Killjaeden Posted May 14, 2012 Share Posted May 14, 2012 (edited) Hi, i'd like to make an animated door. Something like a heavy vault door usable for treasuries or something like that.I'd like to have a similar open mechanism like the "dragon claw"-door where you have to position rings and then put in the key, just instead of those big rings it shall be a normal combination lock. I know how to make models/animate them, but where should i start to look regarding bringing the animated object ingame? I've only seen stuff about character animation, not sure if that is the right way - any input? And how would it work with those rings (or combination lock in my case) ? I guess they have to be seperate objects, but how do i move them in conjunction with the door when opening? Edited May 14, 2012 by Killjaeden Link to comment Share on other sites More sharing options...
steve40 Posted May 16, 2012 Share Posted May 16, 2012 I guess they have to be seperate objects, but how do i move them in conjunction with the door when opening? Use a script to sync the animations. Link to comment Share on other sites More sharing options...
LittleBaron Posted May 16, 2012 Share Posted May 16, 2012 I just made a simple custom animation for a door whose mesh I also edited. Basically, I just studied the NiControlManager and the NiControllerSequences and everything attached to them and figured out what I needed to change to get it to do what I wanted. For a door they are usually seperated into 2 sequences "Open" and "Close" which just automatically animate when the PC activates the door. It might be helpful for you to study a Dragon Claw door since they have the bit with the claw rotating which might be similar to your idea about a combo lock. LB Link to comment Share on other sites More sharing options...
MikeDavis Posted May 16, 2012 Share Posted May 16, 2012 I know u cant make any new anim without to replace something right? Whats the progres? i mean to add new combat moves for ex... Link to comment Share on other sites More sharing options...
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