Animated texture going white...?

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Re: Animated texture going white...?

Postby Kierra » Sun Aug 03, 2008 11:44 pm

Okay! this texture block business got it to work!! /cheer

Thanks guys!

Now the next issue...how do I slow it down? lol

Its going really really fast...Sure, Teralee falls has rapids but not rapids on steroids... :lol:

gonna keep trying to tweek it myself, hopefully I'll figure this one out on my own...

Edited to add: Figured it out on my own :D

~Kia
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Re: Animated texture going white...?

Postby Robert The Rebuilder » Mon Aug 04, 2008 3:57 am

Great news, Kierra!
Can we rebuild it? Yes, we can - here's how.

MOULagain KI# 1299

Myst Movie coming soon - spread the word!
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Re: Animated texture going white...?

Postby Marcello » Mon Aug 04, 2008 8:00 am

Kierra I have my texture move -4 within about 70 frames. Depending on the height of the waterfall a higher speed might look better. It does depend though on the relative scale of your texture in relation to the mesh. Experimentation is probably the way to go.
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Re: Animated texture going white...?

Postby Kierra » Mon Aug 04, 2008 9:06 am

Yes, much tweaking has been done, LOL I think I have it at a speed I like now

Now I've just got to figure out how to animate swirls and eddys, splashes and mist....fun fun fun :lol:

~Kia
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Re: Animated texture going white...?

Postby Kierra » Mon Aug 04, 2008 9:45 am

Ok here's a question, how do I get multiple animations without stopping the previous animation from working?

~Kia
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Re: Animated texture going white...?

Postby Marcello » Mon Aug 04, 2008 10:04 am

Dit you give them a seperate name? What I did wrong the first time is redo the first animation instead of starting a new one.
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Re: Animated texture going white...?

Postby Kierra » Mon Aug 04, 2008 10:07 am

I did manage to get two animations working at the same time just now, but both animations ended up using the same frame rate instead of the two separate frame rates I set for them... one was set at 100 frames, the second I set at 20. upon export, both animations ended up with a frame rate of 20 some how.

~Kia
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Re: Animated texture going white...?

Postby D'Lanor » Mon Aug 04, 2008 10:23 am

I could be wrong but I remember reading that PyPRP always uses a framerate of 30 fps. So anything you put in frame 30 happens after 1 second, etc.
"It is in self-limitation that a master first shows himself." - Goethe
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Re: Animated texture going white...?

Postby Kierra » Mon Aug 04, 2008 11:23 am

Ah. oh well, the animation didn't work out anyway

~Kia
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Re: Animated texture going white...?

Postby Jojon » Mon Aug 04, 2008 1:11 pm

30 frames per seconds is fixed.

Each animated texture layer will need its own (single user) texture block (to store its current coordinates etc in, I surmise). (To create a single user block from a previously used one; go to buttons->shading/textures, put an instance of the original block into your new empty slot and click the little button with the number in it (number of users indicator), next to the name.

I believe the duration of the animation for ALL layers in a material, is that of the longest one. (it used to be that way, at least)

The above gives that while, when one have only a single fully tiling and cyclic scrolling layer, there is no need to use offsets larger than 1 - least common denominator, reduce length instead (not that it matters :). When using several layers, with different speeds, however, it becomes necessary to make sure all animations completes a full roll at the same frame. Alternatively, one could use a separate UV-map for one of the layers and give it a slightly different size, but the same offsets - that will also affect the visible map size, though.

EDIT: ...and we must, as someone mentioned, remember to delete the age's save file, everytime we change our animations, since their states are by default saved in it. Worth repeating - too easy to forget. :7
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