you made a mistake in your first post.
You do not set model materials to "yes", if you want a diffuse map on your model using animation frames. Model materials tries to use the materials setup in the JSON model file, and will ignore any settings in construct unless you follow a specific advanced procedure.
For a diffuse map using animation frames there are 3 steps:
1. Set a Q3DModel object to load a properly UV mapped model
2. Make sure model materials is set to "no"
3. Create/Rename an animation to "DiffuseMap" (case sensitive), and draw/import the frames.
Q3D supports animated textures if you follow this way of texturing. the animated textures use the C2 animation properties to animate. Also note that some material types have extra kinds of maps you can set (just by naming one of the animations, or a combination of animations any of these names like we did for "DiffuseMap"):
Phong:
"DiffuseMap"
"SpecularMap"
"EnvironmentMap_ENVRefract"
"EnvironmentMap_ENVReflect"
"LightMap"
"BumpMap"
"NormalMap"
Lambert:
"DiffuseMap"
"SpecularMap"
"EnvironmentMap_ENVRefract"
"EnvironmentMap_ENVReflect"
"LightMap"
Basic:
"DiffuseMap"
"SpecularMap"
"EnvironmentMap_ENVRefract"
"EnvironmentMap_ENVReflect"
"LightMap"
Normal:
(no maps supported)
Depth:
(no maps supported)
Shader (feature not fully supported in V-2.3, but WIP for newer versions):
(depends on the loaded shader)
The other way of defining materials is to do all that in blender following three.js tutorials, and then setting model materials to "yes" and adding the necessary textures you used in blender to the files folder. it's much more complicated, and works in the same way as the workflow of three.js. I'd recommend against using it as it doesn't allow for the same kind of flexibility as using the animation system.
Another note is you can change texture animations at runtime, and have more than one, but you need at least 1 animation named for example "DiffuseMap" (or any of the above) if you want to change the texture animation to something different, or else Q3D will think the model doesn't use any diffuse-maps and wont initialize them on the model, and changing will lead to an error or no effect.
Environment maps work in a special way since they need 6 textures in the shape of a cube to work. If you want to know how they work look at the comments in "texturing model example" capx in the main Q3D post. for Q3D to recognize an animation as an environment map, you need to add "_ENVReflect" for a cubic environmental reflection map, and "_ENVRefract" for a cubic environmental refraction map. the same rule for needing at least one "EnvironmentMap" animation applies here. but additionally other animations need to be called something like "myanimation_ENVReflect" if you want to change environment map animations at runtime, in practice i don't see many people wanting to do this though.
Also to note for Environment maps, "frames" don't exactly work the same since the maps need 6 textures. Every 6 frames in an animation are converted to the faces of the environment map, if you have 12 frames then you'll have two seperate cubic "texture frames", meaning two sets of 6. this is a little confusing to explain, but as you add frames you'll see with 1-6 frames the environment maps doesn't "animate", but with 7-12 it animates between two "texture frames", with 13-18 it animates with three "texture frames", etc. if there aren't enough frames to build a cube, it just copies the last frame over the remaining needed faces.
All this is confusing in words, but if you look at the "texturing model" capx, it should be pretty clear.