romain.janil Posted October 31, 2019 Share Posted October 31, 2019 Hi, what is the best way to animates UVs in a stepped way (ie: not scroll each frame) ? Is it possible directly in the Uv transform field expression ? Looking for a generic mechanism where I could offset UVs on various part of some maps randomly across engine.game.time. Thx R Link to comment
silent Posted November 1, 2019 Share Posted November 1, 2019 Hi Romain, The main idea is to transform float values to int and then back to float with rounding. You can experiment with the following UV animation equation: vec4(1,1,round(time*10.0)/10,round(time*10)/10) It would change UV position 10 times per second: Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
romain.janil Posted November 1, 2019 Author Share Posted November 1, 2019 hi Silent, OK thanks, so more generally are all Math Common functions available in the expression field for UV transform, it's not really clear in the documentation? Thx a lot Link to comment
silent Posted November 1, 2019 Share Posted November 1, 2019 Yep, it's basically an UnigineScript expression, so you can use math as you want. We will update docs to cover this topic. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
romain.janil Posted November 1, 2019 Author Share Posted November 1, 2019 excellent Thanks a lot ! Link to comment
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