Texture Alpha Working Everywhere but Render

Augh!

Background: I’m using textures with UV warp modifiers attached to bones for facial animations. I’m using Blender Render with a few composite passes, including Freestyle.

Problem: My eyelid texture is set up with a half circle texture of the desired color influencing the diffuse color, alpha, and specular color on a transparent material. In the material preview - it works. If I turn on material shading in the 3D viewport - it works. When I turn on render view, or actually render it - it doesn’t work.

What I’ve tried: Adding the eyelid texture to the eye material - no good. Use a material of the color I want with the texture only effecting alpha - nope. Using a separate mesh - nada. Using a non-ngon circle - zilch. Recalculating normals - NO. Toggling the material as single side/double sided - NO GO.

What I haven’t tried - tweaking my render settings. But I’m rendering transparency just fine. And the eyes themselves work fine.

HALP!

Visual evidence (.blend also attached):


Attachments

chibi.blend (1.58 MB)

You have not included the eye lid texture in your blend file.
For the eye lid material, in its texture try changing the Image Mapping extension from ‘Clip’ to ‘Repeat’


Oops, should have collected the textures. However - before the mod approved this post - I fixed it!

Turns out material view is very forgiving about your “From” object’s position in the modifier, while the render is not. Duping the “to” bone and making a “from” bone with the same origin, fixed the problem right up.

And now I’ve got the lids on the eye material, saving the need for the extra geometry.