## WARNING: This tutorial is under construction!
Blender version recommended: 2.79b or later *(if you want to contribute, it's strongly important use 2.79b for compatibility cases, they need to open from this version).*
Requires these following tools (addons) for Blender:
- [IQM exporter](https://gitlab.com/xonotic/iqm) to export IQM files.
- [MD3 importer/exporter](https://github.com/neumond/blender-md3) to import/export MD3 files.
# Introduction to export a weapon
**Keep in mind about weapon systems:**
- `g_*.md3`: model mesh for item pickup spawn and third person.
- `h_*.iqm`: for first person animations; the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](https://gitlab.com/xonotic/xonotic/-/wikis/framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set)
- `v_*.md3`: model mesh for first person and a glue of `h_*`; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position.
More info: [Weapon modeling system](Weaponsystem)
# Textures and UV map
Keep in mind, when you've done your UV map in your model, you need to set this:
Texture must:
- be of **Image** type
- mapping type **UV**
- have UV map assigned
otherwise resulting data block will be filled with zeroes.
If you didn't this, the model will be invisible and it won't be able to interact shaders.
[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/)
# Starting to export
Before to export, you need to select all objects in the scene.