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Creating UV animation
Psycrow edited this page Jul 8, 2025
·
2 revisions
UV Animation Dictionary is a special section in the DFF designed to change the texture UV coordinates over time. To create UV animation, you need to properly set up material for your mesh object. Below are step-by-step instructions.
- Enable
UV Animation
in the DragonFF material properties.
- In the
Shader Editor
, add two nodes:
-
Texture Coordinate (
Shift + A
→ Input → Texture Coordinate) -
Mapping (
Shift + A
→ Vector → Mapping)
- Connect them as follows:
- Connect the
UV
output of theTexture Coordinate
node to theVector
input of theMapping
node. - Then connect the
Vector
output of theMapping
node to the texture node (e.g., Image Texture).
- To animate:
- Select the
Mapping
node. - Insert keyframes (
I
) for itsLocation
andScale
fields.
- Switch to the Timeline or Action Editor.
- Select the
Mapping
node. - For each parameter (
Location
,Scale
), set desired values and pressI
to insert keyframes. - Repeat at different frames to create movement on UVs.
Important:
- Only
Location
andScale
fields can be animated. - Only
Linear
andConstant
interpolations are allowed. - The Z-axis is ignored.