Can't get animated .iqm models working (UZDoom)

Ask about ACS, DECORATE, ZScript, or any other scripting questions here!
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
lynn-m_beck
Posts: 2
Joined: Fri Jan 23, 2026 11:19 am
Preferred Pronouns: They/Them

Can't get animated .iqm models working (UZDoom)

Post by lynn-m_beck »

Ok so I've been working on a mod that's a very early prototype for a UZDoom-based game I want to make (I'm doing it as a Doom mod for now, just because it already has assets and stuff defined which makes basic testing for mechanics and stuff a lot easier than if I had to define everything first; the actual game will be done from scratch in UZDoom).

For the game's Aesthetic™ (namely a pastiche of 2000s handheld FPSes), I want to use extremely crunchy 3D models for environmental details, and maybe also enemies/NPCs and certain pickups. I've managed to get a static model in, and it works fine, but now I'm trying to get an animated model working, and I'm having. Issues. Namely two:
  1. Placing the object in the editor makes it use the sprite I assigned to it (which is repurposed from a placeholder sprite used elsewhere in the mod) rather than the model, and when I test it in-game, the model doesn't render and the collision doesn't work.
  2. Trying to assign animations to sprite-frames like the ZDoom wiki describes returns an error about .iqm models not having frame names.
Here's the modeldef definition for the project:

Code: Select all

Model Coral{
	Path "models/coral"
	Model 0 "coraltest.iqm"
	Skin 0 "textures/models/CORAL.png"
	Scale 20 20 20
	
	FrameIndex BROC A 0 0
}
Model Testegg{
	Path "models/egg"
	Model 0 "eggtest.iqm"
	Skin 0 "textures/models/egg.png"
	scale 20 20 20
	
	Frame MARM A 0 "idle:0"
	Frame VEGE A 0 "pain:0"
}
The "coral" model works fine, but the "testegg" one doesn't.


And the Zscript definition for the "testegg" object, in case that's relevant:

Code: Select all

class testegg : Actor
{
	Default
	{
		Radius 24;
		Height 48;
		+SOLID
		+SHOOTABLE
	}
	States
	{
		Spawn:
			MARM A 1;
			Stop;
		Pain:
			VEGE A 1;
			Goto Spawn;
	}
}
I've tried looking this up, but I can't find anything about it, and I've tried everything listed on the wiki, none of which work. What, if anything, am I doing wrong?

Edit: trying again in a different file, and for some reason trying to import a .iqm with multiple animations comes back with an "Unable to read beyond the end of the stream" error, but looking this up comes up with stuff about unrelated programming languages, even if I specify ZDoom. This is really annoying since I really want to get around to actually making my game, but I can't if the models I make for it just flat-out don't work.
lynn-m_beck
Posts: 2
Joined: Fri Jan 23, 2026 11:19 am
Preferred Pronouns: They/Them

Re: Can't get animated .iqm models working (UZDoom)

Post by lynn-m_beck »

Ok so it turns out I should have been using decoupled animations the entire time? And also possibly I was having issues because I wasn't assigning a texture in Blender. It works now, so I can actually get back to working on my game! :D

Return to “Scripting”