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There are HWM models sources (although a bit outdated) included in Source SDK.
But would you mind explaining for what reason you want to use SMD and VTA in place of DMX with embedded flexes? If you do so, we might be able to say "nah, that won't work, use DMX instead" or know some other way to help you get what you want.
Edit: I'm not aiming to make a model with complicated animations, just a (posable) ragdoll-- an MDL with bones and faceflexes. Just to put that out there.
As for this, you should simply set the "Engine Path" near the export button to the "bin" folder of the game you're compiling it for/with, and then the Blender Source Tools will automatically decide which DMX version to export. For example, this is what I have as the "Engine Path" for Source FilmMaker models:
D:\SteamLibrary\steamapps\common\SourceFilmmaker\game\bin\
When you put in a (valid) path, you may get a "Weight Link Cull Threshold" slider below the "Engine Path". Just drag it all the way to 1.0 and don't think more about it.
If you download the Source SDK from Steam and then run it, then look in -/steamapps/common/
/sourcesdk_content/tf/modelsrc/player/[class]/scripts/[class and stuff ending in QC or QCI], you'll see lots of DMX files being used, and no SMD files being used.
But to put it simple, simply either get rid of ".smd" in file-names in your QC(s), or replace it with ".dmx", and then it'll support DMX rather than SMD.
I do understand that, but trust me when I say that switching to DMX has almost been painless for me (and putting the "Weight Link Cull Threshold" slider to 1.0 will make it as painless as possible for you), and especially when flexes are involved (you don't have to set up anything in a QC to use DMX flexes (other than loading the DMX in $Body, $BodyGroup or $Model), and the flexes get exported to the same file as the 3D mesh, so it's SMD and VTA in one). You can still use VTA flexes on a DMX model if you want to (in the same way as for SMD models), though make sure the DMX model doesn't already have flexes on its own.
TL;DR: Using DMX and/or switching from SMD(+VTA) to DMX is about as painless as it can be.
Well, is it supposed to have simple flexes (where using a flex slider simply enables a single flex on the model and there's nothing special going on), or "HWM"-like flexes?
TL;DR: so I can just adjust the model, export as DMX instead of SMD, and if I do it carefully I basically just put ".DMX" instead of using SMDs before compiling?
To get a simple set of flex controllers, just look in the "Source Engine Exportables" group (a bit beneath the SMD/DMX export button), select an object in the list that has flexes, switch the flex type from "Simple" to the "Advanced" setting, click the "Generate Controllers" button, switch to Blender's Text Editor (in the same way as you'd switch between the UV/Image Editor and the 3D View), and select the flex controller document (in the same way as you'd select an image in the UV/Image Editor).
This will be the same sort of controllers as would be used if you just set the flex type to "Simple".
To make a "left is one flex, half is neutral, right is another flex" slider, just assign two shape key names to one controller.
To make a "multi_" slider, just assign more than two shape key names to one controller.
To make a stereo slider, just change the "stereo" setting to 1.
Something like this:
The "Smile" flex controller uses the "Smile" slider to determine the intensity, and the (auto-generated) "multi_Smile" slider to determine whether to use the "SmileFlat", "SmileFull", or "SmileSharp" shape key (or a blend of them).
The "ScalpD" and "Smile" flexes have stereo (left/right) controls as well. (Not sure about multi_Smile, but I doubt it.) Note that the amount of numbers in the "wrinkleScales" thing has to match the amount of shape keys in the "rawControlNames" thing, though the numbers can be whatever you want. (If you don't know what $CompressTexture and $StretchTexture are in materials, just keep the wrinkle numbers at 0.0.)
And yes, you can just have a single shape key name in the "rawControlNames" thing, which will just be a normal flex, and yes, you can also set a normal flex to be stereo.
Yes, this comment is a long read, but it can't be explained in simpler terms (even though it will be very simple once you learn it).
If you want to study the workings of "HWM"-ness, read the "readme.pdf" here: https://github.com/revzin/HWMToolkit
No. Set the "Engine Path" just beneath the export button to the folder where the StudioMDL you want is located (the "bin" folder of the Source game), and the model/type selections will be replaced with that "Weight Link Cull Threshold" slider I was talking about (that you should set to 1.0), with the model/type being detected based on the StudioMDL.
Just be aware that any shape keys with underscores ( _ ) in their names in Blender will be counted as "corrective shapes", regardless of whether you use "Simple" or "Advanced" flexes. For example, if you have a shape key called "A", one called "B", and one called "A_B", you will only get sliders in Source for A and B, but when they're both used, "A_B" is automatically applied (in addition to A and B on their own).
As I said before, DMX files can embed flexes inside of them, so by "SMD and VTA in one", I didn't mean DMX could be used in place of both SMD files and VTA files, but can be used as a combination of them. (It can also be used without flexes, of course, being a fine substitute for just SMD.)
Note that the only flex-related things set in $Model for the Team Fortress 2 DMX models are the eyes_updown and eyes_leftright sliders, which are there so the eyes can be posed in Source FilmMaker. The same applies for all of my custom models with flexes, as I use DMX models.