#PAR ANI as a texture map
To all,
I am trying to use an ANI as a texture map (material) in one of my anims. I
swear I've done it before and it worked. For some reason, probably the one
under my nose, it won't work now.
Following is the situation.
1) I have tried renaming the ANI to a four letter (text.ani) as well as
8 character (text0000.ani) for the following scenario.
2) Anim plays fine under the PAR.
3) Create texture map in Mat.. Editor, apply to object w/ mapping
coord's, path to ANI is in the map path.
4) 3DS.SET is set to 1.
5) DPSPAR.PXP settings, I've tried them all.
Writing to the PAR-
MODE: ANIMATION
CHROMA FILTER: ON
FIELD ORDER: FIELD 1
Reading from the PAR
FILE FORMAT: TARGA
NEXT FRAME: 0
OUTPUT: FRAME
FRAME NUMBER: INCREMENT
Results: the par only pulls the first frame of the anim
and sometimes pulls a frame from a different place in the ANI.
That's the deal, that is how I thought it would work.
Solution downloaded from Don Landis 1/16/95:
I followed his directions to the T
Create IFL and so on. He says you must have the same number of frames in the
PRJ. as in the ANI. so I did this
This almost worked. Ready for the really weird part?
The finished ANI was 1/2 as long as the IFL or ANI used for the texture map,
but it had the full sequence of the ANI. In other words it looks like it
skipped every other frame. No, I did not have render every other frame set in
3DS.
When 3DS got to frame 123 out of 246 it said it couldn't fine the next frame to
use.
Is it possible that some setting caused the PAR to look at the ANI used for the
map and grabbed the first frame as field one, then grabbed the second
frame as field two and put them together as one finished frame?
Pretty wild, I'd appreciate any info on the matter.
Thanks,
Paul Yannoni 75557,1235
NET: py3danim@tiac.net