Rigging Windows & Slider Doors
handyman4545
Posts: 408
Anyone have a link to a tutorial on rigging a sliding door?
I want to make the doors on my model operational.
Post edited by handyman4545 on
Comments
Are they just flat? If so you don't actually need to rig, a morph will handle sliding - just make a version of your model with a door slid to its open position and export as - for example - DoorRoom1Open.OBJ, repeat for the other doors. The in DS select your model, Edit>Figure>Moprh Loader pro, click the select Morphs button, and grab all of your morph OBJs. The defaults should be fine to start, so click Accept. If soem does need to do more than slide along a line (I notice you have some cylinders with opening) then that may require rigging.
Rich:
Thank you for the info. I'm going to apply it and see how it works with my in-line slider.
I still need some assistance on the turbo lift doors though.
I've bokmarked this, wil set up a simple example and (try to) rig it later
About the sliding doors how about this simplified method:
seperate the mesh into a room and doors items and use the translations, open the Parameter Settings for the translation sliders and define limits in movement.
I guess the "turbo lift doors" are the bouth round ones, for to open them you would need a limited degre of Y rotation around the center of the lift shaft.
I tried this today for the first time and it worked but not correctly.
I created an obj of the entire vessel with the cargo door closed.
The I created an obj of the entire vessel with teh cargo door open.
Then I opened the closed door version in DS
Then I selected Edit,, Figure, Morph Loader Pro.
The I selected my open door version of the entire ship.
Then I selected Accept.
DS reported having loaded the desired morph successfully but upon trial of the new morph.
Instead of the cargo door sliding right to left, the entire ship moves forward and backward and the cargo door stayed closed.
Perhaps I misunderstood the instructions?
Did you use the same preset in the OBJ import dialogue and the Morph Loader dialogue?
Ok.
It turned out to be a difference in scale.
Fixed that and it works fine.
Thx