Tim Edwards shows you how in this excellent quick tip!
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About the Author
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.
21 Comments
I don't have that "AnimAll" panel.
Do you need an addon or a special build of Blender?
Dude what's up with the unlimited clay?
I don't know, I'm not its maintainer :)
Check 3dcoat's blog, http://3dcoat.blogspot.com/, I think he is working there, and you might learn more about it
you need to turn on the add on in the preferences tab, I think it comes by default with the original blender
it´s an add-on, very impressive by the way
AnimAll comes with the official 2.59, and 2.60a from Blender.
It's in the Addons.
Awesome tip!
AnimAll Addon is disabled by default.
TANK TRACKS, HERE I COME! :P
If it doesn't show up, go into your user prefs and enable it in the add-on's section.
I've been tinkering with it for a while and I never figured out that you could tab into object mode and preview the animation there. So glad I saw this tut. That will make it so much easier to test the animations rather than having to actually render them out.
Really useful tip. I tried something similar recently by keying offset properties in the texture panel, but it would not give me live feedback in 3D viewport and I had to render. Thanks!
YES this is possible with Blender's animate everything feature! XD
Hey, cool tip, I was trying animating textures lately, could someone please help me with this?
I have a set of png sequences from a 2d animation that I want to put in blender, in a 3d environment. I thought about insert the first one with "import images as planes" and then, to the same plane, add the rest of the sequence in different texture layers, and then just animate their visibility. So, frame one will display only layer one, frame two layer two, and so on.
Problem is that for some reason, the second image I add to the layer doesn't show at all.
Any ideas, or a better way to insert 2d animations in blender?
Thanks!
If your frames are numbered, just make an image texture and check the "sequence" option. Select the first frame as image source.
Thanks for this tut. Very useful.
hmmm... would be neat if that was extended to the full 3D space of movies.
Like, you could rotate your UVs diagonally to a section of frames.
This doesn't work in 2.66 and 2.67 -the plugin is outdated and so is this tutorial. It took me hours to find out.
Same here. And this is really annoying as i heavenly builded up on this feature.
I tried to use a mapping node instead to offest the uv-coordinates but the keyframing of the values of this node also doesn't works - at least in Blender internal. Everything is fine if i render a single image with the wanted offset of the uv-map. If i set keyframes for the x, y und z coordinates, the show up correctly in the dope-sheet and the f-curve but for rendering only the latest set keys are used.
It seems that there is no longer a possibility at all, to chance the offset of a texture using material nodes in Blender internal.
But you can try to use the UVWarp Modifier. For my purposes, i simpy needed to add two emptys to the scene, use one as the from and the other as the to object. Moving the one assigned to the to object and keying the location animated the uvmap as before by using the uvs option of animall.
Updated
http://www.youtube.com/watch?v=pkmvAjtsz8M
any chance we can get this to work in g.e? only geometry translation features seem to be in dopesheet...