This only happens when you want to make more UV square rows of the same uv space, by dragging the UV scale slider, to make the texture smaller, basically repeating the same UV 0-1 space, while scaling it down. Then, instead of all the duplicated UV squares playing the same frame, each square is being offset by one frame in the played flipbook animation. It also gets to a point where the first full row of uv squares goes through all the other UV squares, like a wave.
#UV scale slider for flipbooks desyncs the animation.
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Indeed. When I asked original devs about that, it was kind of intended outcome. Thing is, Sansar is just moving the texture through rows and columns when using UV animation. Only way to solve that currently is to cut your mesh into squares, with uvs spread to 0,0-1,1 space,with no further uv scaling.
I honestly don't know if that's even possible, need to think hard on this.
it should be, i made it in unreal with blueprints, should be possible in here through code even better