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IQM Support

Zack Middleton edited this page Nov 22, 2013 · 10 revisions

IQM support is somewhat under tested, so if your IQM renderers incorrectly it may be a bug in ioq3/Spearmint. Though people have successfully gotten animated and unanimated IQMs in-game using Blender and Noesis.

Blender

Blender IQM export notes based on an email from exidl;

  • Select armature and object/mesh in outliner. (I think iqm exporter was updated to auto find armature.)
  • Then export it under the IQM format, don't forget to check "Meshes" "Skeleton" and "Bounding boxes".
  • Add animations to textbox in export window in the order you want them separated by commas: "IdleBase,IdleTop,RunBase,RunTop" (these are just whatever names you used for animations in Blender, nothing special.)

If you want an unanimated model, leave animations box blank I guess? Skeleton is optional for unanimated models, though if you want to get joints (aka tags) like "tag_head", "tag_weapon", "tag_torso", etc you need to export a skeleton.

Noesis

It's been reported that Noesis exported IQMs work too. I think the main page for Noesis is http://oasis.xentax.com/index.php?content=downloads .

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