Hello,
I'm trying to make a pickup truck. I already have the model inside the game, copied dummies from original SA model but when it comes to the boot opening, it doesn't work properly.
It looks like that in the game:
I already tried to manipulate the rotation of the dummy but nothing changed. Maybe someone could help me and explain to me how to do that?
Well... I thought I did that. Could you explain then how to do that? I'm working on Zmodeler 2.2.4 and all I did was select Rotate and selected base to pivot.
show me a hierarchy near the boot object (it's parent and so on). I guess you should edit local axes of some other object, not the "boot_ok" object. The "boot_ok" is a geometry element, but not a structural element the game will be dealing with. Most likely, you need to rotate axes of boot_ok's parent object instead.
Rotation of axes you've done on sceenshot is correct.
you need boot_dummy axes to be rotated the way you've shown earlier. the boot_ok and boot_dam should not get rotated. Also, it is essential to reset axes on boot_ok and boot_dam to match their parent axes (boot_dummy). Display\Local Axes\"Reset to parent" tool does this.
You can toggle off "Affect children" option in "Rotate" toolbox before you rotate dummy's axes. If you do so, boot_ok and boot_dam should not get affected after dummy axes has changed. Still need "Reset to parent" on them to ensure they match new local axes of dummy.
I did exactly everything you wrote but It still is reverse by 180 degrees. I tried to just rotate boot_dummy only, leaving boot_ok it's original position of axe, but It didn't work.
After that I did what you told me to do - I reset axles of boot_dummy by 180 degrees on the top view, and then I clicked on boot_dummy and boot_dam to reset them on parent.
I loaded the model and in the game it looks the same as few posts earlier.
you are probably missing some step or doing it a wrong way.
There is another trick that you can try to utilize in your tests too. Create a "boot_rot_dummy" dummy node and make it a parent of your boot_dummy. Apply rotations changes to "boot_rot_dummy" instead of "boot_dummy". so hierarchy of boot_dummy and its children is like on your very first screenshots (before you applied any rotations). So, only "boot_rot_dummy" is rotated (axes pointing an opposite direction than boot_dummy).
it's all up to trial and error, I've given you all the possible ways to get it solved. I don't mod games, neither could remember details on how this could be done in GTA:SA. At least I remember it was possible to refine wheels slope angle when the game actually controls slope and rotation of wheel objects. This was made by adding extra dummy in hierarchy with some rotation applied. The same way can probably be used on boot to refine rotation that game does to the object.