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« on: June 19, 2014, 02:01:00 PM » |
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On the old times, we'd use multiple models to make "gifs" on stages, however, I'm pretty sure nowadays there are other ways to do that. Can someone write a tutorial on this, if it's not much of a bother?
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« Last Edit: June 19, 2014, 02:05:16 PM by Usuisan »
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« Reply #1 on: June 19, 2014, 02:03:55 PM » |
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If you're looking to make a "gif" on a stage, PAT0 would probably be your best bet.
I'm almost positive I answered a topic similar to this one before, and I touched on how infeasible it can become depending on the length of your animation. How many frames are we talking? If it's like a three-frame loop then PAT0 is the best way to go.
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« Reply #2 on: June 19, 2014, 02:05:26 PM » |
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I've been looking around, and it seems to involve AnmTexPat. Animated Texture Patterns, I'd guess? Can someone explain to me how AnmTexPats tell a model which textures to load, or if they work with all kinds of models?
EDIT: PAT0 is probably what I'll be needing. I have a model that I plan on making the textures change constantly, should be something around 8~16 frames.
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« Last Edit: June 19, 2014, 02:07:07 PM by Usuisan »
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« Reply #3 on: June 19, 2014, 02:22:14 PM » |
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You may want to shrink down the image size so that your filesize doesn't shoot straight up. Of course, that'll affect the quality too... lol...
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« Reply #4 on: June 19, 2014, 02:23:53 PM » |
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Yeah, that should work. Basically, I'd recommend looking at someone who uses PAT0 for, like, eye animation, such as Ness. The steps are pretty much:
-Import each individual frame as a separate texture, each named something different (e.g. "frame1," "frame2," etc) -Set up the PAT0 so that it references the material that belongs to your object -Make sure the texture reference is changing the right texture (only if you have more than one texture on the object, if you only have one then just keep it as Texture0) -Under the texture reference, add a new entry for each frame -Change the frame index for each entry to alter the time in between frames -Make sure Loop is set to True and you should be good to go
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« Reply #5 on: June 19, 2014, 02:28:02 PM » |
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Yeah, that should work. Basically, I'd recommend looking at someone who uses PAT0 for, like, eye animation, such as Ness. The steps are pretty much:
-Import each individual frame as a separate texture, each named something different (e.g. "frame1," "frame2," etc) -Set up the PAT0 so that it references the material that belongs to your object -Make sure the texture reference is changing the right texture (only if you have more than one texture on the object, if you only have one then just keep it as Texture0) -Under the texture reference, add a new entry for each frame -Change the frame index for each entry to alter the time in between frames -Make sure Loop is set to True and you should be good to go Uh... half of what you said sounded greek to me, I never messed with PAT0 ever 
Would it work with any model I happen to choose?
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« Reply #6 on: June 19, 2014, 02:41:19 PM » |
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Any model you want. All animation formats pretty much work with any model. Except maybe SHP0, but no one hardly ever uses that for anything.
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« Reply #7 on: June 19, 2014, 02:44:06 PM » |
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I see. I've been looking into stages that use PAT0 and I may have figured it out a bit.
However, if there's any link to PAT0 animated textures I really would like to take a look...
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« Reply #8 on: June 19, 2014, 02:49:41 PM » |
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Muslims are literally murderers
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