+Use iqm.exe from [IQM exporter](https://gitlab.com/xonotic/iqm), in Windows, in CMD execute: `iqm v_myweapon.iqm v_mesh.smd`
+<br/>Linux: `./iqm.exe v_myweapon.iqm v_mesh.smd`
+
+Rename extension to MD3: `v_myweapon.iqm` to `v_myweapon.md3`
+
+Use dpmodel tool to generate `h_myweapon.dpm` and `h_myweapon.dpm.framegroups`.
+<br/>Rename extension to IQM: `h_myweapon.dpm` to `h_myweapon.iqm` and `h_myweapon.dpm.framegroups` to `h_myweapon.iqm.framegroups`.
+
+More info about dpmodel tool: [dpmodel](dpmodel)
+
+
+**Conclusion**: Sometimes, renaming formats can be useful to save effort. Note: it's a kind of weird way to do stuff, the issue of model resources was found here: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936
+
+# Old methodology
+
+**IMPORTANT**: In this methodology, you can't make cool animations with separated objects, because `h_*.iqm` here is a plane mesh with bones.
+
+Note: the model should be rotated as YXZ, instead being XYZ. Because the pit of the weapon is Y, horizontally is X.
+
+`tag_weapon` is a MUST bone for this methodology.
+