Yeah i thought of that, but the textures are also animated, so it would take a while to make animated versions of the transparecy input too (can you even do that?)Originally posted by NightPhantom
can't you just save that alpha channel as a picture and then apply that picture to the transparency input of the shader? (directly to the shader, instead of going to the texture first)
I just keyed the frame extension value.Originally posted by NightPhantom
how did you entered the entire sequence?
I can do it in after effects, i was just hoping there was a less time/disk space consuming method.Originally posted by NightPhantom
i c, ummm... well, if you had the transparency files already then all you would have to do is repeat that process, the problem is to get all of those transparencies. I mean, you need some kind of program that will separate the alphas for each image and name the files in sequence all automatically. Unfortunately I know of no such program :-/ maybe someone else here knows of something like that.