From cb98f8650465ed3203098b4daa8170da7792aaaf Mon Sep 17 00:00:00 2001 From: DiaboliK Date: Fri, 26 Mar 2010 21:52:00 +0000 Subject: [PATCH] (Commit created by redmine exporter script from page "Blender_to_IQM" version 1) --- Blender_to_IQM.textile | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) create mode 100644 Blender_to_IQM.textile diff --git a/Blender_to_IQM.textile b/Blender_to_IQM.textile new file mode 100644 index 0000000..598ac26 --- /dev/null +++ b/Blender_to_IQM.textile @@ -0,0 +1,19 @@ +h1. Blender to IQM +> h2. Blender when exporting to iqm +> > h3. Needed/Example files +> > > * // Will be added +> > > * // boundingbox.blend for stand and crouch +> > > * // umbra example files +> > > * // link to exporter +> > h3. 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) +> > h3. Before exporting +> > > * you must assign material to your model. Select your model in object mode. Press F5. Look for the MA box and type the name of your model for example umbra. +> > h3. Exporting +> > > # 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. -- 2.39.2