View Full Version : Animation & Scripts, Max 5.1: Change texture on frame change.
Notum 08-14-2003, 10:56 AM Hey guys. Hope you can help me with this.
Say I have a set of 10, images. The first one has the number "1" on it, the second has "2" and so on up to "10".
In my scene I have, for example, a box and an animation with a length of 10 frames.
On frame 1, I want the box to have the texture with the "1", on frame 2 it should have the texture with the "2" and so on for the lenght of the animation.
It should output each frame to a .tiff that has the same name as the texture to a location that I specify.
My question is: Is this possible in Max?
Thanks
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EricChadwick
08-14-2003, 02:48 PM
Yes, use an IFL map. From the Help file:
IFL (Image File List) is an ASCII file that lists other single-frame bitmap files to be used for each rendered frame.
There are various ways to animate bitmaps in 3ds max. You can use FLC files, AVI files, MOV files, or you can use incrementally numbered static image files.
When you assign an animated bitmap for any purpose and render it, the bitmap steps through each frame of its animation while each frame of the scene is rendered, resulting in an animated map.
For example, if you assign a 10-frame flic of a blinking red "Danger" sign as a texture map, apply the material to a cube, and then render a 30-frame animation, the cube displays the blinking red Danger animation three times.
The .ifl file is an ASCII file containing a list of the bitmap files to be used with each frame. You can append an optional numeric argument to each file name to specify the number of frames of rendered animation on which it is used. For example:
; Anything after a semicolon is a comment, and is ignored.
sand.tga 20
pebble.tga 40
stone.tif 20
boulder.tif 20
The IFL file listed above specifies sand.tga to be used for the first 20 frames, pebble.tga to be used for the next 40 frames, stone.tif to be used for 20 frames, and boulder.tif to be used for 20 frames.
Specify only the file names in your IFL files. The file paths are derived from the map paths established in your preferences.
When you're in a bitmap-file-selector dialog, for example, when you are selecting a bitmap in the Material Editor or in Video Post, you can type in the unique prefix of a list of files and a wildcard to find its incrementally numbered set.
You can use both asterisk and ? characters in the wildcard to find exactly the set you're looking for. The file selector then becomes an IFL-file generator. It makes an IFL with the unique prefix and a .ifl extension and assigns it to that bitmap's slot. You can then open the IFL file with a text editor.
Notum
08-14-2003, 05:43 PM
Very much appreciated.... didn't know what I was looking for in the help file... so I couldn't find it.
Thanks :)
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