#Sprite3D Animation combined with repeating UV issue?

1 messages · Page 1 of 1 (latest)

rain mica
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This water isn't actually moving forwards, it's a 32 frame spritesheet, and the frames update in code on a Sprite3D node and log the correct frame numbers 1-32. It's a small texture, applied to a big mesh, with UV1 scale set to 31x.

The first part of the video is at 31x scale and runs pretty smoothly, the second is at 24x scale and runs really fast for some reason, the third is at 32x scale and just stops completely. At 33x it starts going backwards (not in the video).

I'm just wondering why the scale of the UV affects the sprite animation?

lyric estuary
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I'm guessing it might be a rendering workload thing? 🤔

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Is the texture repeated, like a tileset in the sprite's rectangle? It could also be the way the frames update makes it look that way...

rain mica
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Looks like if you apply a UV repeating material to a Sprite3D that is setup to use a tileset with frames for animation, it'll draw out multiple frames instead of repeating frame 1.

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So that's why if my UV is set to 31x and I have 32 frames in my set, increasing the frame by 1 moves from showing 1-31 to 2-32, so it looks like it's playing normally. But if I set it to 32x then no animation happens.