View Full Version : Door
yaziii
03-12-2011, 01:56 PM
I have created door for classroom and you often seen that classroom doors have glass in the middle of door so I created door in 3ds max and from middle its empty nowI want there to be glass so I cxan created glass in UDK and also fix it,
but when I animate door glass is not moving with animation so how I can attach or link that glass with door that when door animate then glass also animate???
see image as well.
Graylord
03-14-2011, 08:16 AM
You can:
A. Model the glass as a part of the door.
B. Try using attach in the properties of the object.
C. Making it have the pivot point in the same location as the door, so when it rotates, it's in the same angle as the door.
yaziii
03-14-2011, 09:13 AM
very right GrayLord I'll try if I get some problem I will again post.
thanks
yaziii
03-14-2011, 02:48 PM
I have door which is InterpActor and glass is my material so how these two geet attach??? :(
drmccoy20
03-15-2011, 11:13 AM
The easiest thing to do would seriously be to model the glas a part of the door. Attaching your glas done in UDK to the door mesh and moving it accordingly will be a pain in the butt and very .. unusual.
Jcaulton
03-15-2011, 06:34 PM
Like drmccoy20 said, I just make mine as one mesh. Very easy if you have 2 material channels on your mesh. One for glass, one for everything else. Super simple.
yaziii
03-15-2011, 11:44 PM
dear if we import door form 3ds max then it act as one mesh in UDK and if we make door in UDK then its not work as InterpActor mean as animation. So what its solution???
drmccoy20
03-16-2011, 05:08 AM
What exactly do you mean by "if we make door in UDK" With BSP? With Mesh?
And yes, if you import your door from 3ds max, it will act as one mesh in UDK.
yaziii
03-16-2011, 08:38 AM
yes if we make door in UDK with BSP then it doesn't act as InterpActor
drmccoy20
03-16-2011, 09:10 AM
Of course it doesn't. BSP is ment only for VERY VERY undetailed, STATIC things in UDK. It's by no means ment to be used for creating animated objects like doors. There is (as far as I'm aware of it) no way to have BSP behave like an InterpActor.
If you want to create a door:
01. Open up your door model in 3ds Max
02. In 3ds Max: Add a plane in the opening of the door
03. Put a glas material on the plane
04. Export your new door WITH modeled glas
05. Import it into UDK
06. Add as InterpActor
And you're all set to go.
yaziii
03-16-2011, 10:54 AM
No this is not the exact way wait I'll upload pics.
yaziii
03-16-2011, 11:01 AM
http://farm6.static.flickr.com/5018/5531724677_01bab28c8c.jpg (http://www.flickr.com/photos/yaziii/5531724677/)
see this image and now I want this to merge both glass and door.
mktwo
03-16-2011, 11:34 AM
As was said, add the glass to your door model in your modeling package.
yaziii
03-16-2011, 11:45 AM
how??? I didn't get
mktwo
03-16-2011, 12:07 PM
Are you asking how to model something?
yaziii
03-16-2011, 12:53 PM
now I can model but what these all are saying I didn't get them.
mktwo
03-16-2011, 01:25 PM
01. Open up your door model in 3ds Max
02. In 3ds Max: Add a plane in the opening of the door
03. Put a glas material on the plane
04. Export your new door WITH modeled glas
05. Import it into UDK
06. Add as InterpActor
This.
It isn't really that complicated, maybe someone can translate it to your native language, what language do you speak?
yaziii
03-16-2011, 02:08 PM
I understand but I only didn't get 02 point where to add plane???
mktwo
03-16-2011, 02:31 PM
Where there's a hole in your door.
