Any UV Morph table help for newbies?

Are there any tutorials, examples, or simple explantions available regarding UV Morphs that are suitable for a hard-of-thinking newcomer to Panda? I’d like to “animate” several polygons in a model by altering texture coordinates. Is this possible using UV Morphs?

From a post by drwr:

Suppose, for example’s sake, I had the following single-poly model with a flag and a single joint:

<CoordinateSystem> { Y-Up-Left }

<Comment> {
  "x2egg triangle.x triangle.egg"
}
<Texture> tref1 {
  tread.PNG
}
<Group> triangle {
  <Dart> { 1 }
  <Joint> Scene_Root {
    <Transform> {
      <Matrix4> {
        1 0 0 0
        0 1 0 0
        0 0 1 0
        0 0 0 1
      }
    }
    <Joint> joint1 {
      <Transform> {
        <Matrix4> {
          1 0 0 0
          0 1 0 0
          0 0 1 0
          0 -0.00159 0 1
        }
      }
      <Joint> Plane01 {
        <Transform> {
          <Matrix4> {
            1 0 0 0
            0 1 0 0
            0 0 1 0
            0 0 0 1
          }
        }
        <Group> {
          <VertexPool> vpool1 {
            <Vertex> 0 {
              -20 -20.2708 0
              <UV> { 0.003906 0.935705 }
              <Normal> { 0 0 -1 }
              // joint1:1
            }
            <Vertex> 1 {
              23 -20.2708 0
              <UV> { 0.07681 0.935705 }
              <Normal> { 0 0 -1 }
              // joint1:1
            }
            <Vertex> 2 {
              0 20.7292 0
              <UV> { 0.037815 0.996094 }
              <Normal> { 0 0 -1 }
              // joint1:1
            }
          }
          <Polygon> {
            <RGBA> { 0.8 0.8 0.8 1 }
            <TRef> { tref1 }
            <VertexRef> { 0 1 2 <Ref> { vpool1 } }
          }
        }
      }
      <VertexRef> {
        0 1 2
        <Ref> { vpool1 }
      }
    }
  }
}
<Table> AnimationSet0 {
  <Bundle> triangle {
    <Table> "<skeleton>" {
      <Table> Scene_Root {
        <Xfm$Anim_S$> xform {
          <Scalar> fps { 24 }
          <Char*> order { srpht }
        }
        <Table> joint1 {
          <Xfm$Anim_S$> xform {
            <Scalar> fps { 24 }
            <Char*> order { srpht }
            <S$Anim> y { <V> { -0.00159 } }
          }
          <Table> Plane01 {
            <Xfm$Anim_S$> xform {
              <Scalar> fps { 24 }
              <Char*> order { srpht }
            }
          }
        }
      }
    }
  }
}

Can this polygon’s uv mapping be made to cycle continuously through three different areas of the texture? I’m guessing that and a morph table would be involved somehow.

Yes, you can construct a UV morph table with some effort, but if all you want to do is slide texture coordinates across the surface, consider doing model.setTexOffset() instead. If you want to animate it smoothly over a period of time, you can do it in a task, or you can use LerpTexOffsetInterval to do the same thing.

David