You can use a image sequence file.
a. Modify you 18 textures into the same size and jpg compression(0.0)
b. Rename the textures into MyTextures.XX.jpg , where XX is the number.
(padding with 0's is required - 1 is 01, 2 is 02, ...)
c. Create a shader, attach a file node.
d. Open the Attribute Editor to file1
And under File Attributes->Image Name load the FIRST image of your
textures
(MyTextures.01.jpg).
e. Below this is a: "Use image Sequence" checkbox - check this
then all your textures are included.
f. Scrub you timeline and the first 18 frames will show your 18 textures.
To control when the various textures are displayed you need to use
timeline
animation. So just keyframe into "file1: Frame Extension -Channel Box
display"
the texture numbers.
The float to integer conversion uses .5 to round down and up, this causes
inaccurate texture switching. So Open the Graph Editor, select all your
keys and
select: Tangents -> Stepped.
This creates a squared line which causes your textures to correctly switch
when
they were keyed.
And unlike the undo***ented AEassignTextureCB cmmd, this works with batch
rendering...
hth's aen


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