Thanks you so much for this guide. Literally I looked over the internet, and there wasn't any info about this technique, which was really useful back in the day for animating textures in retro games.
Can the same effect be done with other maps? Say you had a Displacement map of rocks and you animated a characters arm to turn from stone to their own skin.
Thanks, I used this addon for my scene too but in my case I don't want to move the UV texture, I want to simply rotate it. But when I playback the animation it's showing my texture scaling as well. Any idea what I could be doing wrong? I'm just rotating the UV map, but when animated it's scaling the texture too :/
Can you add a driver to it ? Like let's say you want to switch progressively from one position of the UV to the other and be able to drive it with a driver, that you can then animate (and get all the positions in between), instead of directly animating the UV.
I haven't done it, but you should probably be able to. My guess is that you'd need to start by going object data tab of the Properties panel (docs.blender.org/manual/en/latest/editors/properties_editor.html#object-data), add a new UV Map (so you have one that isn't animated), then UV unwrap your model to that map. Make sure your new non-aninated UV Map is selected, and add an Image Texture Node to the material, create a texture for the node, and make sure the node is selected. Then if you hit bake I think it should bake from the animated UVs to the non-aninated UVs. There probably no way to bake as a video, so you would need to manually bake an image for each frame, and import into Blender as an Image Sequence (the same as importing an Image, just with multiple images selected in the import file menu)
Great idea, added to my list of future video ideas. Unfortunately right now I'm not very good at effects (and have no experience with the new node particle systems), I think part of the reason was a lack of many in depth tutorials, currently working on improving my sculpting since I think I'll be starting work on a game soon that will be highly dependent on it. I'll definitely want to learn particle effects (and was thinking of also learning Houdini for simulation effects, procedural meshes and landscapes, etc) soon, but I want to focus on sculpting first
I don't believe you can export them (maybe you could export a mesh sequence, but that probably isn't the best) I'd recommend doing these directly in Unity with Shader Graph.
Nice. Helps with some blinking and a lot of ideas are now in my head now I know this exist. I was using the mapping and location keying function but that is actually weirdly nightmarish somehow it interwines with other shaders I dunno how but it do for me.
Thanks you so much for this guide. Literally I looked over the internet, and there wasn't any info about this technique, which was really useful back in the day for animating textures in retro games.
Can the same effect be done with other maps? Say you had a Displacement map of rocks and you animated a characters arm to turn from stone to their own skin.
yes
thank you so much for the tip! ive always wondered how to animate uv panning and this explained it really well
This is the type of tutorial that blender should promote.
can we export this in gltf or glb do the animation and texture comes along with that file?
May I ask if it is possible to import UV animation or texture animation into a GLB file
THANK YOU SO MUCH, YOU DON'T KNOW HOW MUCH I'VE LOOKED FOR THIS
Is it possible to use this same method in the wave generator?
Thanks, I used this addon for my scene too but in my case I don't want to move the UV texture, I want to simply rotate it. But when I playback the animation it's showing my texture scaling as well. Any idea what I could be doing wrong? I'm just rotating the UV map, but when animated it's scaling the texture too :/
Which version of blender did you use eith this? The AnimAll toolbar doesn't appear when I click the word
same
Look on the right side of your 3D viewport. There are small vertical tabs, go to the animation one
A note: Make sure vertex selection is active. Otherwise it won't work properly. Hope that helps others.
Thanks for the advice!
Do you mean it has to be edited via vertexes exclusively? Because I just got it working editing faces
@@drumboarder1 I don't remember anymore. Maybe it changed with the recent versions of Blender but I'm unsure.
Can you add a driver to it ?
Like let's say you want to switch progressively from one position of the UV to the other and be able to drive it with a driver, that you can then animate (and get all the positions in between), instead of directly animating the UV.
Can you bake the texture series? to create a video texture to be reapply to the water object.
I haven't done it, but you should probably be able to. My guess is that you'd need to start by going object data tab of the Properties panel (docs.blender.org/manual/en/latest/editors/properties_editor.html#object-data), add a new UV Map (so you have one that isn't animated), then UV unwrap your model to that map.
Make sure your new non-aninated UV Map is selected, and add an Image Texture Node to the material, create a texture for the node, and make sure the node is selected.
Then if you hit bake I think it should bake from the animated UVs to the non-aninated UVs. There probably no way to bake as a video, so you would need to manually bake an image for each frame, and import into Blender as an Image Sequence (the same as importing an Image, just with multiple images selected in the import file menu)
Thanks. Is it possible to export the animation to FBX, or does it work only inside Blender?
Only in blender. You could likely manage similar effects with shaders in other software (also in Blender)
Does it work to export this as a glb? will the animation show?
great explanation, thanks :)
Notes : u can only see the animation in Object Mode. but animating it is at edit mode.
nice vid, thx
Could u do smth about particle effects in ue4 ? thx :D
Great idea, added to my list of future video ideas. Unfortunately right now I'm not very good at effects (and have no experience with the new node particle systems), I think part of the reason was a lack of many in depth tutorials, currently working on improving my sculpting since I think I'll be starting work on a game soon that will be highly dependent on it. I'll definitely want to learn particle effects (and was thinking of also learning Houdini for simulation effects, procedural meshes and landscapes, etc) soon, but I want to focus on sculpting first
Can someone tell me how to export these animations to unity?
I don't believe you can export them (maybe you could export a mesh sequence, but that probably isn't the best) I'd recommend doing these directly in Unity with Shader Graph.
No coments?
Nice. Helps with some blinking and a lot of ideas are now in my head now I know this exist. I was using the mapping and location keying function but that is actually weirdly nightmarish somehow it interwines with other shaders I dunno how but it do for me.