## 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 [iqm plugin](https://gitlab.com/xonotic/iqm) as addon for Blender. # 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:

Md3exp
Texture must: - be of **Image** type - mapping type **UV** - have UV map assigned otherwise resulting data block will be filled with zeroes.

Md3_textures

[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/)