How do I get a door to swing open the opposite way?

Post » Sat May 28, 2011 2:26 am

I'm trying to get the dwemer door http://img251.imageshack.us/img251/1457/13536897.jpg to open but when I click on it in-game, the door swings into the stove instead of away from it. So I need it to swing open in the opposite direction. How do I do that?
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Spencey!
 
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Post » Sat May 28, 2011 3:23 am

set z rotation to 180?

just checked a door in vivic, and that seems to be the only difference i see in properties.
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Emily Graham
 
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Post » Fri May 27, 2011 6:55 pm

I did that but as you can see http://img813.imageshack.us/img813/2828/78629369.jpg, the door is now facing backwards and it opens properly but it's facing the wrong way. So is there something else that can be done in Blender or NifSkope to reverse the animation or something?
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BlackaneseB
 
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Post » Sat May 28, 2011 1:31 am

i'm not sure then. perhaps keeping z at 180 and flipping another axis will work, but as to blender or nifskope, i'm not sure, i'm no modeler.
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Ellie English
 
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Post » Sat May 28, 2011 6:01 am

I just found a very simple solution. I placed the door in the "open" position so that in-game, the door is already open. And when you click it, it closes. I don't know why I didn't think of that before. Maybe a moderator should delete this topic since I found the solution.
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Cody Banks
 
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Post » Fri May 27, 2011 11:32 pm

I just found a very simple solution. I placed the door in the "open" position so that in-game, the door is already open. And when you click it, it closes. I don't know why I didn't think of that before. Maybe a moderator should delete this topic since I found the solution.


I'd keep it here, it's actually a very good tip -- one that might come in handy. :) Thanks!
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Kayla Keizer
 
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Post » Fri May 27, 2011 10:14 pm

The official/technically correct answer is to flip the mesh (not the model, the mesh, just that particular NiTriShape or maybe node) relative to the model's origin. Or the origin relative to the world, one of the two. Maybe both combined. :D There's a way to do it, because doors always swing on a particular local axis, so if you flip the local axis, the door will swing the other way. I don't remember the details, alas.
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Dean Ashcroft
 
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Post » Sat May 28, 2011 9:55 am

Well I'm still a newbie in NifSkope so I would need more clarification. But it looks fine with the door being open in-game any ways.
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James Shaw
 
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Post » Sat May 28, 2011 12:44 am

maybe try rotating it 180 on the z axis and then 180 on the x axis, might work. :shrug:
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Rach B
 
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Post » Fri May 27, 2011 7:10 pm

Nah, it's fine keeping it in the open position. Thanks, though. Off topic but how is the animation for the grinding wheel coming along, aSaPp!5@?
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(G-yen)
 
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Post » Sat May 28, 2011 9:21 am

I think, though I'm not sure, that if you rotate the door mesh 180 (flip it vertically) in NifSkope, then do the same in the CS (so it's right-side-up again), you may be able to get it to open correctly. You just need to make sure the rotation point stays on the same side.
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Mario Alcantar
 
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Post » Sat May 28, 2011 1:07 am

You mean just going into NifSkope and clicking "Flip Normals"? Because I did that and nothing happened.
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Da Missz
 
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Post » Sat May 28, 2011 3:16 am

No, not the normals, the mesh. I think you would apply a 180-degree rotation to the NiNode, or the TriShape. Flipping the normals will leave it where it is, but make it "inside out."
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Oscar Vazquez
 
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Post » Sat May 28, 2011 6:56 am

peachykeen's suggestion should indeed work, I used the same method recently when making ayleid gate meshes, to make them open in the same direction.
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Ludivine Poussineau
 
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