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Swapping textures over time


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#1 ToreB

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Posted 09 June 2014 - 02:04 PM

Say a model has two different but interchangeable image textures (using the same stamp/UV map). Is there a way to animate a shift (either gradually or abrupt) between the two textures?

#2 NancyGormezano

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Posted 09 June 2014 - 06:05 PM

Say a model has two different but interchangeable image textures (using the same stamp/UV map). Is there a way to animate a shift (either gradually or abrupt) between the two textures?


You can animate the percentage of the color type decal (show more than drivers in chor)

If you have 2 or more color types in same decal, then you can mix textures - I do it all the time

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#3 johnl3d

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Posted 09 June 2014 - 06:10 PM

I did a youtube video http://www.youtube.c...h?v=hZJrhiJ_7Qc

http://johnl3d.blogspot.com/

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#4 Rodney

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Posted 09 June 2014 - 11:42 PM

Ha! I'd forgotten about that tutorial John. That's a winner! There are several ways to change textures over time. The method can be as simple as animating a setting over time (ala Nancy's description) or via the creation of Poses (as John describes). Yet another method would be to use a sequence of images and then animate the frame number of that sequence over time. I know Marcos (Xtaz) has outlined the method for using smartskin to facilitate adjusting decals via bones. Yet another way to get textures changing would be to layer them in (via a variety of methods) and adjust the transparency of each level over time as desired. This works with materials as well especially where we reserve the second node for transparency which then facilitates seeing what lies beneath the current level. Then we can adjust and change the textures as desired.
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#5 ToreB

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Posted 10 June 2014 - 07:25 AM

Ah!! THAT’s how to do it! It was the “Show more than drivers”-part I had overlooked. Frankly haven’t ever used it, so this is a cool double learning :-) Thanks a lot! Now my character can pull out the knife of the guy he killed, and there will be blood on it!!

#6 Rodney

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Posted 10 June 2014 - 08:50 AM

Now my character can pull out the knife of the guy he killed, and there will be blood on it!!


Oh dear. If only I had known that this was going to end in violence.
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#7 robcat2075

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Posted 10 June 2014 - 09:39 AM

Another option would be to have two knives, with one being Active OFF before and the other one being Active OFF after. But I think the decal percentage tactic is a good bet.

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