I am trying to make a realistic door open-close animation. The door is made of multiple parts that I welded together. I created a part that I called "pivot" and that is the connection point from the wall to the door. While trying to make this animation, I put a BodyAngularVelocity instance into the "pivot" that spins on the Y axis, but instead of spinning the pivot, it spins the entire door from the center of mass, which is not what I want, as it looks like a spinning door from a mall, for example. Does anyone know why this does not spin the "pivot" only or how I can fix it?

I appreciate any help or ideas. Thanks!

7 comments

0

Does this have anything to do with scripting?

0

No, my friend, it does not.

0

It actually does, because it's an animation. I haven't started the scripting yet because there's no point in making a script that I know won't work.

0

The first step towards doing something new is trying. Just saying. This can be done, but it might just require a bit more logic than the usual.

0

I've tried several different things. I'm not frustrated, but I can tell I need help.

1

I don't see why that would happen. The BodyAngularVelocity, if parented under "pivot", should be the center of rotation for "pivot" and any other parts welded to it.

0

That's the problem. I expected exactly what you said but it's not doing that.