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I want to do something like setting up a driver on a bone's local rotation to control a UV island's translation on a texture map, I'm having trouble trying to use multiple drivers on multiple UV islands on the same texture map being shared with other stuff that don't move at all.

Here's a video demonstration of what I'm essentially after: https://youtu.be/rxZbH8xeUt8

Is there a method to reference something like a vertex group in a driver expression or material node setup or such? My current node setup for the affected area looks like this: Node setup for scrolling a designated area of the texture map

I'm hoping to avoid having to create several duplicate materials specifically for each segment, though I'm beginning to question which one would be more optimal. If there's a simpler alternative involving 1 dedicated material, that'll be fine.

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in my simple example i took a cube, add a vertex group:

enter image description here

left: uv editing right: cube

Add two empties and a UV warp modifier to your object:

enter image description here

use these settings with your modifier:

enter image description here

if you are moving now your empties, your texture should already react.

Now just add a driver to your bone, so that the bone rotation influences the movement of one empty:

i added this driver to my x-location of one empty:

enter image description here

you might have to adapt this to your settings. Since you didn't provide your blend file, i don't know your settings and you have to check which axis/rotation is right for you.

my shader is pretty simple:

enter image description here

result:

enter image description here

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