I have a model that I want to run a shader up the length of. Particles and ribbons do not give me the desired effect so I used a uvw xform modifier to move the U offset a little every 15 frames. The art of UVW animations is used in most games including WoW but I cant get it to work for SC2. It looks fine in 3ds max but when I export or preview, the texture isnt animating. Im going to assume that sc2 does not support uvw offsets but I wanted to ask before I moved on. I would perfer to not have to go through the tedious task of making a flipbook :). Ive noticed that the modifier allows for static changes, I find it odd that it wont animate. If anyone has any info on this or what I could possibly be doing wrong I would appreciate the help.
SC2 does support uvw offsets, but for animations where you have a grid of frames, you need to use flipbook. It's to be set up in material layers. Particles automatize it, for meshes you need to animate manually. No uv offsets would be involved, u only animate current frame parameter.
Thanks for the reply, much appreciated. I just needed someone to confirm what I was thinking :). Ill use a .ogg to animate the texture.
Edit: I discovered that final cut pro can render animations to a targa series, and that the SC2 flip book utility will compile them into one image for me. I was able to make a flip book .tga without using particle effects. This gave me exactly the effect I was looking for.
Ill post a little video of the final product when its done. You mentioned SC2 can support animating uv offsets. It never works for me. What modifer do you use to offset the uvw's?
No modifiers needed. Just press "auto key" button and modify the uv inside the material layer. It will get a red frame around it, and a key will be created.
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I have a model that I want to run a shader up the length of. Particles and ribbons do not give me the desired effect so I used a uvw xform modifier to move the U offset a little every 15 frames. The art of UVW animations is used in most games including WoW but I cant get it to work for SC2. It looks fine in 3ds max but when I export or preview, the texture isnt animating. Im going to assume that sc2 does not support uvw offsets but I wanted to ask before I moved on. I would perfer to not have to go through the tedious task of making a flipbook :). Ive noticed that the modifier allows for static changes, I find it odd that it wont animate. If anyone has any info on this or what I could possibly be doing wrong I would appreciate the help.
This is something that the almighty uber particles god, ( aka Delphinium198) will be able to answer :)
T.
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SC2 does support uvw offsets, but for animations where you have a grid of frames, you need to use flipbook. It's to be set up in material layers. Particles automatize it, for meshes you need to animate manually. No uv offsets would be involved, u only animate current frame parameter.
Thanks for the reply, much appreciated. I just needed someone to confirm what I was thinking :). Ill use a .ogg to animate the texture.
Edit: I discovered that final cut pro can render animations to a targa series, and that the SC2 flip book utility will compile them into one image for me. I was able to make a flip book .tga without using particle effects. This gave me exactly the effect I was looking for.
Is your userpic - an example of what you want to achieve?
Ill post a little video of the final product when its done. You mentioned SC2 can support animating uv offsets. It never works for me. What modifer do you use to offset the uvw's?
No modifiers needed. Just press "auto key" button and modify the uv inside the material layer. It will get a red frame around it, and a key will be created.