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Animated models and textures

MTM2 animates in two quite different ways, and both look like a broken model if you do not know.

Animated textures

A model can cycle one texture slot through a list of images — a flame, a spinning rotor. The viewer draws the first frame and lists the rest, so a model whose textures are all animated no longer appears to have none.

Each frame in the list can also name a sound, played when the cycle reaches it.

Not to be confused with a level's .ANI table. That is a separate mechanism — DATA\<stem>.ANI, named by the situation file, animating a texture across the whole level rather than a slot inside one model. Same idea, different limits: the .ANI reader caps names at 15 characters and keeps only eight frames. See Filenames and their limits.

Animation controls

Some .BIN files hold no geometry at all — only the names of the models that are their frames. MODELS\REX.BIN is 348 bytes and names rex1.bin through rex4.bin, each a full 822-vertex T-rex in a different pose.

REX.BIN previewed: frame 1 drawn, with a banner across the top of the viewport saying so and a PLAY control beneath it

C-POD draws frame 1 and says so across the top of the viewport. That banner matters: without it you are looking at rex1.bin's mesh while the file list says REX.BIN, and nothing on screen admits the difference.

Underneath it is a Play control — or press A — which steps through the frames at the speed the file asks for. REX.BIN asks for one second a frame. It never starts on its own.

Will it play for anyone but you

Right-click → Animation Frames lists every frame and where each one resolves from, the same way the texture list does for a model. That answers the question worth asking before you share a pod: a frame resolving out of a pod you happen to have and the recipient does not is an animation that plays perfectly here and not at all there.

The animation frame list, naming each frame model and the pod it resolved from

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