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UV Offset Modifier

26

Paweł Kowal has created a patch for a 'UV Offset Modifier'. He 's looking support to get his code into the Blender 'trunk' (and has created an absolutely wonderful presentation!).

Paweł writes:

I’m working on UV Offset modifier for Blender. This modifier is intended to be used for cut-out style animation.
For performance it is written in C language. It’s not an addon written in Python.

The only thing modifier does (as suggested in name) is translating UV map by an offset.

If you like modifier leave a comment on Blenderartists forum. The more positive coments the bigger chance that modifier gets into official Blender build someday.

If you are familiar with Blender code please take a look at my patch and let me know if you find any problems with it. Patch can be downloaded here.

Link

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

26 Comments

  1. cut out animation is not my cup of tea, but looks very interesting, with freestyle and this, we can emulate many animation techniques' looks, this is awesome

  2. Alex Delderfield (ADEdge) on

    Something thats been missing in Blender for quite some time, get this working with the game engine as well, and it would be amazing :)

  3. Actually I was thinking TODAY about the possibilities for 2d animation in Blender! good presentation, I think that it will be good for everyone to have more posibilities in blender - after all the artists need great tools to make geat art!

  4. I have been thinking about this type of modifier for a couple of weeks myself. The best task i can think of for it is using different parts of the same texture across multiple similar objects with mild variations simple by using different UV coordinates.
    Could this be used to avoid the use of an empty for 3d materials across multiple objects?

  5. While I 'get' the value of this approach from a workflow / interface standpoint, it highlights something that has been confusing me for some time. One of the 2.5 series design goals was "everything animatable". But it's not. I've often wondered why we can't simply hit the 'I' key in the UV editor and animate UV position (with step interpolation obviously) to accomplish the same thing as this plug in. Or, obviously, using an object for texture coordinates would accomplish the same thing (ie you just animate that object to move the texture around). But of course with regular textures - including images - you can't really see what you've got in the 3d view. And that's made seemingly simple stuff difficult in blender for over a decade. Not trying to rant, just really curious about this.

  6. Fantastic!  Folks have been trying to animate textures by frame number for years :  
    http://blenderartists.org/forum/showthread.php?t=155800 
    This was a problem in that you had to specify the image sequence as well as the frame number the transition occurs within a script that must be edited in a very painstaking process  every time you change a single frame.  Your approach will be very useful for anime.  Keep up the great work!

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