#texture animation

55 messages · Page 1 of 1 (latest)

gleaming zenith
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I've created a custom model for a tv and I would like to put a little animation in it to make it working. The problem is I don't know how to create the animation. These are the frames of the animation.

dusty wingBOT
#
Welcome to the help forum!

Please make sure to read #1029373817119838218 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

fallen galleon
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!faq animated-textures

dusty wingBOT
gleaming zenith
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I saw a video on yt of a guy importing a texture to blockbench that had a little film tape icon. I followed all the steps showed in the video but once I import my texture that icon doesn't show up

fallen galleon
gleaming zenith
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Do I have to create a specific file to make animation working?

fallen galleon
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You will need an .mcmeta file, as explained in the linked guide

gleaming zenith
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I tried but it didn't work

fallen galleon
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What did you name the mcmeta file?

gleaming zenith
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tv.mcmeta

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same name as the json

fallen galleon
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Needs to be tv.png.mcmeta (I know, it's weird)

gleaming zenith
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lemme try

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I tried but it gives me this error Image minecraft:optifine/cit/tv/r size 498,2480 is not multiple of frame size 498,498

fallen galleon
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well, then you need to give your mcmeta the right amount of frames (so it assumed all frames would be square, which they aren't)
or you need to specify a "width" and "height" value (which is not in that tutorial since that tutorial was made before 1.13 where textures (frames) still needed to be square)

gleaming zenith
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then what should I write

fallen galleon
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the width and height of your animated texture's frame

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as

"height": 20,```
(with relevant values ofc)
gleaming zenith
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ok

#

now it shows the texture though it is not animated

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{
"animation":
{
"width": 498,
"height": 2480
}
}

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this is what I wrote

fallen galleon
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the height needs to be the height of 1 frame, not of the whole texture

gleaming zenith
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ok

gleaming zenith
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this is the result

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sorry if I'm bothering you

fallen galleon
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!faq optifine-texture-blurry

dusty wingBOT
# fallen galleon !faq optifine-texture-blurry
FAQ
Optifine: Blurry Textures

Why is it blurry? --> Because of Optifine
Basically, on a vanilla client, if a texture isn't a multiple of 16 wide/high, the mipmap levels get reduced.
To prevent that on an Optifine client, Optifine resizes your texture, which most often than not results in blurry weird mess (especially on smaller textures)

Solution: Make your texture width and height a multiple of 16 (or don't use Optifine I guess)

gleaming zenith
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is there another way to fix it? at this point it is a bit hard to make a multiple of 16 texture

fallen galleon
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Not afaik

gleaming zenith
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sorry it doesn't work

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may I share the pack with you so you can check what is wrong?

fallen galleon
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"it doesn't work" as in it's still blurry?
if yes, what did you change it to?

gleaming zenith
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it is still blurry

gleaming zenith
fallen galleon
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yes, but what exact width/height values does your texture have now?

gleaming zenith
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a single fram is 448x288

fallen galleon
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did you change the height/width in the mcmeta too?

gleaming zenith
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yes

fallen galleon
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then I don't know why it would still be blurry 🤔 (unless the texture itself is blurry ofc)

gleaming zenith
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it is not

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in the logs there's no error/warn concerning the texture

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Idk

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the only problem there could be is that the texture rendered in game is rotated

fallen galleon
gleaming zenith
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a stick

fallen galleon
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k, in that case it shouldn't be rotated 🤔
could you send your model as .bbmodel file?

gleaming zenith
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yes

fallen galleon
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make the screen use the whole texture, not just the size of one frame

gleaming zenith
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ok

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it works

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finally

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thx so much