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Changes between Initial Version and Version 1 of ~archive/DoorHowTo


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Timestamp:
Oct 1, 2007, 11:07:25 PM (17 years ago)
Author:
bknecht
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  • ~archive/DoorHowTo

    v1 v1  
     1= Door !HowTo =
     2{{{
     3#!html
     4<div style="border:1px outset #8c5b00;padding: 0.5em 1em 0.5em 1em;background: #ffe17b;-moz-border-radius:10px"><table style="width:100%"><tr><td align="left">
     5}}}
     6[[Image(icons:archive.png, 50)]]
     7{{{
     8#!html
     9</td><td align="center"><b>This is an archived page!</b><br/>This page is very old and the content is not up to date.<br/>Not everything (if any) which is written here will be in the final game!</td><td align="right">
     10}}}
     11[[Image(icons:archive.png, 50)]]
     12{{{
     13#!html
     14</td></tr></table></div>
     15}}}
     16== Introduction ==
     17
     18So you wanna make a new door for Orxonox.
     19
     20First you have to model your door. Use Blender for this. There you have to create the open and close animation and export it as an md2-Model.
     21
     22!HowTos to create those animations can be found in these tutorials:
     23
     24 * [http://www.ibiblio.org/bvidtute/mytut/kfipo.avi Key Framing and IPO Curves] (Video Tutorial)
     25 * [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Basic_Animation Basic Animation Tutorial]
     26 * more about Blender can be found [https://dev.orxonox.net/wiki/BlenderTutorials here]
     27
     28What you have to regard is that the door animation has a maximum of 30 frames. Frame 0 to 15 is the open animation and frame 15 to 29 is the close animation. This means frame 0 and 29 is the door's closed state and frame 15 is the open state of the door.
     29
     30For a simple animation just make 3 key frames at the positions 0, 15 and 29. Key frame 1 and 3 (at the positions 0 and 29) hold the closed door model and the key frame 2 holds the open door state. Blender interpolates the frames between the key frames. This however can only be used with really easy doors like sliding doors.