How to make an image sequence?

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I made this sequence of images to use as eyes for a model, but when I try to import an image sequence using these images, Blender just says “Comfortable Eyes.png does not seem to be part of a sequence.”
I have no idea what’s going wrong, and I did try using UV warp with a combined image of all of these, but I didn’t like the results.

You probably need to preface the file names with 001,002,003 etc. for Blender to recognize them as a sequence.

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Set a copy of them in a new folder. Rename to be Eyes.001 through Eyes.012 if that is all you are using and then load them as an Image Sequence and Blender will recognize them as belonging together.

If you tried to just add the .001 - .012 to them as is, the beginning name would indicate that they are frames from 12 different sequences.


Did that, and the image sequence did get added, but now the texture is missing apparently?

Okay, managed to make it render, but now I’m encountering another issue, how can I change the eye being shown? I want to be able to change the frame and keyframe it, in order to convery different emotions

For some reason, the first image in the sequence only shows as the name “eye.##.png” and doesn’t render anything, what happened?

I have no idea as I don’t have the file to look at but you can change the frame range to skip that or you can rename that image in the sequence to better fit.

I think this is the wrong application of an image sequence. I suggest making a single texture that has all of the images next to each other and use the UV Warp modifier with a bone position to drive it so that you can move the bone around and change the image portion in view.

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Hi, what happens when you play/scrub the timeline?
Also make sure that cyclic and auto refresh are checked and connect the texture coordinates and mapping nodes.
Tutorial here: https://youtu.be/Bq3RiZvqXMg?feature=shared

I’ve tried using the UV warp, but my issue with it is that moving the body displaces the eyes. I can fix this by parenting the bone to the body, but that made the mouths a very tedious process to animate in my previous project. Is there no way to keep the UV warp in some ‘local space’ where I can easily move the bone to whatever mouth position I need in a local area, while being able to move the body however I want?


(Like this)

So, the textures are loading in now except for the first one (Which for some reason is named eye.##.png.002 in Blender only), but I sadly can’t change the eye pose in real time, they only update when the animation repeats.

What happens if you start the animation at zero instead of one?

Now they somehow only update every 60 frames

The eyes should be in a pattern similar to that but in one image as a texture set to a UV map on your mesh object. The Bone is parented to your main armature rig so that it follows your main rig bone, but set to drive the UV Warp modifier. The UV map should be focused on one pair in the image and then the modifier will allow you to move the bone and keyframe position to set the eyes to the desired portion of the image texture. I will see if I can mock up something of an example file in a bit, kinda stuck with work right now.

I agree with everyone here that using a single eye sheet with uv transform is the most flexible way.

But whenever I don’t have that many different components, I still like to use the image sequence node because if all your assets are the same size it is a little easier to set up.
Frames must start with a number consecutive to the end, the frame number in the node has to be set to 1 (that’s the value it automatically moves along with the frame count) leave start frame as is and control your eyes with the offset - like this:

and name your frames ‘01,02,03…_eyes_bobsmith.png’ instead of just ‘01,02,03…png’ or you will feel a big pain when you have to reimport missing textures in the future.

You might need more than one uv map if you want to keep it all in the same material slot

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Here is an example file to look at with a very basic setup.
uvwarp example.blend (1.5 MB)