06-20-2019, 04:44 AM
A few notes:
You don't want to normalize or clamp the mapping value, because that will return a value between 0-1 based on the normalization range. For animated textures, you want the raw time data saved to the UVW.x channel, which tyBitmap will use to figure out which frame to display.
Secondly, the mapping data should be in ticks, not frames. So change that in your custom properties operator.
Thirdly, you want to apply those frame UVWs to a channel that's different than your actual texmap UVW channel. Otherwise the frame values will override the texmap placement values. So in your scene, apply the Mapping operator values to channel 2 or higher. Then make sure the tyBitmap timing settings reads from that channel.
Finally, due to a currently max limitation, the animated texmaps will only display properly in renders, not the viewport.
You don't want to normalize or clamp the mapping value, because that will return a value between 0-1 based on the normalization range. For animated textures, you want the raw time data saved to the UVW.x channel, which tyBitmap will use to figure out which frame to display.
Secondly, the mapping data should be in ticks, not frames. So change that in your custom properties operator.
Thirdly, you want to apply those frame UVWs to a channel that's different than your actual texmap UVW channel. Otherwise the frame values will override the texmap placement values. So in your scene, apply the Mapping operator values to channel 2 or higher. Then make sure the tyBitmap timing settings reads from that channel.
Finally, due to a currently max limitation, the animated texmaps will only display properly in renders, not the viewport.