# Starting to export
+## Modifiers
+
Keep in mind, you need to set these modifiers for the mesh/model object:
<img src="uploads/447f6abe0f73c6d6cadce97e4ed66e8b/blendermodifiersiqmandmd3.jpg" alt="blendermodifiersiqmandmd3" />
+## Bones and animations
+
MUST contain `tag_handle`, `tag_shell` and `tag_shot` bone names attached. These tag_names MUST be attached, if not the model will cause errors.
`tag_Somename` is another one, you can add if you need some optional animation in this bone. (Not useful for [old methodology](#old-methodology))
- `idle`
- `reload`
+## Textures and materials
+
Please note that before exporting, about textures and materials, you have to assign the same as the script like this example shader file (`crylink.shader` file):
```
crylink_new // your material/texture name
To solve this, the possible way is exporting to IQM from Blender, selecting bone and mesh (both highlighted). Usually, this issue happens in `g_*` and `v_*` ones.
<br/>Reference: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2667
+- When exporting to IQM, get duplicated names in the texture:<br/>
+<img src="uploads/cdb90908aab4a52580019c871a936156/duplicatedtexturenameloadingerror.jpg" alt="duplicatedtexturenameloadingerror" width=700 /><br/>
+Take a closer look what is telling here:<br/>
+_The "Materials" option controls how material names are generated. "material+image-ext" combines the name of the material and the name of the UV-map image (without its extension or directory) to generate the material name, "material" uses only the name of the material, and "image" just uses the name of the UV-map image (without its directory)._ <br/><br/>
+When you export to IQM, you need to watch out that detail after selected File > Export > Inter-Quake Model (.iqm, .iqe).<br/>
+Pay attention to this [section](##textures-and-materials) when you need to export correctly, the material/texture(image) should be one thing, in Export IQM > Materials: > select `material` or `image` instead `material+image-ext`.<br/>
+<img src="uploads/4fa75dca8ebb724b89d5fd5513fd2787/exportiqmiqeblenderdetails.jpg" alt="exportiqmiqeblenderdetails" width=200 /><br/>
+
# Old methodology
+*Note: this section is obsolete.*
+
**IMPORTANT**: In this methodology, you can't make cool animations with separated objects, because `h_*.iqm` here is a plane mesh with bones.
Note: the model should be rotated as YXZ, instead being XYZ. Because the tip of the weapon is Y, horizontally is X.