-
-
Notifications
You must be signed in to change notification settings - Fork 27
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 Blend and Noesis.
Blender IQM export notes I have from exidl say
- Select armature and object/mesh in outliner. (ZTM: 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: "IdleBase,IdleTop,RunBase,RunTop" (these are just whatever names you used 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.
It's been reported that Noesis exported IQMs work too. I think the main page for Noesis is [url]http://oasis.xentax.com/index.php?content=downloads[/url].