Material animations


Custom materials in Rolled Out! can have scalar, vector2, and vector3 parameters animated with curves. Material properties can be accessed using data paths such as:

  • For scalar values: parameter_overrides.scalar.metallic_multiplier

  • For vector2 values: parameter_overrides.vector2.tex_coord_offset.y

  • For vector3 values: parameter_overrides.vector3.base_color_multiplier.z

You can plug these data paths into a float animation channel, and attach animations to materials.

For a list of what base materials have which properties, see Base materials.

Config example: A scrolling texture for a conveyor

There’s a fair few chunks of JSON required to set up a conveyor object here.

Making a mesh node

For starters, somewhere in /scene_graph in a stage config, we want to add a mesh node that’s marked as a conveyor. Note the conveyor and conveyor_uv_velocity properties below. In addition, we give this mesh a material of material_conveyor, which we’ll define further down.

This creates an object that when touched, will behave like a conveyor and impart a force on the ball, but which would visually look stationary (until we create our material).

  "name": "node_conveyor",

  "type": "mesh_node",

  "transform": {
    "position": { "x": 0.0, "y": 0.0, "z": 0.0 },
    "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
    "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }

  "node_data": {
    "mesh_reference": {

    "conveyor": true,
    "conveyor_uv_velocity": { "x": 0.0, "y": 5.0 },

    "material_slots": [ "material_conveyor" ]

Creating the scroll curve

To make the texture scroll on our new object, we want to define a curve for how the texture should scroll. This one is a simple straight line, starting at XY 0.0, 0.0, and going to XY 1.0, 5.0. This means that over a period of 1 second, the texture will scroll over a point 5 times (the same as our conveyor_uv_velocity value in the mesh node!).

As we’re using linear interpolation (which connects keyframes by straight lines), the values for each keyframe’s left_handle and right_handle don’t matter.

The following should go in the /float_curves section of a stage config.


(Graph downloads: plot source code, png, hires.png)

  "name": "curve_conveyor",

  "keyframes": [
      "interpolation": { "type": "linear" },
      "left_handle":   { "position": { "x": 0.0, "y": 0.0 }, "type": "auto_clamped" },
      "control_point": { "position": { "x": 0.0, "y": 0.0 } },
      "right_handle":  { "position": { "x": 0.0, "y": 0.0 }, "type": "auto_clamped" }
      "interpolation": { "type": "linear" },
      "left_handle":   { "position": { "x": 1.0, "y": 5.0 }, "type":"auto_clamped" },
      "control_point": { "position": { "x": 1.0, "y": 5.0 } },
      "right_handle":  { "position": { "x": 1.0, "y": 5.0 }, "type":"auto_clamped" }

Adding the curve to an animation

Once we have our curve, we can hook it up to an animation. We can attach our curve to an animation channel, with a data path of parameter_overrides.vector2.tex_coord_offset.y. We also add a loop zone, so the animation will continuously repeat.

  "name": "anim_conveyor",

  "float_channels": {
    "parameter_overrides.vector2.tex_coord_offset.y": { "float_curve": "curve_simple" }

  "initial_time_scale": 1.0,
  "loop_zone": {
    "start_time": 0.0,
    "end_time": 1.0

Creating the material

Finally, we can create our animated material. We start with a simple “opaque lit” base material, set the main texture we want to use for it (by overriding base_color_texture from the base material), and give it our anim_conveyor animation. The animation will take care of modifying the tex_coord_offset.y property on the material.

  "name": "material_conveyor",

  "base_material": "rolledout:mat_surface_opaque_lit_generic",

  "animations": [ "anim_conveyor" ],
  "parameter_overrides": {
    "base_color_texture": {
      "type": "texture2d",
      "value": "a1_png"