anyone have any experience getting an ifl file to load in maya? it works like a breeze in max, but on the surface doesn't appear to be supported by maya. Hmmm...
IFL is an old Autodesk format, so maybe now they'll implement support for it in Maya, but I doubt it, it's just a text file. There must be an analogue for it in Maya, it's just a list of the images to play back... Image File List.
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IFL Files
An IFL (Image File List) file is an ASCII file that constructs an animation by listing single-frame bitmap files to be used for each rendered frame. When you assign an IFL file as a bitmap, rendering steps through each specified frame, resulting in an animated map.
(In a similar way, if you assign an AVI file or MOV file as a bitmap, rendering steps through each frame of the animation.)
For example, if you assign a 10-frame animation of a blinking red "Danger" sign to a material's diffuse component, 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 lists 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:
<font class="small">Code:</font><hr /><pre>; Anything after a semicolon is a comment, and is ignored.
sand.tga 20
pebble.tga 40
stone.tif 20
boulder.tif 20</pre><hr />
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.
Tip: Specify only the file names in your IFL files. The file paths can be derived from the map paths established in your preferences. See External Path Configuration. IFL files with path names can be used only on the system on which you create them.
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We use IFL here for animating texture in-game, easy to support and works fine.
Replies
[ QUOTE ]
IFL Files
An IFL (Image File List) file is an ASCII file that constructs an animation by listing single-frame bitmap files to be used for each rendered frame. When you assign an IFL file as a bitmap, rendering steps through each specified frame, resulting in an animated map.
(In a similar way, if you assign an AVI file or MOV file as a bitmap, rendering steps through each frame of the animation.)
For example, if you assign a 10-frame animation of a blinking red "Danger" sign to a material's diffuse component, 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 lists 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:
<font class="small">Code:</font><hr /><pre>; Anything after a semicolon is a comment, and is ignored.
sand.tga 20
pebble.tga 40
stone.tif 20
boulder.tif 20</pre><hr />
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.
Tip: Specify only the file names in your IFL files. The file paths can be derived from the map paths established in your preferences. See External Path Configuration. IFL files with path names can be used only on the system on which you create them.
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We use IFL here for animating texture in-game, easy to support and works fine.