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Animation

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Type – Determines whether the images are a files are treated as an image Sequence or an Explicit animation. The Sequence Type reads the files as a whole animation, while the Explicit type allows you to select a single frame from the texture animation and use it as a static shader. Parameters are different for each type. 

Sequence

Mode – Determines how the animation is played.

Simple – Plays the animation once from start to finish.
Loop – Plays the animation from start to finish infinitely.
Ping-Pong – Plays the animation from start to finish, then from finish to start, and continues like this infinitely.

Timing – Determines the playback speed of the animation.

Exact Frame – Plays one frame of the animation per frame of the render. With this mode, no frames are dropped. If the project and the texture animation have a different Frames Per Second (FPS) setup, the project speed overrides the animation speed. 
Exact Second – Matches each second of the animation to each second of the project. This mode ensures that the animation's original speed is kept.
Range – Determines a custom frame range for the animation to play. Use this mode when you don't want the texture animation to play from the first frame.

Range Start – Determines the first frame of the animation when the Timing is set to Range.and Range End – Determines determine the first and last frame of the animation when the Timing is set to Range.

Loops – Determines the number of times the texture animation repeats from the start.


Start Frame – Allows you to manually determine the first frame of the texture animation.

End Frame – Allows you to manually determine the last frame of the texture animation.

Frame Rate – Allows you to manually determine the rate of frames per second of the texture animation.

Calculate – Automatically determines the texture animation's Start Frame, End Frame,and Frame Rate. When rendering sequential images, this information is determined from the images with the lowest and highest number. A frame rate of 25fps is assumed. Other rates have to be entered manually.

Explicit

Frame Sequence – Enables reading the image sequence.

Use Current Animation Frame – Syncs the timeline frames to the image sequence numbers. This is similar to how the Sequence Type behaves.

Frame Number – Selects a single frame from the image sequence to be displayed as a static shader. The frame number is equivalent to the number in the file name.

Frame Offset – Adds this value to the Frame Number, offsetting the static image to a new frame from the image sequence. Negative numbers can be used here.

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Image Added


Image File (.IFL)

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