Using IQM? [Darkplaces]

Discuss programming in the QuakeC language.
Mexicouger
Posts: 514
Joined: Sat May 01, 2010 10:12 pm
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Re: Using IQM? [Darkplaces]

Post by Mexicouger »

I added more loops as demonstrated, and nothing changed... I don't know what else I can do to fix that. When I export in MDL, I don't get that issue, and I don't have any messed up mesh in Blender. Its all perfect.
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: Using IQM? [Darkplaces]

Post by frag.machine »

It has consolitis. Needs to be sacrificed. I'm sorry, son.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: Using IQM? [Darkplaces]

Post by leileilol »

Try applying all transformations/rotation/scale in Blender
i should not be here
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Using IQM? [Darkplaces]

Post by toneddu2000 »

yeah, from this visual it doesn't seem a low poly problem. Are you sure you're exporting both meshes and skeleton and both are in object mode?
Another try: open it in blender 2.62 and export it as iqm.
As I already said, this problem happened to me but only with blender 2.49 ad I don't remember how I fixed it :oops:
I didn't understood leilei's hint

EDIT: an idea! Have you weighted correctly your bones? I mean: have you tried, with just an arm as example, to paint weights 1 on the tip of bone1, 0,5 in the middle between bone1 and bone2, then 0,5 for the middle of bone2 and 1 for the tip of bone2? Because it seems that the torso deforms correctly
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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