-
-
Notifications
You must be signed in to change notification settings - Fork 27
IQM Support
How to export IQM models and Spearmint-specific info about rendering.
Blender IQM export notes based on an email from exidl;
- Select object/mesh in outliner. (If your using a version from before July 28 2013, you'll need to select the object/mesh and armature in outliner.)
- Then export it under the IQM format, don't forget to check "Meshes" "Skeleton" and "Bounding boxes".
- Add animations to textbox in export window in the order you want them separated by commas: "IdleBase,IdleTop,RunBase,RunTop" (these are just whatever names you used for animations in Blender, nothing special.)
If you want an unanimated model, leave the animations box blank. Skeleton is optional for unanimated models, though if you want to get joints (aka tags) like "tag_head", "tag_weapon", "tag_torso", etc you need to export a skeleton.
It's been reported that Noesis exported IQMs work too. I think the main page for Noesis is http://www.richwhitehouse.com/index.php?content=inc_projects.php .
In additional to supporting IQMs with meshes and skeleton in the same file, Spearmint supports using animations from a separate IQM file. It requires changes in the game code to load and use separate files.
Load IQM model/animation files using trap_R_RegisterModel(...)
. It doesn't matter if "animation files" contain meshes.
In refEntity_t
set frameModel
and oldframeModel
(for frame
and oldframe
respectfully) to model handles to get skeleton frame from. Model handle 0 for frameModel
or oldframeModel
uses skeleton model specified by hModel
.
Make sure to use trap_R_LerpTagFrameModel(...)
if using separate animation files for rendering, otherwise an incorrect orientation will be returned. trap_R_LerpTagFrameModel(...)
is fine to use in any case, it just takes extra parameters for start frame model and end frame model.