* Pos is in world units
:* Norm is the vertex normal, dictating how sharp or smooth the geometry is shaded
:* U and V are the vertex's UV map co-ordinates
: The final three values are only supported by , where they are optional: they override <Parent bone> to define a series of weightmap links. Bone ID and Weight are repeated for each link. If the weights do not add up to 1, any remaining value is placed on <Parent bone>.
: 
: 
; end
: Ends triangle block.
==== Example ====
A flat, two-sided square. The left edge envelopes bone 0 and the right edge envelopes bone 1, and the UV map is a simple square projection:
 triangles
 my_texture.bmp
 0	0 0 0	0 0 1	0 1	1 0 1
 0	0 -1 0	0 0 1	0 0	1 0 1
 1	1 -1 0	0 0 1	1 0	1 1 1
 my_texture.bmp
 0	0 0 0	1 0 1	0 1	1 0 1
 1	1 -1 0	1 0 1	1 0	1 1 1
 1	1 0 0	1 0 1	1 1	1 1 1
 my_texture.bmp
 1	1 -1 0	0 0 1	1 0	1 1 1
 0	0 -1 0	0 0 1	0 0	1 0 1
 0	0 0 0	0 0 1	0 1	1 0 1
 my_texture.bmp
 1	1 0 0	1 0 1	1 1	1 1 1
 1	1 -1 0	1 0 1	1 0	1 1 1
 0	0 0 0	1 0 1	0 1	1 0 1
 end
=== Vertexanimation ===
 Position of vertices in various morph targets, for use in vertex animation or flex animation. While this block uses the same time keyword as skeleton ↑, each 'frame' is instead a discrete, static shape. Transitions between them are created on-demand by the engine.
==== Syntax ====
; vertexanimation
: Begins the vertex animation block.
;time <int>
: Begins a morph target. The first target must include all vertices on the mesh in their reference positions; subsequent targets should include only vertices that differ from the reference.
; <int|ID> <float|PosX PosY PosZ> <normal|NormX NormY NormZ>
: A vertex. 
:* ID is the position of the equivalent reference vertex in the triangles ↑ block
:* Pos is in absolute world units
:* Norm defines the direction from which the vertex receives the most light
; end
: Ends the data block.
Category:Plain text formats
Category:Plain text files
Category:Modeling