+<br/>
+<br/>
+For `h_*.iqm`, you will need to do this:
+
+There is a simple way:
+
+You just can use an iqm model like a regular mdl file, you only need to use each frame as a framegroup.
+
+For example, if you have an iqm called "rocketlauncher.iqm" with 20 frames you need to create a framegroup file with notepad like this:
+
+```
+1 1 1 0
+2 1 1 0
+3 1 1 0
+4 1 1 0
+5 1 1 0
+6 1 1 0
+7 1 1 0
+8 1 1 0
+9 1 1 0
+10 1 1 0
+11 1 1 0
+12 1 1 0
+13 1 1 0
+14 1 1 0
+15 1 1 0
+16 1 1 0
+17 1 1 0
+18 1 1 0
+19 1 1 0
+20 1 1 0
+```
+So you will save it with the name.
+
+"rocketlauncher.iqm.framegroups" and place it in the same directory where "rocketlauncher.iqm" is located.
+
+About the framegroups file (explained on [Framegroups](framegroups)):
+
+The first number represents the start frame of the animation (.framegroups files always start at frame 0, some modeling software starts at 1, so you might have to subtract 1 for the start frame).
+
+The second number represents how many frames is in that specific frame group.
+
+The third number is the frame rate at which the sequence plays. This is independent from what the monsters "think" rate is, which I have set at 10 frames-per-second.
+
+The fourth number is whether the frame sequence loops. 1 for true, 0 for false. The only frame groups that should loop are the standing, walking and running animations.
+
+It becomes very tedious to make framegroups for models with really many frames, you can use this sample generated for the darkplaces model compiler. It will work in every iqm model (if you wan you only need to cut the specific number of frames in the framegroups file, but it will work anyway)
+
+Reference: [IQM animation framegroups (InsideQC Forums)](https://forums.insideqc.com/viewtopic.php?p=55949&sid=952cd347938ae5f2bb8bde276b5a35cd#p55949)
+