Animated UVs Tutorial
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- This page is a brief explanation of how to set and use Animated UVs via the HeroMaterial.
Overview
In order to have an object in the world with animated UVs, you must apply the settings in your HeroMaterial within 3ds Max or Maya. Everything about exporting objects is the same, except for the material settings. Unfortunately, you will not be able to see the animated UVs in Max or Maya, you must upload to the engine to see the results.
- Remember, changing materials attributes is not dynamic due to the nature of how materials are loaded. It is recommended to export many versions of the same asset with different material settings (each material having a unique test name so that there is no Re-definition conflict).
- This particular object was exported as a Static Asset.
The following images are from an Fx asset that will eventually be used by a particle emitter.
- Since Polygons are one-sided in this world, it was necessary to duplicate the face to make this asset visible on both sides.
Options
At the base of the HeroMaterial, are some animated UV options. These are seconds / time. Channel 0 is the entire color texture. Channel 1 can be used if you have transparency in the alpha channel. However you cannot animate the alpha separate from the diffuse channels. In this case it was desired for both layers to animate at the same rate, to provide full transparency.
Output
Example
Download example 3ds Max 9 file with texture: