HAVE A RIG UI, BUT FOR 2D TEXTURES: texture switch node generation + controls in pose mode!
You're a 3D artist, but you need a rig with 2D textures? You're in the right place! Get rid of those pesky all-drivers setup where you have to remember how to move your bones just to change your image textures.
Beantextures can help your workflow by generating native Blender node groups alongside the control for your image texture, essentially making something similar to image sequence nodes but with finer-grain control. However, not just that: ready to use rig UI builder is ready to integrate your generated textures to your rig. It works by exposing the node property directly into your animation workspace. Finally, you don't have to touch drivers at all* when making a rig with 2D animatable texture.
Beantextures provides image switching nodes with the mix method, i.e a bunch of mix nodes stacked together to provide control. This could be heavy and may have a limitation of number of images (in EEVEE), but so far, I have not found it to be a problem for my rigs.
Support for other methods (such as UV-based tiling) may come, but I don't really plan to use it at all—feel free to leave suggestions on that.
Yes, since Beantextures generates native setup and therefore isn't needed for the actual animations. This ensures that animation data will never be lost, even when the add-on is not around.
However, without the add-on, you will not be able to control the textures directly from pose mode. If you want to have a native control, then you can use only the node group generator to create switchable textures but provide the rig UI yourself (with drivers and all that tricks).
ctrl+g is the default keymap, but you can change it to anything you want. The operator is called "Display Beantextures Props" and you can change it from your user preferences, or through the operator finder.
Yes, keyframes will be inserted automatically when auto keying is enabled—since you're animating a native Blender property.
Probably don't rename node group instances after you're done with the setup, since a lot of Beantextures connector setup components rely on that. Node labels are okay to change, though. But honestly, I'd be surprised if you rename nodes you add at all.
i to insert keyframe from the menu pop-up, for some reason. This seems to be a bug from Blender; please use the insert button at the right.Enjoying Beantextures? You can buy me a bakmi to keep the beans rolling.
Read more and find documentations at Beantexture's GitHub page.
*Drivers are only required for dropdown/enum selection mode, as Blender's built-in enum (menu switcher) is not animatable and therefore needed a bit of workaround. This, however, is also fully automated in-app.
Dolphin with eyes generated by Beantextures, with the 'closest' interpolation option
TL;DR: Beantextures v1.1.0 introduces the often requested image node settings (interpolation, projection, extension), optional vector input, and improvements of node regeneration behavior. It also comes with numerous of bug fixes to improve the stability of the add-on.
new features:
Value (which was broken as well), Image, and Alpha.fixes:
This extension requests the following permission:
Import image textures to generated node group
Very nice! Makes setting up the textures and drivers a breeze and makes it super easy to add and remove textures. I'm glad someone else had a hatred of the manual way so I didn't have to write this myself :p
Wonderful addon saving so much time and fiddling! Is there a way to default the images to closest instead of linear interpolation be default?
hey, sorry it took some time, just added it in 1.1.0!
You solved the rare problems there! incredible solution i wish you will continue to Dev the feature this definitely a niche addon!