Animated Textures With Blender
Ok, this subject isn't new, but after I nearly had forgotten all the details after some month, I decided to write this small tutorial, so that I can read it again in case my memory does lack again some day!!!
What is new is, that you need not do any tweaks to the exported nif in NifSkope anymore to make it work. All you need is Blender and the newest test-build of the nifscripts. BIG THX goes to Amorilia and NifTools team who once again worked on the nifscripts for good old Morrowind to make this possible!!! The newest build needs still to be tested and some things might also be changed and/ or added in progress, but for animated textures it already does work fine and those of you familiar with Blender and interested in animation may get the nifscripts with that new feature here (see first post!!!):
http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=2604
Now to the tutorial!!! I won't explain Blender basics to you now, you yet should know how to make a basic model and apply a UV-Map to it. If not, there are tons of good tutorials out on the net!!!
1. Let's say you wan't to make new water meshes, which is a thing requested rather often. Just make your 3D model, in most cases simple plane shapes and apply a UV-map to it. Now choose any texture you like for testing. You also need a camera capturing your model and a lamp to lighten the scene. I have hidden them (H=hide, alt+H=unhide) till I need them. Now go into the material buttons as you can see on the first image.
http://img62.imageshack.us/img62/3571/anitex01.jpg
On the very right in the panel "Map Input" there are the properties of the texture's ofset!!! To animate the texture you will just have to declare at what time (frame) the texture has to be at what position (offset). Now look at the next picture, there is a box where you can insert your desired frame. Frame with the lowest number will be your start frame, frame with the highest number you stop frame, if not declared otherwise.
You can insert a frame number by leftclicking inside the box and typing in manually. You can move single frames up and down using the arrows next to the box or jou can jump up and down 10 frames by pressing the direction keys on your keyboard up or down.
http://img251.imageshack.us/img251/5849/anitex02.jpg
2. My animation will begin at frame "1", so I will leave the box untouched. ´Now I go to the offset-properties and declare the starting position of my texture. In my case I leave it untouched too. To record your setting per frame you will have to insert a so called "key". Therefore you have to place the cursor above the material buttons window (it's the whole area at screen bottom!!!) and press "I" for "insert". As we want to record the offset, we choose "ofs".
Now we have to up with our frames somewhat, I went up to frame 100, which gives you the spead of a powerful streamy river I'd say. Note, you can influence the speed of the texture's movement across the mesh by changing the frames or the ofset. If I let the texture move a large distance in few frames it will get fast and the other way round. You will have to play with it to figure out the right speed and I'll show you how to preview it in Blender lateron!!!
At frame "100" I choose an ofset for x-axis of "10", which means, my texture will get moved from one end of the mesh to the other. You can try to type in higher numbers, but it will be resetedand replaced by "10". Now I record the new position of the ttexture by repeating the procedure. Cursor above the material buttons, press "I" and insert another key for ofset.
3. We're almost done, now let's preview our animated texture. You need to set up camera, lamp and mesh similar to what you see onm the picture. If you go to camera view you can position the whole thing more precise.
Now switch to the "Scene buttons" (shortcut F10) and in the "Anim" panel press "play" (note, frames have to be set back to "1" again to view the whole animation)!!! Left to the "Anim" panel you see the "Render panel", where I've set rendering size to 25% to make rendering the preview much faster.
http://img710.imageshack.us/img710/1029/anitex03.jpg
The speed of the animation here in Blender may differ a bit from that ingame though!!!
4. Last thing we have to do is exporting our model as nif with ssame settings as on the last picture
http://img534.imageshack.us/img534/3183/anitex04.jpg
Take the exported nif, put it into the meshes-folder or your subfolder, update texture paths (NifSkope), in case your test-texture isn't already one frome the MW textures-folder and in CS just set the nif up as an activator. Might be it even works as static, Vanilla nifs of that animation type do, but I haven't tested this for those exported with the new nifscripts yet. I bet it will work!!!
PS: I know, after all these years my english still isn't the best, so please ask if You can't figure out how I meant this and that or if I jsut made a mistake or left something important out!!!
Btw, can somebody please make me some new watermeshes for my current WIP?!!!
Greets, TheDaywalker!!!! :rock: