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+## This tutorial is under construction!
+
+Blender version recommended: 2.79b or later *(if you want to contribute, it's strongly important use 2.79b for compatibility cases, they need to open from this version).*
+
+Requires [iqm plugin](https://gitlab.com/xonotic/iqm) as addon for Blender.
+
+# Introduction to export a weapon
+**Keep in mind about weapon systems:**
+
+- `g_*.md3`: model mesh for item pickup spawn and third person.
+- `h_*.iqm`: for first person animations; the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](https://gitlab.com/xonotic/xonotic/-/wikis/framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set)
+- `v_*.md3`: model mesh for first person and a glue of `h_*`; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position.
+
+
+# Textures and UV map
+
+Keep in mind, when you've done your UV map in your model, you need to set this:
+<img src="uploads/efee46a2a80a232ebe5fa63e30f4e2d9/Md3exp.png" alt="Md3exp" width="300" />
+<br />
+Texture must:
+
+- be of **Image** type
+- mapping type **UV**
+- have UV map assigned
+otherwise resulting data block will be filled with zeroes.
+<br />
+<img src="uploads/c48fb7565453eab24faca2d6ffec4347/Md3_textures.png" alt="Md3_textures" width="360" />
+
+[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/)
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