hi! i don't usually do text instructions for the assets i upload, but i wanted to make a blender guide/tutorial for nahyuta's scarf because the setup is kinda annoying and complicated, but i think the end result is really cool. it may not be the most optimal way of doing this, but hey, it at least worked for me. if there are any major mistakes or if something is unclear, let me know, and i'll revise whatever needs revising. these instructions are written with the assumption that blender's node wrangler add-on is enabled, so make sure that's working before you continue reading :)

now, onto the guide:

1. select the model for nahyuta's scarf, and in the shading window, press shift + A and search for the mapping node. the mapping type should be set to point. connect the vector output (right side) to the image texture node's left side. for the location section, leave the X value at 0. we'll come back to it later.

2. press shift + A again and search for the texture coordinate node. then, connect the uv output to the mapping node's vector input (left side).

3. (sorry, this is the most annoying step) navigate to the animation timeline. if you can't see it, try pressing shift + F12, and it should pop up. next, and this is very important, have your cursor in the same window nahyuta is (the 3D viewport) and press the I key. this adds a keyframe! here, i don't know what fps the scarf is animated in, but numbers I've tried and liked are 120 and 240 fps. i'd say mess around with any multiple of 30 and have fun with it, but use 240 as an example. double check that the endpoint number in the timeline is 240, or whatever number you picked.

once you have picked a number, go back to the shading window, look at the mapping node again, and then right-click the X value part of the location section. this is where you click "insert keyframes". if it changed color to some like, yellow-ish shade, you did it correctly. now, you have to move the blue tick to whatever fps you pick (again, 240 is my example) and change the location section's X value to 1. this makes the animation go through 1 full loop. now you have to repeat step 3 to add another keyframe (sorry again).

4. finally, also really important, right-click each keyframe you've created and see what the interpolation mode is (short key for that is T). set that to linear for both keyframes, and you should be good to go. yay :D

that should be it. by the way, other parts of ace attorney models are animated similarly, most often the parts of the model used for when a character is sweating or crying. often times, those animations move across the Y-axis as opposed to the X-axis like the scarf.

um... i don't know how to end this. thanks for reading. stream last rites prosecutor for clear skin and good grades or whatever 🦋