Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
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11-27-2008 01:48
I know this is VERY basic, but it's something I've not done yet.
I've happily make my own texttures/images in Photoshop and applied them to the face (or faces) of a prim. but they are always static images (applying a texture to the prims face)
Now that christmas is here I see many images which are obviously just a tree with say lights that are off, and it flips to the same tree with the lights that are on (kind thing) so in effect just flipping between 2 or 3 images on the same face of the prim.
So, just how do I load up more than 1 image onto the face of 1 prim, and adjust the time between the images flipping and looping around?
I know this is kinda simple to all of you, but as I said, just something I've never done yet.
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Tabliopa Underwood
Registered User
Join date: 6 Aug 2007
Posts: 719
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11-27-2008 02:05
You need to animate textures on the prim with a script. If you go to the lslwiki you can find out more how to do: There is an example script here you can experiment with: http://wiki.secondlife.com/wiki/Texture_Cycleand you will get some more help here on how to do other things with textures as well: http://wiki.secondlife.com/wiki/LlSetTextureAnim
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Seshat Czeret
Registered User
Join date: 26 May 2008
Posts: 152
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11-27-2008 04:13
And to make the texture, you make it in a grid. So if you have a 128 * 128 square texture, and you want to make four frames, you make a 256 * 256 image. The first frame is in the top left, the next in the top right, then bottom left and bottom right.
(Two textures can be 256 * 128.)
The animation script then displays each quarter in turn (for a flicker) or gradually 'moves along' the texture (for a smooth animation like flowing water).
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Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
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11-27-2008 05:06
From: Seshat Czeret And to make the texture, you make it in a grid. So if you have a 128 * 128 square texture, and you want to make four frames, you make a 256 * 256 image. The first frame is in the top left, the next in the top right, then bottom left and bottom right.
(Two textures can be 256 * 128.)
The animation script then displays each quarter in turn (for a flicker) or gradually 'moves along' the texture (for a smooth animation like flowing water). Oh right... Is it always done this way then (both images in one "Larger" image) that's moved left/right/up/down around the surface of the prim? Flicker?
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
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11-27-2008 06:52
that's one way to do it, I have made some images with 58 frames 29 columns x 2 rows to make a rough animation movie sequence for a artwork.
you can also use a script (texture changer) that just keeps rotating through images you have put into the prim content.
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