borchi_2b Posted March 1, 2009 Posted March 1, 2009 hi guys of the moding group and also ED members. since i am starting to unwarp certain areas of my eagle to make a new step forward, after exactly 1 year of work, i would like to know if it is possible to argumentate textures, which means, can i apply diffrent types of materials ( skinmaterials) at diffrent keys of a certain argumentated animation and will that work afterwords? for example the afterburner has 6 stages in the f15 and one argument for each engine. so for the glow of the AB i would like to put diffrent skins at diffrent keys on to the model, while i make the animation. this is also important for some other animations that have to do with light. i hope to get an answer very soon. maybe as a pm or as a post that does not matter. thanks in advance greetings borchi_2b (aka boom boom) http://www.polychop-sims.com
SkieRider Posted March 1, 2009 Posted March 1, 2009 According to my expirence, It's impossible......The only way to animate textures is write a .skins file, but it can arrange only one arg. So to make the texture animate, you should use the arg visibility.
OldCrow Posted March 1, 2009 Posted March 1, 2009 To my knowledge, it is not possible to animate materials for lockon. However (as we all know), you can animate objects, so a woekaround for the afterburner forexample is to make one object per stage and give them different materials wich contains different textures. And then u can animate the objects to make the afterburner effect. [sIGPIC]http://www.virtualredarrows.com/member_sigs/vra2012_crow.png[/sIGPIC]
borchi_2b Posted March 1, 2009 Author Posted March 1, 2009 well i will have to look at it. thanks so far http://www.polychop-sims.com
VireVolte_tigrou Posted March 3, 2009 Posted March 3, 2009 You can use Visibility arguments to do for. For exemple, if you need to use two different textures, just duplicate your object and assign the new texture. Then add Visibility track. The object #1 will be visible from 0 to 50 and the Arg, the object #2 from 51 to 100.
borchi_2b Posted March 3, 2009 Author Posted March 3, 2009 lol, thats one thing i do not want to do, cause this will bring up 5 times the flaps of the nozzles which are double right now do to the fact that the eagle has 2 engines there must be a diffrent solution too http://www.polychop-sims.com
OldCrow Posted March 3, 2009 Posted March 3, 2009 IF you want the nossles to change textures, im afraid thats the only way. Although, you can forexample just duplicate the inner polygons that will change thexture, so u dont have to get insane poly counts just for the burner effect. Then u can have the nossles to move smooth too instead of in stages. If the mapping is the problem (mapping 10 nossles) u can jsut finish the mapping before u duplicate, and have one texture file that controlls the nossle. That will save you hours of work:thumbup: [sIGPIC]http://www.virtualredarrows.com/member_sigs/vra2012_crow.png[/sIGPIC]
borchi_2b Posted March 6, 2009 Author Posted March 6, 2009 i know that dublication function and also that hint with the texture, thanks, but first i had to check the animations of these nozzls and be sure that they work properly. i will see what i can do about all that stuff. http://www.polychop-sims.com
Dany90 Posted March 17, 2009 Posted March 17, 2009 I'm working on afterburner too :D and i don't like this visibilty argument because i saw that the models from lockon don't duplicate when the texture is changed. and how to make them disappear? And this will happen again and again and again...
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