Rolo Posted February 22, 2021 Posted February 22, 2021 (edited) First of all, we need to get the "frames" of our animation, because by itself it is a series of quickly (or not so) scrolling textures. When the textures are ready, load them into UE2 (it is assumed that you can do this, since you set out to make your own animated logo). Important notes: Name textures with numbering, this will greatly simplify your life when assembling textures into animation. Note that the UE will supply a file called texture_11 rather than texture_2. In other words, it sorts by matching characters, and does not read your numbering. The 1 comes before the 2, so even if there are at least 100 million, the texture will be in front of the 2 texture. Open our first texture with the right button, click Properties, open the Animation block in the pop-up window, and look: 1 is the next texture in our animation. 2 - number of frames per second (animation scrolling speed). 3 - the total number of textures in the animation. Important notes: Strictly follow the order of adding animations. Your goal is in the line AnimNext (now it will be unexpected) to specify the next texture in the animation. Thus, the Properties of the first AnimNext texture contains the second texture; The Properties of the second AnimNext texture contains the third texture; The Properties of the third AnimNext texture contains the first texture; There is no need to specify the number and speed of texture playback in each texture, this is done only in the first texture! All subsequent ones should contain only a link to the next texture. There is a small nuance of adding the next texture, copying the name of the next texture into the line is an obvious, but not correct move. This is done as follows: Select the texture, open its Properties, now move the pop-up window, click on the next texture, and in the Properties of the first texture, in the AnimNext line, click use. This is how we add all the textures to the animation chain. When we loop the last texture on the first one, and go to the Properties of the first texture, we will see the animation itself, if it is not there, something jerks / disappears - most likely, you missed some texture, or poorly composed a number of textures, or not followed order, or you have invented a new way to screw everything up with which I congratulate you and sympathize with you at the same time. And that's all, then save it as a regular texture, the name of the very first texture is inserted into HTML, where the number and frequency of frame refresh are set. Edited March 2, 2021 by Rolo 1 1 1 Quote
Vision Posted February 22, 2021 Posted February 22, 2021 Thanks for your guide! I think it would help a lot of people. Cheers. Quote
CriticalError Posted February 26, 2021 Posted February 26, 2021 well what I can say, thanks for sharing your knowledge, I know in this times no all sharing value stuff, thanks and hope still making shares, thanks Quote
Rolo Posted February 26, 2021 Author Posted February 26, 2021 9 hours ago, CriticalError said: well what I can say, thanks for sharing your knowledge, I know in this times no all sharing value stuff, thanks and hope still making shares, thanks Thanks for your kind words in all your comments! Quote
CriticalError Posted March 2, 2021 Posted March 2, 2021 On 2/26/2021 at 9:18 AM, Rolo said: Thanks for your kind words in all your comments! sorry can you update the secon pic of chain? it look like missed, thanks. Quote
Rolo Posted March 2, 2021 Author Posted March 2, 2021 (edited) 2 minutes ago, CriticalError said: sorry can you update the secon pic of chain? it look like missed, thanks. Thank you for pointing out the error, updated! Edited March 2, 2021 by Rolo 1 Quote
darta Posted August 24, 2023 Posted August 24, 2023 there seems to be an issue, the editor (your fixed rgb editor) in total frame number, after writing 31 for exemple, transforms it into a huge number like this: Quote
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