Blender to IQM
Blender when exporting to IQM
- Bounding Box for Stand and Crouch: bbox_crouch.blend, bbox_standing.blend
- Erebus example blend: erebus.blend
- Erebus example framegroups: erebus.iqm.framegroups
- Link to exporter: http://sauerbraten.org/iqm/
Before You Start
- use the bbox.blend in order to see the size that your model should be. Iqm exporter scale function untested.
- use the duck_bbox.blend in order to see the size that your model should be when crouching.
- for more information on bbox size refer to div0’s model specs Player_Model_Spec
- naming conventions for textures and model go as follow assuming the example is the umbra model: modelname: umbra.iqm, framegroups: umbra.iqm.framegroups, textures: umbra.tga or (jpg), umbra_norm.tga, umbra_gloss.tga, (need to add more)
- Select both mesh and armature in object mode.
- Go to scripts > export > inter-quake-model.
- Now make sure bounding boxes and meshes are both highlighted in the script window.
- Export to a file path of your choosing, /path/to/umbra.iqm. Put the names of all the animations in the animations box, using commas for multiple anims. Then hit the export button and hopefully it will work without any errors.
- Your model will need a .framegroups file to be used in Xonotic, look at the example file at the beginning of this article or check the Framegroups section of this wiki.
As of 01/06/2012, Xonotic uses these animations: