I wonder if someone can tell me what I am doing wrong with my animated looped textures - I have set them to loop on the offset setting on the texture, so y offset = 0 at frame 0 on the timeline, y offset = 1 at frame 30 on the timeline, and I have set the curves to linear in the Graphs window. But I see a little 'hack' in the looping, so what I am missing? I have tested with different textures, but no change.
The texture is a square, 512x512.
Animated textures loops with 'hack'
Animated textures loops with 'hack'
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Re: Animated textures loops with 'hack'
Ametist, I can only guess what the 'hack' you're seeing looks like.
So here's my best guess:
It's a trick common to any looping animation, whether it's on a 3D object or a 2D texture.
When we're creating a loop animation, we always think in terms of looping around to the starting position - so we animate it that way.
For example, on a rotating object we'll animate from a zero˚ position to a 360˚ position. But if we play that animation and loop it, the zero and the 360 positions are both included - but they're the same, so the animation plays with a duplicated-frame 'hitch' or 'hiccup'.
(In your case, your y=1 has the same offset as your y=0.)
So when animating loops, you have two options:
On, say, a 100-frame loop animation, you cut that last frame and make it a 99-frame animation.
Or, if you really need 100 frames, you create a 101-frame animation and chop that last frame.
But this may not be your problem at all - just a guess!
So here's my best guess:
It's a trick common to any looping animation, whether it's on a 3D object or a 2D texture.
When we're creating a loop animation, we always think in terms of looping around to the starting position - so we animate it that way.
For example, on a rotating object we'll animate from a zero˚ position to a 360˚ position. But if we play that animation and loop it, the zero and the 360 positions are both included - but they're the same, so the animation plays with a duplicated-frame 'hitch' or 'hiccup'.
(In your case, your y=1 has the same offset as your y=0.)
So when animating loops, you have two options:
On, say, a 100-frame loop animation, you cut that last frame and make it a 99-frame animation.
Or, if you really need 100 frames, you create a 101-frame animation and chop that last frame.
But this may not be your problem at all - just a guess!
Re: Animated textures loops with 'hack'
Thanks for your answer Emor! I actually do this on my rotating objects, but I didnt think of using it for texture animation
.
Anyway, after a couple of hours testing several setups I got it to work with setting the offset animation from 0 to 31 frames, and in the nodetree the loop to stop at 29. But that is with a nicely tiled texture and not with my water texture, though it should be seamless. Both textures from textures.com.
So for now I have made the material quite dark so the 'hitches' isn't that noticable, but I am not quite happy. I will see what I can do further.

Anyway, after a couple of hours testing several setups I got it to work with setting the offset animation from 0 to 31 frames, and in the nodetree the loop to stop at 29. But that is with a nicely tiled texture and not with my water texture, though it should be seamless. Both textures from textures.com.
So for now I have made the material quite dark so the 'hitches' isn't that noticable, but I am not quite happy. I will see what I can do further.
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Re: Animated textures loops with 'hack'
If you've made a 31-frame animation, you only need to remove that frame 31 that is essentially a duplicate of your first frame's position.
If you've cut after your frame 29, you've now removed frame 30 AND 31, and your animation will now have one missing frame - which will also cause a 'hiccup' in the looping.
If you've cut after your frame 29, you've now removed frame 30 AND 31, and your animation will now have one missing frame - which will also cause a 'hiccup' in the looping.
Re: Animated textures loops with 'hack'
I see what you mean Emor and thats the weird thing about this! Because it works exactly so on my rotating objects - on them I have the animation set on the objects rotation from 0 to 359, and the looped animation in the nodetree to the actual stopframe of the animation. They rotate just fine wihout visible 'hitches'.
If I set the looped texture animation to stop at frame 29 in the nodetree, and the actual animation from y offset=0 to y offset= 1 is going from frame 0 to 31 in the timeline, there is a very small 'hitch'. If I set it to stop at 30 in the nodetree the 'hitch' is much more noticable. And I cant change in the offset, or I tried to set the last offset to about 0.97 instead of 1 but that didnt work either.
If I set the looped texture animation to stop at frame 29 in the nodetree, and the actual animation from y offset=0 to y offset= 1 is going from frame 0 to 31 in the timeline, there is a very small 'hitch'. If I set it to stop at 30 in the nodetree the 'hitch' is much more noticable. And I cant change in the offset, or I tried to set the last offset to about 0.97 instead of 1 but that didnt work either.

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Re: Animated textures loops with 'hack'
Are you testing this in game or by playing the Blender timeline?

Re: Animated textures loops with 'hack'
I am testing ingame. I delete the previous .dat files and the .sav(just to be sure) before exporting every time.