Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 01-12-2002 , 03:32 AM
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Lights on...Light off

Can someone tell me how to animate a light turning on and off?? seems stupid i know, but all ive learned is how to 'key' motion not how to key objects attributes.

PS. can you also tell me how to change textures in animation?


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# 2 01-12-2002 , 05:44 AM
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I'd imagine you could key the Intensity or Visibility, depending on what kind of effect you wanted.

# 3 01-12-2002 , 05:21 PM
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How would i Key the intesity? i know that when you key motion you select your object and the type of manipulator. but, it doesnt seem to do anything when i select the object atribute and select 'key'. I know i must be doing something wrong then right? can someone walk me through this maybe?


<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.

--TOOL, 10,000 Days---

</font></pre>
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# 4 01-12-2002 , 05:29 PM
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In your Attribute Editor or in the Channel Box, right click on the Intensity attribute and you should see "Set Key" as one of the available options.

# 5 01-12-2002 , 05:37 PM
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HOLY CRAPOLA BATMAN........ it worked! thanks. can i aply this to animating textures in some way?


<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.

--TOOL, 10,000 Days---

</font></pre>
</html>
# 6 01-12-2002 , 05:40 PM
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I believe so.... you can right click on almost anything in the Attribute Editor and Set Key for it.

# 7 01-12-2002 , 05:48 PM
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You rule mtmckinley


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<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.

--TOOL, 10,000 Days---

</font></pre>
</html>
# 8 01-12-2002 , 06:03 PM
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that's what I keep saying, but no one believes me, or they just roll their eyes and say "Sure, Mike, whatever..."


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# 9 01-12-2002 , 06:13 PM
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Originally posted by mtmckinley
that's what I keep saying, but no one believes me, or they just roll their eyes and say "Sure, Mike, whatever..."


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LMAO! Your ego is almost as big as mine user added image


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# 10 02-12-2002 , 02:26 PM
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Originally posted by iron_tick
HOLY CRAPOLA BATMAN........ it worked! thanks. can i aply this to animating textures in some way?

nope you cannot directly apply this to textures. textures is not a keyable attribut. you can however use a blend color and key the blend value either through sdk or normal key.

and if you want to use the "s" key, you can open up your channel editor or something and make virtually everything keyable or remove normally keyable things from beeing keyed if you press "s".

# 11 02-12-2002 , 04:32 PM
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I've found most of the attributes in textures ARE keyable....

# 12 03-12-2002 , 12:01 AM
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Originally posted by mtmckinley
I've found most of the attributes in textures ARE keyable....

attributes, of course. but not if you want to key a connection from a checker -> specular color. the connection is either there or not. if you want to have a noise connected after frame whatever, you cannot just disconnect the checker and connect the noise. the connection would be lost for ever. you can mix the checker and noise and connect the blend color to specular, and key that the blender lets the other thing though starting a frame.

what i meant is, the connections in a shader network cannot be changed interactively. through simple keyframing.

# 13 03-12-2002 , 12:16 AM
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ah, I suppose that's true. One way to get around that is the Layered Shader... it's made to be able to key from one material to another.

# 14 03-12-2002 , 12:44 AM
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Originally posted by mtmckinley
ah, I suppose that's true. One way to get around that is the Layered Shader... it's made to be able to key from one material to another.

that is only half true. it works with solid material real well. or if you want to combine differant kinds of shaders like: the highlight of a phong e + reflection of blinn + color of lambert.

but layered shader comes to its limit if you want to switch between a half transparent material and another half transparent material.

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