• Setting up Doors for the Source Engine in Blender?
    3 replies, posted
Requesting any proper resources and tutorials on specifically setting up doors with an animated door handle, simply like the ones you see in Half Life 2 - Google doesn't yield any results other than single bone armature tutorials, which I can't work from I had a look at the doors from INFRA and noted that they have one bone for the entire door, and a second bone for the handle - but I'm having trouble setting up the armatures in Blender properly. Using [url=http://gamebanana.com/tuts/11099]this tutorial on bones[/url] I only get so far as only having a single bone for the whole door (since you seemingly can't have two separate bones in the same armature that use two different vertex groups in one object), I need one bone for the door itself and another bone that only controls the vertex group the handle is in, without separating the handle from the object of the door - I don't think that's a good way of doing it when I'm sure theres a way to keep the whole mesh as one object
Assuming everything's already rigged to the root bone: • Create a second bone for the handle, position it, and parent it to your root door bone. • Create a second vertex group in your door object, and name it the same as your handle bone. • Select your object, go into edit mode, select the handle ( 'l' to select linked may help here ), remove it from the door vertex group. • With the handle still selected, assign it to the second vertex group. • Exit edit mode, select your armature, and put it into pose mode. • Enjoy rotating your new door handle!
There's the deal I've already tried unfortunately. I have the handle in it's own vertex group already, the second bone is parented and moves with the root bone properly, but when rotating the second bone on it's own - it's just the bone that rotates. The vertex group doesn't actually seem connected to it, I even renamed both entire armatures to share the vertex group's names
If you upload your blend file, I can take a look
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