This loads Valve SMD models via an initialization file with extension '.pqc'. PQC stands for 'Pseudo QC' where a 'QC' file stands for 'Quake C", which is
 what Valve's Studio Model Compiler uses to compile an SMD model into a MDL model. Since the pqc's that will be used here function like qc files, but aren't
 actually qc files, they're being referred to as 'pqc' files. 
 
 Currently the SMD features that are supported are:
 1.Bones
 2.Animations
 3.Smoothing groups (sharp/smooth edges)
 
 Unfortunately, bone weights are currently not factored-in: if a bone even has 1% influence over a vertex, it acts as though it has 100% influence. Luckily
 though, there does not yet seem to be much of a demand for bone weights. They WILL get implemented soon, though. In actuality, the bone weight values
 
are currently being loaded and even sent to 
DeformVertex(DeformVertex) the}
 
methods that move the vertices, but are as of now, being ignored.
 
 How to use the SMD loader:
      A "PQC" text file should be created with commands on each line. These are the commands currently supported:
 
$body <SMD Geometry File Name>: the main model to be used
 
$anim <animation keyname> <SMD Animation File name>: defines an animation. Animations are not required - if none are specified then
 the model will just be non-moving. Animations with the keyname "idle" will be automatically initialized as the starting animation for the model. The keyname
 should be used when calling 
ValveStudioModel.setAnimation(AnimationType)}
 
 To use an SMD model with a 
Module:
 The first argument in each 
Module constructor should be a 
Bone - each bone in an SMD model can be accessed via
 
SmdModel.getBoneByName(String) where the String used should be the name originally assigned to the bone in the 3D modeling software.