Does anyone know how animated textures work in game engines? for example some games handle a character blinking with an animated texture. Kingdom Hearts did this for lip sync.Is there a way to simulate this in Max? Thanks
Lip-synch or eyes blinking via texture swapping is usually done with some code, so the code can trigger the swap according to specific events. Blinking could be something like "randomly swap to the shut eye bitmap then immediately back to the open eye bitmap, but never allow the frequency to be faster than 3 seconds."…
yes, but would that work for an eye blink? seems like you wouldn't have any control over the timing of that or anything. Or do you get some control over it that way? I just did a test, and it works, kind of. But it seems that it capped my end frame at 2. I could only control the multiplier and the every nth frame box.…
Your going to need a texture sequence. Ie. something that has a number either at the beginning or end of the name. Like: image_01, image_02, image_03 ... etc. You can make this in any image program. Then in Max, do what you normally would to load a texture, except when you go to choose the image file, if max detects that…
a useful alternative is combining sprites/sequences to a single texture and then animating texcoords, however then you loose tiling ability (unless more costly pixelshaders are used). emulating the "coded" effects as Eric pointed out, would be best done via maxscript, else you would need to set too many keys manually.
Well you could go in and edit the .ifl file it creates using Notepad. That'll give you some control over whats going on that isn't present in the pop-up window.