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* [[Howto:Animate_models#Blend|Blend]] | * [[Howto:Animate_models#Blend|Blend]] | ||
* [[Howto:Animate_models#Material animation|Material]] | * [[Howto:Animate_models#Material animation|Material]] | ||
* [[Howto:Animate_models#PBR animation|PBR]] | |||
See more detailed info at [[Expressions|Expressions]] | See more detailed info at [[Expressions|Expressions]] | ||
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* '''offset-m:''' is optional. Offset in meters. | * '''offset-m:''' is optional. Offset in meters. | ||
* '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]] | * '''[[Howto:Animate_models#Expressions|expression]]:''' is optional. For more details see [[Expressions|Expressions]] | ||
== PBR animation == | |||
Animate the PBR (Physically-Based Rendering) materials. Keep in mind that your model must use the model-pbr.eff Effect or be a [[glTF]] model. | |||
<source lang="xml"> | |||
<animation> | |||
<type>pbr</type> | |||
<object-name>Object</object-name> | |||
<property-base>sim/model/c172p/material/</property-base> | |||
<base-color-factor> | |||
<r>1.0</r> | |||
<g>0.3</g> | |||
<b>0.1</b> | |||
<a>1.0</a> | |||
</base-color-factor> | |||
<metallic-factor>0.0</metallic-factor> | |||
<roughness-factor>0.3</roughness-factor> | |||
<emissive-factor> | |||
<r><property>panel-brightness</property></r> | |||
<g><property>panel-brightness</property></g> | |||
<b><property>panel-brightness</property></b> | |||
</emissive-factor> | |||
</animation> | |||
</source> | |||
* <tt>property-base</tt>: All other properties of this animation will be relative to this property node. | |||
* <tt>base-color-factor</tt>: The base color texture will be multiplied by this value. Should be an RGBA color. | |||
* <tt>metallic-factor</tt>: The metallic texture will be multiplied by this value. Should be a single floating point value. | |||
* <tt>roughness-factor</tt>: The roughness texture will be multiplied by this value. Should be a single floating point value. | |||
* <tt>emissive-factor</tt>: The emissive texture will be multiplied by this value. Should be an RGB color. | |||
For each of the color components you can use an [[SGExpression]]. | |||
== Material animation == | == Material animation == |
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