Convert IQM to glTF

Free, in your browser, with nothing uploaded. Drop your .iqm file in and take the .gltf away.

Drop your IQM file here

.iqm in, .gltf out

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Nothing is uploaded No account, no email No file size limit

How to convert IQM to glTF

  1. 01

    Add your .iqm file

    Drag your Inter-Quake Model file onto the drop zone, or click it to browse. Nothing is uploaded: it is read where it already sits.

  2. 02

    Check the preview

    The model is parsed on your machine and drawn in the viewport, so a wrong axis or a missing texture shows up before you commit rather than downstream.

  3. 03

    Save the .gltf file

    Press convert. The glTF 2.0 (JSON) file is written in the tab and lands in your downloads folder. No link, no expiry, no account.

What carries over, and what does not

A format conversion is a translation, and translations lose things. Here is what actually happens when an IQM file becomes a glTF file.

DataIQMglTFSurvives
GeometryYesYesYes
Materials & colourYesYesYes
Texture mapsYesYesYes
Animation & rigsYesYesYes
Scene hierarchyYesYesYes

This is a comparatively lossless pairing: 5 of the five categories above are supported by both formats, so most of what is in your IQM file has somewhere to go in the glTF file.

About Inter-Quake Model

IQM was designed to be what the Quake lineage was missing: real skeletal animation, a compact binary layout that maps almost directly onto what a GPU wants, and a permissive licence. It is native to Cube 2’s successors and turns up wherever an open engine needed skinned characters without adopting FBX.

Commonly seen in: Cube 2 / Tesseract, Xonotic, open-source engines. More on the IQM format page.

About glTF 2.0 (JSON)

glTF 2.0 is the Khronos Group’s royalty-free runtime format, often described as "the JPEG of 3D". The .gltf flavour is human-readable JSON that describes the scene graph, and points at binary buffers and image files sitting next to it. It defines a single physically based material model, so a glTF file looks the same in every conforming renderer, which is rare in 3D. Use .gltf when you want to inspect or hand-edit the file, and .glb when you want to ship it.

Commonly seen in: three.js, Babylon.js, Godot, Blender, Adobe Substance 3D. More on the glTF format page.

How the conversion works

When you drop a file in, the bytes are handed to a parser compiled to run in your browser. The IQM data is decoded into an in-memory scene graph of meshes, materials and transforms, which is what the preview is drawing. Pressing convert walks that scene graph back out through a glTF writer and hands you the resulting bytes as a download.

The whole round trip is local. The page itself is static: it is delivered once and then does its work offline. That is why the privacy claim is checkable rather than a promise.

IQM to glTF: common questions

Is my IQM file uploaded anywhere?

No. The file is read by code running inside this browser tab and never crosses the network. You can prove it by disconnecting from the internet before you convert, the page keeps working, or by watching the Network tab in your browser's developer tools while you drop a file in.

How large an IQM file can I convert?

There is no server-side limit because there is no server. The practical ceiling is your own machine's memory: a browser tab can usually handle models up to a few hundred megabytes. Very dense scans or scenes with millions of triangles will take a few seconds and a lot of RAM.

Why does my converted glTF file look untextured?

glTF does support textures, but the images have to be available to embed. If your IQM file references texture images that live next to it on disk, drag those images into the drop zone along with the model and they will be picked up.

Does it cost anything?

No. There is no fee, no account, no watermark and no per-file limit. Since the conversion runs on your hardware rather than ours, serving this page costs about as much as serving a blog post.

Does it work on a Mac, on Windows or on a phone?

All of them. There is nothing to install: any browser with WebGL 2 will do, which covers current Chrome, Edge, Firefox and Safari on desktop, and Safari and Chrome on mobile. A phone has less memory than a laptop, so a very heavy scene may be the one thing it cannot finish.

Related conversions

Other things to do with the same file.

From IQM:

Other ways to get to glTF:

Or do something else with it:

Further reading

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