Howto:Animate models: Difference between revisions

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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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