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Creating UV animation
Psycrow edited this page Jul 8, 2025
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UV Animation Dictionary is a special section in the DFF designed to change the texture UV coordinates over time. To create UV animation, you need to properly set up material for your mesh object. Below are step-by-step instructions.
- Enable
UV Animationin the DragonFF material properties.

- In the
Shader Editor, add two nodes:
-
Texture Coordinate (
Shift + A→ Input → Texture Coordinate) -
Mapping (
Shift + A→ Vector → Mapping)
- Connect them as follows:
- Connect the
UVoutput of theTexture Coordinatenode to theVectorinput of theMappingnode. - Then connect the
Vectoroutput of theMappingnode to the texture node (e.g., Image Texture).
- To animate:
- Select the
Mappingnode. - Insert keyframes (
I) for itsLocationandScalefields.

- Switch to the Timeline or Action Editor.
- Select the
Mappingnode. - For each parameter (
Location,Scale), set desired values and pressIto insert keyframes. - Repeat at different frames to create movement on UVs.

Important:
- Only
LocationandScalefields can be animated. - Only
LinearandConstantinterpolations are allowed. - The Z-axis is ignored.