My Bad...
I tried method 3 using only playblast (its fast) it seemed OK, however I
didn't
try using batch rendering.
AEassignTextureCB is an undo***ented mel code with AE being the attribute
editor. During batch rendering there is no connection to the attribute
editor so
the files do not reload new files AT ALL. AEassignTextureCB works fine for
single frame rendering and Playblast but not with batch rendering.
Also loading a saved scene with AEassignTextureCB in an expression will
knockout
the colorblender view****t display (it appears only a grey object). And you
have
to reboot your computer to get view****t colorblended shader working.
So don't use: AEassignTextureCB at all.
I'll look for a workaround or if anyone knows a workaround, please post
it.
Sorry about this...
aen
>3. This is the most efficient method, assuming no blended textures are
used.
>Create a simple shader to file connection.
>Go to load the file name, load it, and view the top of the script editor.
>(a correct replay of the coding for loading a texture file texture is
>displayed).
>Copy and Save all 18 textures.
>Then open you object's expression editor:
>
>if (frame == 1){
>AEassignTextureCB file1.fileTextureName
>"D:/Maya_Projects/T/source_images/cobbleStone.jpg" "image";
>}
>
>if (frame == 10) {
>AEassignTextureCB file1.fileTextureName
>"D:/Maya_Projects/T/source_images/gravel_1.jpg" "image";
>}
>
>
>hths.. aen
>
>
>>Greets All
>>
>>I have 18 different textures for the same object and I would like to
animate the object
>>when it extrudes. The texture should change when the object extrudes at
a certain level.
>>Can I have this many blend nodes?
>>I only see that I can plug in two colors or textures can I increase this
to 18 some how?
>>
>>tia sal2


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