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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Wed Apr 21, 2010 12:06 pm    Post subject: IQM model versions Reply with quote

Heya,
Im trying to get IQM models to work with darkplaces.
but using the latest darkplaces build(2010-04-0Cool it complains that it only supports version 0 IQM models. im using the exporter from
http://lee.fov120.com/iqm/
(2010-04-15)

its for blender2.5 which i really would like to continue using as i have everything set up.

anyway on closer inspection of the script there is a line during the file output which sets a flag for version number of the model file. it outputs to version 1.

i guess there are some significant changes to the iqm format that might need updating in darkplaces.

anyway the whole point is i would like to get animated meshes from blender2.5 to darkplaces. theres no problem exporting from 2.49. but all my animations are already set up in 2.5 and opening my blend files in 2.49 works but i lose all animation/s.

does anyone have any suggestions as to the best way to get animated models out of 2.5 into darkplaces.
out of simplicity i wouldnt mind using md3 but there are no exporters yet for 2.5

does anyone have any experience using IQM?

how about model exporting to darkplaces of any kind from blender2.5?

EDIT: i would like to avoid export as one format>then convert>then something else approach.
but if it works i guess ill have to deal.

-something
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Wed Apr 21, 2010 10:19 pm    Post subject: Reply with quote

I am very inexperienced on models, Blender, etc, but I noticed on the IQM site, the latest build is from 2010-04-20, not 04-15, so you might want to get that latest build. If that still isn't working, you can try experimenting with the unstable latest DarkPlaces builds, you can use the SVN, or just browse http://icculus.org/twilight/darkplaces/files/
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Apr 22, 2010 3:06 am    Post subject: Re: IQM model versions Reply with quote

something wrote:
from blender2.5?


Once 2.5 matures beyond alpha, maybe. I still use (and love!) 2.49.2, i'll cry if support for 2.49 is dropped as I hate 2.5
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Last edited by leileilol on Thu Apr 22, 2010 3:07 am; edited 1 time in total
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Thu Apr 22, 2010 3:06 am    Post subject: Reply with quote

thanks, yeh i did try an update but its still the same. i even tried changing the export script to specify version 0 instead of 1. but it segfaults darkplaces.
(i wasnt expecting much from that move)

ive looked into the md3 export script(i wouldnt mind using md3 so long as it works)

and looking around the new blender2.5 python interface has changed alot of the modules etc that they use to interact. but im not a python guy so no idea what to do.

there is also no smd exporter from 2.5 yet. the only format that is easily exportable atm is iqm.

i think its more on darkplaces end.
hopefully getting support for iqm or something.
DPM woudl be good if there was a way to get one from 2.5 but seems you need a smd to do so.

ill keep looking around.


@leileilol - yeh i just love 2.5 until it came around i couldnt get feel for <2.5


Last edited by something on Thu Apr 22, 2010 3:09 am; edited 1 time in total
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Apr 22, 2010 3:08 am    Post subject: Reply with quote

personally I wouldn't bother with dpm at all or psk, iqm works for me (tm)

...except for certain models crashing the renderer for reasons i don't know what. then again, psk did that too. IQMs have always been a hit and miss for me when it comes to stability.

If your model segfaults, try contacting eihrul or lordhavoc about it
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Thu Apr 22, 2010 3:10 am    Post subject: Reply with quote

so does iqm work fine for you out of 2.49~?

i would assume the exporter from 2.5 would work.
since its from the same release of iqm package.

what date iqm exporter do you use with 2.49~?
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Thu Apr 22, 2010 4:05 am    Post subject: Reply with quote

something wrote:
so does iqm work fine for you out of 2.49~?

i would assume the exporter from 2.5 would work.
since its from the same release of iqm package.

what date iqm exporter do you use with 2.49~?


The error is because eihrul upgraded the format to add bone scaling support, and more changes are underway.

He did not implement backwards compatibility with previous version files because it's still early in the life of the format, he's tinkering with it still.
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Thu Apr 22, 2010 4:14 am    Post subject: Reply with quote

ah well that makes sense. i assumed there were some significant changes that meant compatibility issues between v0 & v1.

ill keep my eyes open for updates.

thanks all.
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Thu Apr 22, 2010 5:04 am    Post subject: Reply with quote

One further note - because of the state of flux of IQM I recommend using the DarkPlaces autobuilds rather than the stable version, since eihrul does update the code on his site and in the DarkPlaces version control repository at about the same time, and within 6 hours another build is posted, so you need to find an accordingly recent engine to go with a tools upgrade.

The latest version for Windows is here.

The latest version for all platforms (large download) is here.
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something



Joined: 20 Apr 2010
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Location: Melbourne,Au

PostPosted: Thu Apr 22, 2010 6:19 am    Post subject: Reply with quote

ooh. thank you
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Thu Apr 22, 2010 9:44 am    Post subject: Reply with quote

ok. so i got it exporting from 2.5 and works well. now next problem is.

getting the animations to work.

could someone please point me in the right direction?
my model has the animations. and exports with the animation entered into the exporter.

but they are stuck on the base/T pose.
is there a different approach when writing the code for animation to IQM/skeletal model types?

*apologies for my being a dumb dumb.


EDIT:
btw heres the model im attempting this with..



theres still some tweaks left for me to do. and obviously the hair..not happy with the boots. and lower half in general.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Thu Apr 22, 2010 1:29 pm    Post subject: Reply with quote

Looks good, a bit flat in the rear but actually this makes it look more real life (I know some girls which look like that Laughing ), a pretty decent model nonetheless. What are you working on BTW ?
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Thu Apr 22, 2010 1:40 pm    Post subject: Reply with quote

dont really know yet.

first off animations!..

but um a simple singleplayer couple of levels. just wanna see what i can achieve..

so far ive just been re-introducing myself to quake modding. been about 10 years so a little rusty.

and getting used to darkplaces from the dev side of things..

once i get some animations working. hopefully progress will improve.
im looking into some csqc stuff. and been messing around with menuqc. but theres very little documentation so its huge amount of experimentation.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Apr 22, 2010 1:42 pm    Post subject: Reply with quote

something wrote:
is there a different approach when writing the code for animation to IQM/skeletal model types?


Make a .framegroup file
http://dpwiki.slipgateconstruct.com/index.php?title=Modeling_for_DP
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Thu Apr 22, 2010 1:47 pm    Post subject: Reply with quote

thank mongholio!!

what a nub me be.

thanks..
now to actually produce something
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