The skipping problem is a know problem with the current public release. The bleeding edge copy should have this fixed. Get it
here. I'm sorry but you'll have to download all the files manually. Once done, put them all into the [BlenderInstallationFolder]\.blender\scripts\ folder. That should fix that problem.
As for under standing animation it works like this.
Framerate = This is tells blender how many frames = 1 second. Changing this is kind of like defining weather your talking about 5 km or 5 mi. 30 is a good number and you really shouldn't have to mess with this. From here on out I'm assuming your using a framerate of 30.
Deciding where you put your last key frame is really about how long you want it to take to return to the starting point. If you want it to take 1 second to loop, put your start keyframe at 1 and your end keyframe at 30. If you want it to take 2 seconds, put the end keyframe at 60. 3 = 90, 4 = 120, half a second = 15.
The offset controls the direction it moves. The big thing to remember is that 0 = 1 = 2 = -1 and so on. All Integer numbers will appear the same. 1 is equal to the total width (or height depending on whether your talking about x or y,) of your texture. And the texture repeats. Think of it kind of like this:
- Code: Select all
[ What You See ]
0 = [ Texture ][ Texture ]
.5 = [ Texture ][ Texture ]
1 = [ Texture ][ Texture ]
So going from an offset from 0 to 10 over 300 frames is the same as an offset from 0 to 1 over 30 frames. The only time you use an offset more that 1 is when you have multiple animated layers on the same material. Each layers animation on the same material must be the same length or you will get weird skipping or freezing. The only time you need to use an offset as high as 10 would be if you wanted one layer of a texture to be moving 10 times as fast as another layer.
One other thing to note. It seems that you can only have 2 animated layers in a material. You can have other additional static layers, but only the first 2 layers will actually move when you bring it into Uru.