3 h2. Blender when exporting to IQM
5 h3. Needed/Example files
6 * Bounding Box for Stand and Crouch: http://dev.xonotic.org/attachments/download/33/bbox_crouch_stand.zip
7 * Erebus example blend: http://dev.xonotic.org/attachments/download/291/erebus.blend
8 * Erebus example framegroups: http://dev.xonotic.org/attachments/download/292/erebus.iqm.framegroups
9 * Link to exporter: http://sauerbraten.org/iqm/
12 * use the bbox.blend in order to see the size that your model should be. Iqm exporter scale function untested.
13 * use the duck_bbox.blend in order to see the size that your model should be when crouching.
14 * for more information on bbox size refer to div0's model specs [[Player_Model_Spec]]
15 * 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)
18 # Select both mesh and armature in object mode.
19 # Go to scripts > export > inter-quake-model.
20 # Now make sure bounding boxes and meshes are both highlighted in the script window.
21 # 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.
22 # 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.
26 As of 01/06/2012, Xonotic uses these animations:
28 dieone,dietwo,draw,duck,duckwalk,duckjump,duckidle,idle,jump,painone,paintwo,shoot,taunt,run,runbackwards,strafeleft,straferight,deadone,deadtwo,forwardright,forwardleft,backright,backleft,melee,duckwalkbackwards,duckstrafeleft,duckstraferight,duckforwardright,duckwalkforwardleft,duckbackwardright,duckbackwardleft