I know that we can animate bast textures, but I was wondering if the same idea could be applied to glow and refl textures on characters like Radiation Man or Human torch?
Wondering the same thing here. I assume adding _glow and _refl textures with the same name as the numbered animation ones.
Also I'm wondering if there's a way to add a transition between animations?
I really don't know much about animated textures, very little actually, but if you want to have a texture sit for a few frames, would it be possible by replicating the texture, and adding it to the end of the list?
Meaning, if you have 5 textures that your Mesh scrolls through, and you want texture #5 to stay for a few frames, could you add textures #6 - #10 (All being the same as #5) to make it appear if there was a delay in the rotation?
It's pretty easy. You Insert NiFlipController into the texture property block of a chosen mesh, then Insert source textures into the flip controller.
I'm looking to do the opposite of what your suggesting, as that's the default. The delay is already there, I want to replace that with a transition, like say
a texture fades out and into another. As it is it looks like the mesh is flickering where as I want a smooth color change happening. Even by adding more textures
the flicker is still present when going from one animation to the next.
This is actually easy to excute:
1. Nifskope two animated male_basic.tga on the model
2. Create one with normal saturation
3. Create one with saturation reduced 75%
4. Create texture for male_basic_glow.tga the same as usual
5. Watch as the skin lighten and dims.