The Frame / UCoordinate tab lets you set specific animation and
mapping properties for a line group.
A line group is a bitmap with a set of individual frames arranged
from left to right, top to bottom, that the computer reads as a
grid, one frame at a time and displays each section of the grid
as a single frame. This allows for animated texture mapped particles.
When creating a line group bitmap(aka: grid map), you will need
to follow this format:
1 X 1 (1 frame)
2 X 2 (2 frames across 2 frames down)
4 X 4 (4 frames across 4 frames down)
8 X 8 (8 frames across 8 frames down)
16 X 16 (16 frames
across 16 frames down)
Above is an example of a "4 X 4" Texture Grid Layout.
4 Frames across and 4 Frames down. The numbers are there to show
you how the computer reads your bitmap. The lines are there just
to show the separation and aren't necessary in your real bitmap.
There is no need to separate or draw lines on your bitmap to distinguish
between frames, the computer calculates this automatically. As long
as your height and width are uniform in size and you specify the
texture grid layout appropriately, everything will work fine.
You can select the bitmap you wish to use from the general
tab under texture filename.
To specify which frames will be used and how many times it shall
cycle through the grid per particle lifetime: Use the keys in
the display window to control the starting and ending frame numbers
throughout the lifetime of the particle. Starting with "0"
means you start on frame "1" of the bitmap. After reaching
the end number specified, it goes cycles back the beginning number
specified. Only utilizing the frame numbers you have specified for
it to use. This also directly affects the speed at which, the bitmap
will animate. By using a higher number of frames, the bitmap will
animate quicker but is relative to the lifetime of the particle.
To move a key: click and drag the key left or right on the
bar. The beginning Key cannot be moved.
To edit a keys value: just double click the key (
) corresponding to its point in the timeline and type in a numeric
value. Although it doesn't display in the timeline, Negative
values are useable and play an important role to the rotation orientation
of the particles.
To create new keys: Hold (CTRL)
while clicking in the timeline window to create new keys and double
click them to edit their value. The maximum amount of keys you can
set on the timeline is a total of 14 keys.
To Delete a key: click the key you wish to delete and hit
the "delete" key on your keyboard.
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