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Building a working door in poser

Author: xalthorn

Tools Needed

  • Poser

Introduction

If you've ever wanted a door for your scene and weren't sure how to go about it, then this tutorial is for you. It shows in a simple step by step process how to build a door and also demonstrates some of the pitfalls along the way.

Step 1 - Build the door

Let's get started by getting the scene ready. To give a good view of what we're going to be working with, change the main camera settings to match mine below.

main camera

Focal 38mm

hither 0.000

DollyZ 0.000

DollyY 0.200

DollyX 0.000

zScale 100%

yScale 100%

xScale 100%

Scale 100%

zOrbit 0

xOrbit -30

yOrbit 30

Now we'll create the door. In this tutorial version there are four box props, one cylinder, and two balls used. I've listed each part of the door that we need to create, the type of prop you should load in, and the settings for each one.

For example, the first part we need is the main door piece. It is a box and called door. Simply load the box prop into the scene, rename it by going to the 'Object' menu and selecting the 'Properties…' option. In there, type over the old name, replacing it with 'door'. Then Ok that window and change the dial settings to match those listed.

For the texture and colour change, go to the 'Render' menu and select the 'Materials' option. In the next window, make sure your renamed prop is the select object and change the texture map of Object colour appropriately.

Do this for each object below and you should have a door like mine.

door - box

Scale 100%

xScale 200%

yScale 400%

zScale 50%

yRotate 0

zRotate 0

xRotate 0

xTran 0.000

yTran 0.000

zTran 0.000

texture : ground default texture

object color : something dark red

left frame - box

Scale 100%

xScale 50%

yScale 400%

zScale 50%

yRotate 0

zRotate 0

xRotate 0

xTran -0.125

yTran 0.000

zTran 0.000

texture : ground default texture

right frame - box

Scale 100%

xScale 50%

yScale 400%

zScale 50%

yRotate 0

zRotate 0

xRotate 0

xTran 0.125

yTran 0.000

ztran 0.000

texture : ground default texture

top frame - box

Scale 100%

xScale 300%

yScale 50%

zScale 50%

yRotate 0

zRotate 0

xRotate 0

xTran 0.000

yTran 0.400

zTran 0.000

texture : ground default texture

handle post - cylinder

Scale 100%

xScale 10%

yScale 80%

zScale 10%

yRotate 0

zRotate 0

xRotate 90

xTran 0.080

yTran 0.200

zTran -0.040

front handle - ball

Scale 20%

xScale 100%

yScale 100%

zScale 100%

yRotate 0

zRotate 0

xRotate 0

xTran 0.080

yTran 0.190

zTran 0.040

back handle - ball

Scale 20%

xScale 100%

yScale 100%

zScale 100%

yRotate 0

zRotate 0

xRotate 0

xTran 0.080

yTran 0.190

zTran -0.40

let's have a look at what your scene should look like now.

400-02b21.jpg

Step 2 - Rotate the door

Now, without doing any more changes, we'll try to open the door by changing it's yRotate value.

Change the yRotate value to -45

Let's see what happened.

400-02b31.jpg

Oh dear, the door moved, but the handle didn't follow it. Put the yRotate value back to 0 and we'll fix the handle to the door.

Step 3 - Attach the handle

To fix one object to another object, select it and then select 'Change Parent' from the 'Object' menu. You will then get a list of all the objects in the scene, select the one you want to be the parent of your object and click OK.

First of all, we'll fix the door handles to the handle post that goes through the door.

Change the parent for the 'front handle' to the 'handle post' object.

Change the parent for the 'back handle' to the 'handle post' object.

Now we'll fix the handle post to the door.

Change the parent for the 'handle post' to the 'door' object.

Now we can try rotating the door again and we'll see what happens. Change the yRotate value of the door object to -45 again.

400-02b41.jpg

There, the handles have followed the door, but doors don't normally open like that. Put the yRotate value back to 0 degrees and we'll fix that problem.

Step 4 - Our friend the origin

400-02b51.jpg

I've changed to the front camera and put the scene in Outline view so that we can see what we're dealing with. I've also displayed the origin for the door by selecting the door and selecting the 'Properties' option of the 'Object' menu. In the window that pops up, I've ticked the 'Display Origin' box and clicked OK.

You can see that the origin is at the bottom of the door, in the centre. We'll start off by moving it to the left hand side of the door. Change the OriginX value to -0.050 and see what happens.

400-02b61.jpg

The Origin is now in the right place, at the left hand side of the door, but the door has moved in relation to the origin. Change the xTran of the door to -0.050 to match the origin change.

400-02b71.jpg

That's better, the origin is now to the left of the door, surely that will make it work now.

Step 5 - Rotating again

Let's go back to the main camera and smooth shaded view again, and try that xRotate of -45 again.

400-02b81.jpg

This looks good, as though it worked fine, but let's check the wireframe view.

400-02b91.jpg

If you look carefully (looking at the floor shadow is easiest) you can see that the door is slicing through the frame. This is because the origin is in the middle of the doors width, meaning that we've essentially placed a hinge in the centre of the door edge. This just wouldn't work in real life. So back to the drawing board, change the yRotate back to 0 degrees.

Step 6 - More origin trickery

400-02ba1.jpg

To see what we're doing better, we've changed to the top camera this time, with outline view.

Select the door object and change the OriginZ value to 0.050

400-02bb1.jpg

That's certainly put the origin at the front of the door, but the door has been shifted out of the frame again, so let's change the zTran of the door to -0.025.

400-02bc1.jpg

Much better, or at least it looks like it.

Step 7 - Dare we try again?

Okay, back to smooth shaded main camera view and try the yRotate of -45 for the door again.

400-02bd1.jpg

That seemed to work better, let's look at the wireframe view to make sure it really has worked.

400-02be1.jpg

Yep, that worked. The origin is behaving like a proper hinge and letting the door behave in a much nicer way.

Step 8 - Open the door further

Let's try yRotate of -135 to make sure we can open the door further.

400-02bf1.jpg

That works fine, and you now have a working door. To fully open the door, you would set the yRotate to -180, more than that and you're going into the frame again.

Step 9 - Tidying up

To join all of the objects together we'll do some more parenting of objects.

Change the parent of the door to the 'left frame' object.

Change the parent of the top frame to the 'left frame' object.

Change the parent of the 'right frame' to the 'left frame' object.

On the last one, we could have made the parent of the 'right frame' the top frame, but I wanted to prove that you can parent an object to another object even if they aren't touching.

Now all you need to do is move the left frame and the whole door assembly will move with it. You can move or rotate the left frame wherever you want and the whole door will follow.

Obviously, you can create much more elegant doors than this, but this is an intentionally simple version. You could make panelled doors, glass doors, all kinds of doors. So long as you get the basic connections right, you can build from there.