I'll be using the yucky IMVU inc. chair to demonstrate:


First let's change the texture so that we can clearly see what's happening:


Next, we are going to create a static animation. This is achieved by only filling out the green areas in the image below and leaving the red areas blank.

The numbers in the first column (Cell Width & Cell Height) must follow the rule of 2 for your product to work reliably for your customers. The rule of 2 means only using the following values: 2, 4, 8, 16, 32, 64, 128, 256, 512. They can be used in any combination, for example 128x16. With this tiling reduction method the smaller the value, the bigger the texture will grow.
The animation On box must be ticked.
Example:


Now the texture is bigger we are going to centralise it on the largest upright part at the back using the next column's offset values. Unfortunately whenever you move one part all the other parts of the same texture will move equally. There is no cure for a mesh that isn't mapped exactly how you want, we can only improve things a little. I cannot give you a formula for offsetting the texture, just experiment with the numbers in there until it looks right.


Next we can change the ratio of the texture from square to rectangular:


This on it's own can be useful.
As noted before, any combination of "rule of 2" values can be used to achieve different effects:


Any questions or products you need help doing this to, post below and I'll do my best to walk you through it.
