Viewing Animated Textures in the 3D view

I thi8nk you can safely report it.


hi! i am having this problem too. it goes along with a problem that i posted a few weeks ago.
fligh dircted me to the dev’s forum, but i havn’t got an answer there yet.
it’s the same: the image sequence on the mesh is rendered correctly, but the viewport doesn’t change as it should.
oh, and i could not get the scriptlinks to work…:frowning:

Hey Fligh, if you see this, maybe you could post, a .blend that works for you, these guys could load it up and if it does not work on theirs, then it could be the bug submission file. Cause right now, their file may work on your system, and vice versa cause there’s just some option somewhere they havent clicked.

I posted a blend (post #9) that evidently doesn’t work for them.


Speaking of the forums, I posted in Interface & Tools on Feb 27 and didn’t get any replies. I have not submitted a bug report.

I can confirm that I got Fligh’s blend from post 9 rendered correctly, but the texture did not auto-refresh in the 3d window on alt-A or frame change. (Don’t forget to unpack the texture if you’re trying this yourself).

My scriptlink does not work for alt-A, but it does work for using the arrow keys to change frames. It works very slowly because it reloads the entire animation. Hopefully we can find a better resolution than to use the scriptlink, but to get it working here are the steps to take in the scene you want this to occur in:

  1. Split your 3d window and create a new text window.
  2. In the text window, File->New
  3. Copy the text from post #20 into that text window.
  4. Change “Image Name Goes Here” to the blender name of your image object
  5. Change the name of the text (Where it says “TX:”) to whatever you want
  6. In the Buttons window, change to show the scriptlink buttons
  7. Click Enable Scriptlinks and click on the world scriptlinks button
  8. Click the “New” button that is next to “Scene Script link” (the bottom one)
  9. Change the type (use the dropdown directly above “Scene Script link”) to FrameChanged
  10. Change the text that says “Text” to the name your chose in step 5
  11. Use the left and right arrow keys to change frames and watch as your animation changes frames on the mesh in the 3d window.

stulliDBP, I’m sorry you couldn’t get your texture to animate, but I’m glad that now there’s more than one of us and that the issue is still open. I look forward to working more on getting figured out what’s not working for us.

thank you very much enigmatic, i got it to work! the solution was to actually use an .avi instead of an image-sequence. (sure, the script reloads the image (=movie) per frame, so there’s no use of an image-sequence…) unfortunatly i need to see the alpha-channel in texture-draw-mode, which is no prob with a png-sequence-file, but the video has no alpha.
so next question: is there any possibility to see the animated image-sequence with alpha channel? or are there movie-formats that support alpha-channels?
for rendering i can easily switch to the image-sequence again, but the viewport is quite important for compositing and arranging the scene, so any ideas?

by the way, it’s for a 2d - 3d mixed-animation movie. we are (ab)using blender as a 2d-compositing-program, which has some nice 3d-effects on the scenes, but, as mentioned above, quite a lot of problems with viewport, alpha-channels and so on. it’s interesting though to establish a 2d-compositing-workflow full of workarounds in blender. below is a screenshot and a rendered image

I just reopened and restarted trying to replicate success using an avi, to no avail. My 3D view does not update for love nor money. I’ve tried Fligh’s file, reloading the avi in the texture panel, the uv window and the background image panel. I’ve tried UV mapping the image and using material texface - no luck. I’ve tried using the texture channel without texface to no avail. It updates in the material panel preview, and the UV window, but not the 3d view.

Stulli: a screen layout that give you an unfailing preview of your scene render is in the link to my sample blend file in this thread and allows you to see your composite output. So, if your composite noodle uses alpha and what not, there ya go.

Nice textures, btw. and I love the Disney stacked-panel technique.

So, was a bug report ever filed???

hi roger! nice one, that is not a bad idea for getting rid of the endless previews. saves a lot of rendering. however, it is not a solution for us, because we use large imagefiles that take some time to render so it is not a real realtime-view. but still a nice opt. for screenlayout.
oh, and the textures are not mine, i am only one of the animators/compositors. but i wish i could draw like that…

yes, with large images that take a long time to render, you almost have to, in the software world we called in pre-compile. In this world it is composting known/stable pieces into workable layers. The known is like, if a frame takes an hour to render, you figure out what isn’t going to change, namely, what is stable, and render that, which may take a half hour per frame. Then use that composite with the stuff that is still changing, but each time to get a daily it only takes a half hour, instead of the hour. Think of it as not wasting CPU time re-rendering what hasn’t changed.
Also then the scrubbing becomes much faster, as the VSE is lighting quick at compositing the “stable” strip with the “changed” strip using alphaover or mix or whatever, so that you can still work out sync or timing issues. Good luck! Thanks for sticking with it.

Roger, I never filed an official bug report, and I don’t think anyone else did either.

I wasn’t sure of the procedure and wanted to see if more other people had the same problem before potentially wasting the devs’ time. It’s starting to look more like this is a real bug, isn’t it?

I’ve only been using Blender for about a week, but I seem to have the same problem. I’m trying to project a video onto a simple mesh plane. The result is supposed to look like a TV is running in my scene.

After much ado I got the UV projection of my QuickTime video to (somewhat) show up in my rendered output (after arduously figuring out that a new Material had to be created, where the Material panel was, that TexFace had to be clicked, that a Texture had to be created for the Matertial and that UV had to be clicked under Map Input [which, being a systems and UI designer by trade, all seems like a needlessly complicated workflow for something rather mundane]; and, of course, none of this is explained in any one place in any of the tutorials I could find).

But here is the rub. I can see the QT movie play perfectly in the UV/Image Editor. Even my alpha channel ports fine into Blender. Wonderful! An image projects onto my mesh according to the UV coordinates. In [Draw Mode > Textured Solid], I can get the 3D viewport to update to the image of the frame in the UV/Image Editor by clicking Reload. But I want the UV projection to behave like a regular video clip.
I have checked [View > Update Automatically]. In [View > Real-Time Properties], I have clicked Anim and set Start and End to correspond with the length of my rendered scene. Not only does the viewport not automatically update to the frame I am located on in the UV/Image editor, but when I render the scene, the first frame of the video clip is always projected onto the mesh as a simple still image (even if I see the right frame projected onto the mesh in the 3D viewport).

Being a noob to Blender, I can’t tell if I have just missed something obvious (in terms of Blender) or if I’ve bumped into a program flaw. All I want to do is project a video clip onto a flate plane. Have I gone about it the wrong way?? Or is this the same issue descibed in this thread?

Dang, this still is a problem in Blender. I have 2 planes textured with green screen video of people walking and I need to see the the video on the planes animating as I scrub through the frames so I can position my people on the mountain properly. It has been about 9 months since the last post in this thread - has anyone figured out how to do this?

Yes, I know that clicking the reload button on image properties updates the image but try this with two textured planes. And then try adding an offset in the image properties of one of the textures - the plane turns bright pink. The planes just simply need to update automatically. Anyone know how to do this yet?