Screenshot of Turtle Arena (Spearmint engine) with IQM bone drawing (not committed yet) and player drawing hacked up to use a IQM model for whole body (missing torso animation blending). md5anim files for animations, so it’s more a question if it’s worth to load the md5 meshes, or prefer the iqm format but add support for reading the md5anim files?īTW, has anyone managed to get animated iqm models to work, in ioquake3? Is it worth to implement the md5 model format, or is this format too outdated? Here:, the md5 format is praised as “great starting Point”.Īs far as I know iqm models use. md3 model format to iqm, or md5., and that results in my question: In other words I want to change from the current.
Well, I want to change the player/models animation system from a key/frame based system to a skeletal anaimation system (a physics engine needs skeletal models). Afaik, most of the work was done by zturtleman, again. Another impressive feature of ioquake3, unfortunately not much used as well. Ioquake3 added support for a model format called inter-quake-model (iqm).