TIP: Exporting IQM for Cube Engines

TIP: Exporting IQM for Cube Engines

Postby Julius » 30 Jan 2013, 00:45

First post ;)

Ok a while back I was experimenting with getting a new playermodel into RE ( see here: viewtopic.php?f=72&t=1481&hilit=team+fortress+mod&start=50 project never took of) and the most important lesson was:

"you have to select only the mesh and the rig and then click the de-rigify option in the IQM exporter"

After that it was working fine in game.

Maybe it helps someone else too.
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Re: Getting a model into the game

Postby fawstoar » 30 Jan 2013, 02:53

Good resource for new people looking to contribute. That info should be on the wiki or stickied if it's not already.
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Re: TIP: Exporting IQM for Cube Engines

Postby Dratz-_C » 31 Jan 2013, 04:45

Julius,
Is iqm exporter for 2.63 working in blender 2.65a? There is an error with bug output text starting with derigify and no options dialog for me to select derigify or anything else when exporting with the plugin. I am trying to make a 1 10th small/faraway/count-based level of detail version of the player and grunt models. I am hoping that it will help my geometry limited 9300 GS to keep up in onslaught+cooperative/onslaught/coop modes.
Cheers
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Re: TIP: Exporting IQM for Cube Engines

Postby Julius » 31 Jan 2013, 11:31

I have not actually tried it with the current blender version, the de-rigify error sounds like a common one I had before though. The options I mentioned are on the bottom left in the filename selecting dialog that opens when you export.
I will try it later today with 2.65a once I am back at my home PC.
Edit: seems to still work on Blender2.65a, on a 1366x768 display you have to scroll down in the settings part to see the de-rigify option.
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Re: TIP: Exporting IQM for Cube Engines

Postby Dratz-_C » 04 Feb 2013, 03:49

I looked right past the checkbox. I have another question for you. In my testing the iqm export executes its animations in a solid rectangular prism. Do you how I can resolve this anomaly?
boxbug.jpg

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Re: TIP: Exporting IQM for Cube Engines

Postby Julius » 04 Feb 2013, 08:26

Looks like you exported the collision bounding box with it. As I wrote in the original post, select the mesh and the rig ONLY and then export it.
I hope that helps.
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Re: TIP: Exporting IQM for Cube Engines

Postby Dratz-_C » 05 Feb 2013, 03:16

Julius,
This is what happens when I export just the mesh and the rig. My model becomes a pretzel. Do you have any suggestions?
pretzelbug.jpg

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Re: TIP: Exporting IQM for Cube Engines

Postby ballist1c » 05 Feb 2013, 21:38

O_O
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Re: TIP: Exporting IQM for Cube Engines

Postby Evropi » 06 Feb 2013, 03:57

:shock: THIS IS UNHOLY!

.
.
.

Have you considered exporting to MD5 instead?
You just wasted 3 seconds of your life reading this.
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Re: TIP: Exporting IQM for Cube Engines

Postby qreeves » 06 Feb 2013, 04:35

These pretzels are making me thirsty. Seriously though, NFI.
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Re: TIP: Exporting IQM for Cube Engines

Postby cdxbow » 06 Feb 2013, 06:42

Those pretzels are a bit rounder than the ones I got with models which had spaces in the bone names, but just make sure you don't have any spaces in the names. Similar effects happen if you much up the bone heirachy, perhaps when you removed the bounding box something got screwed.
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Re: TIP: Exporting IQM for Cube Engines

Postby cinta » 06 Feb 2013, 09:56

qreeves {l Wrote}:These pretzels are making me thirsty.

No Beer until AFTER the release.
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Re: TIP: Exporting IQM for Cube Engines

Postby LuckyStrike-Rx » 10 Feb 2013, 14:45

Dratz-_C {l Wrote}:Julius,
This is what happens when I export just the mesh and the rig. My model becomes a pretzel. Do you have any suggestions?
Cheers

Usually happen when the de-regify isn't checked
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Re: TIP: Exporting IQM for Cube Engines

Postby Dratz-_C » 10 Feb 2013, 20:21

LuckyStrike-Rx,
It was checked. I just had to also replace the female player model. The male model exported fine. For some reason I think it was conflicting with the regular female player model. Now that i have exported both, the models are fine except for arms that look like wet pasta and hold weapons wrong and legs that are not all the way attached. I am going away for the day. I will try at it again soon.
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Re: TIP: Exporting IQM for Cube Engines

Postby cdxbow » 11 Feb 2013, 00:01

Dratz-_C {l Wrote}:For some reason I think it was conflicting with the regular female player model.


I have seen this with MekArcade player models If player models have the share the same meshname in the .md5mesh file. I think the engine handles md5/iqm similarly once they are loaded so this could be relevant. In one particular instance I was working on left/right leg animations and there was something wrong and they didn't animate correctly. This is not surprising in itself, I always stuff these up a few times. What was surprising was the other 3 chicken walker meka (all relatives) also had screwed up left/right animations, even though they had their own set of (untouched) animations. They all had the same mesh name within the md5mesh file, so I changed one of the mesh names, restarted mekarcade and the meka that had a different mesh name now worked properly, while the others remained stuffed. So the fix was to give each a player model a unique mesh name, and now we make sure all player models have a unique mesh name. I think this may be a namespace problem. In retrospect a number of strange and unusual behavoirs we have seen with the player models may have been due to this.
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