If you mean what button to use, check this image:
1236
yaziii
03-17-2011, 02:22 AM
http://farm6.static.flickr.com/5296/5533616465_85165ec26e.jpg (http://www.flickr.com/photos/yaziii/5533616465/)
http://farm6.static.flickr.com/5056/5534198360_ff75c6be4e.jpg (http://www.flickr.com/photos/yaziii/5534198360/)
http://farm6.static.flickr.com/5131/5533616535_7af3d8fe46.jpg (http://www.flickr.com/photos/yaziii/5533616535/)
In first image I made door and hole in center thn add plane and apply glass material, right? And export as ASE then import into UDK in 2nd and 3rd image see when I rotate its showing hole and from other side its cover so whats wrong here and how I can aplly seperate material in this :(
mktwo
03-17-2011, 03:40 AM
Try exporting as .FBX, and be sure to check the box where it says "Export Media?" or something similar. I'm not entirely sure how that works, but it should export the materials you put on it in 3DS Max with the model. If you get the materials seperately in UDK, great, because for the glass material, you need to set it to "Two-sided" in the material editor.
yaziii
03-17-2011, 04:00 AM
I think that I am not getting you, or you are not getting me anyway I will again explain I did what you said me to export as fbx I did and this time I got two seperate meshes one glass and one door right, but now again problem when I apply material on them wood for door and glass for glass then again problems occur that door will work as InterpActor and glass will not. :(
and for glass I am using this material and when I apply on mesh then its not work as InterpActor.
http://farm6.static.flickr.com/5058/5533742957_22b23e16d7.jpg (http://www.flickr.com/photos/yaziii/5533742957/)
glass_mat (http://www.flickr.com/photos/yaziii/5533742957/) by ay_zah (http://www.flickr.com/people/yaziii/), on Flickr
Master Lucky
03-20-2011, 08:05 PM
What you can do is to create a single door static mesh with two material ID groups in 3ds max and then when you export this static mesh into UDK you will get two material channels.
Here's how you can do it:
1. If your glass plane is separate from your door model, attach it to the door so it's all one single mesh. Then select all the polygons for your door, go to Polygon: Material IDs in your command panel and in Set ID field type 1 and press Enter. This will assign Material ID1 to all selected polygons.
http://img810.imageshack.us/img810/9977/80515423.jpg (http://img810.imageshack.us/i/80515423.jpg/)
2. Select polygons for the glass and assign them Material ID2
http://img848.imageshack.us/img848/8519/87921734.jpg (http://img848.imageshack.us/i/87921734.jpg/)
3. Assign Multi/Sub-Object material for your mesh.
http://img34.imageshack.us/img34/5567/92323007.jpg (http://img34.imageshack.us/i/92323007.jpg/)
Set number of IDs to 2.
http://img684.imageshack.us/img684/3821/54175749.jpg (http://img684.imageshack.us/i/54175749.jpg/)
4. Unwrap your model. Now in UVW Editor you can see that you have two ID sets. One for your door frame and one for your glass. (Don't mind 5 and 6, it's just some glitch in my max)
http://img218.imageshack.us/img218/3388/78038049.jpg (http://img218.imageshack.us/i/78038049.jpg/)
5. After you done with unwrapping it's time to assign the textures (NOTE: it's very important that you assign bitmaps into diffuse channel for any material ID before you export your model, otherwise you'll get only one material channel in UDK. It could be your textures or even empty bitmap files it's doesn't matter at this stage.)
http://img717.imageshack.us/img717/9042/48105272.jpg (http://img717.imageshack.us/i/48105272.jpg/)
6. Export your model as ASE file.
http://img143.imageshack.us/img143/16/69182281.jpg (http://img143.imageshack.us/i/69182281.jpg/)
7. Now import your model into UDK. And if you did everything right you should get two material channels for your mesh. You can find them under LODInfo -> Elements
http://img607.imageshack.us/img607/1613/58439000.jpg (http://img607.imageshack.us/i/58439000.jpg/)
8. Assign your door and glass materials and now you have a single static mesh which you can animate with two different materials assigned to it.
http://img21.imageshack.us/img21/6374/92473619.jpg (http://img21.imageshack.us/i/92473619.jpg/)
Hope it will help you to solve your problem.
yaziii
03-22-2011, 05:28 AM
thnx aot dear frnd thnx alot I am really honor for you.
Master Lucky
03-24-2011, 11:11 PM
You are welcome! )
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