iqm help

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
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horrorporn
Posts: 29
Joined: Tue Sep 21, 2010 5:38 pm
Location: Australia

iqm help

Post by horrorporn »

so I made the following model.

Image

I want to get it in game in iqm format as a replacement for the axe but I'm completely at sea.

Is there any way to leave the mirror modifier in in blender and still rig the model?

how do I align it to view?

what do I do about the framegroup code in qc?
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: iqm help

Post by leileilol »

horrorporn wrote:Is there any way to leave the mirror modifier in in blender and still rig the model?
?
If you use l and r prefixes in your bone names, the mirror modifier will flip those letters on the mirrored weights

so yeah
i should not be here
horrorporn
Posts: 29
Joined: Tue Sep 21, 2010 5:38 pm
Location: Australia

Re: iqm help

Post by horrorporn »

awesome. started building a rig. not sure how to connect it to the mesh yet..

edit. added the .r and .l suffixes, don't think the vertex groups are being mirrored properly...

Image

edit2. turns out you need empty vertex groups for the mirror modifier to work properly.
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