Use a path constraint. This won't cause the object to distort at all but will just follow the path. I think you can also do an array once you have constrained the object.
What do your UVs on those sections look like? Are they square or trapezoidal like the object shape? If the UVs are the same shape at the object you shouldn't get distortion like that in the viewport.
depends on the object. Larger objects I would say they almost always need to have lighting baked into the vert colors. smaller depends on if they move, or lights move around them etc.
Not necessarily. You could feed a position from blueprints into your post process that you would just add to the coordinates of the noise of the moving object. This would work on moving but not deforming objects.
But then wouldn't the result of that be that the fresnel is essentially a mask, and you'd see the reflection only on the outer edges of the object? (or the inside if you'd flip that mask)? Wouldn't you want the reflections all over the object?
Thanks a lot! As I described in the first post, the ground object should not move at all. The chain should move depending on the object on top of it. Where can I set those references?
Grab houdini - it's free and you'll be able to to automate all the geometry creation (and probably the final bakes but don't quote me) Are you making terrain type objects or prop type objects?
You can of course create a static object with your flipbook texture, the ever popular star billboard object. If you couple that with a particle system and a light you'll get alright flames.
I've installed theOnion, great script, but how you move objects from one layer to another? Also, doest it display list of the objects in the layer or it only shows the layer name?
@Racer445: This works for me - go into sub-object mode of the object you want to bake, select all polygons then hide them. This still leaves the projection mapping and lets you bake.