I'm new and have been using Blockbench less than a week. This animation test I made is for a custom game project.
How do you animate blinking by swapping out textures? Right now i just have 3 similar head models and just swapping out for few frames, but have some problems when putting in unity. How do you have 1 single head model and swapping out textures, and would that be possible when importing into unity?
#How to animate texture on an object?
14 messages · Page 1 of 1 (latest)
Welcome to the help forum!
Please make sure to read #1021015331910713395 as it may answer your question!
Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.
i've come back to blockbench after quite a while, but for what i know animated textures are not a thing you can do
ik vaguely in minecraft there are animated blocks, nothing similar can replicate that?
You can add frames by modifying the texture's size, but you can only play the texture animation as separate from the animation, and can't really tell when to switch to a different texture when animating, if I remember correctly.
Though, I would absolutely love to have a Blockbench feature that lets me change the texture at certain times within my animation.
Then how can you modify the texture file then make it animatable, i want to tinker the most i can
Click Image, Resize texture, then there will be a box labeled "animation frames"
it gave me more spaces in the texture file? everything is stiched together in one rn btw
A common practice I see is making the actual face blank while hiding the facial expressions inside the head
Or make the face blank, clone the face mesh, remove all unnecessary faces for the expression and use stepped keyframes for blinking and expression scale keyframes
thats exactly what i did from the start. its fine for just a gif, but have troubles one in unity, so i wonder way to animae the texture for better working pipeline
also should say, i dont use unity before and this project im not the one working in unity either, so iknow this should be fixing in the engine itself, but idk is there more effient way inside block bench
Make sure that the keyframes are stepped inside of unity