mar wrote:To press "I "after ad X=1.00. I have forgotten :oops: so now I have do that I have a nice slope in the IPO window. :P The exporting of the Blenderfile was going fine but when I look in URU no animation.
Have I forgotten more :?:
Humm, I'm out of ideas atm, I'm afraid... Did you delete your savefile for the age, once again, after this change?
Ah! One thing: As explained further down, but you may not need to read all that, if you are familiar with it already... The texture slot must be unique for layer animation, I belive, i.e. "single user". If there is a number next to the layer name, when selected in the shading/texture buttons section; click the number to make a single user copy.
mar wrote:the texture you pick in the UV/image window is not the texture exported, but just the one shown in Blender's real-time view.
I don't understand what you means can you explain please.
There are two places you can load a picture into Blender, for use on ebjects:
- The UV/image editor
- The Buttons window, on the shading/texture panels.
These two are not directly related.
- The the former is a the picture that you use while editing a UV-map.
It is also what is show in your Blender view windows, when they are in textured- (or "potato-" :P) mode.
- The latter is part of the material that you may attach to any object.
It will be used when you render a picture of your scene and is also what the pyPRP exporter exports to URU's file format.
The UV-map does not include any picture - it simply says: "when drawing this corner of that triangle, fetch a pixel from this and that (0.0 to 1.0, or 0% to 100%, if you like) position within -whatever picture-".
If you use UV-mapping for a material layer in question, you can use any one of potentially several UV-map attached to the material. It is the picture loaded into the layer slot that will be used and not the one picked in the UV/image editor.
If you are in shading/material (gray sphere/red sphere section) and use the "add new" option in the select button, where you can pick a texture for
the layer selected among the column of layer buttons, you will get either a blank texture entry, or a copy of the proviously selected one. You will have to go into the texture section (miscoloured leopard skin button), to load the texture.
Here you have the same column of layer "slot" buttons and this is where you assign pictures (or procedural [calculated while rendering] images - only few of these are of use to us) to the slots. You could do that in the previous panel too, but here you can actually load new pictures, rather than just picking a previously loaded one. Select a layer, "add new", name your new layer, define it as "image", to say that it's a picture to be loaded and a pair of new panels will pop up, with, amongst other things, a file pop-up box, for loading a picture file.
Any picture that you load this way, will also be available for selection in the VU/image editor, so you do not have to load it twice (once for the material and once for defining the UV-map).
I believe when you are animating a layer, it must have its own copy of the texture instance, that is not share it with other materials, or at least other layers, within the same material (the latter is probably the important one). When a texture instance is used by more than one material/layer, a number will appear next to its name. To make a single user copy; just click this number. You may want to rename it accordingly, for the sake of clarity, when you revisit your project months later. There is no need to load a second copy of the image itself - it's just the reference to it that needs to be unique.
Hope that was something... :7