[Solved] Would appreciate help with rotation

Hello Discourse!

I’m quite new to modding & animating and spent the last few days to learn how to create the things I always wanted in Stonehearth. With the help of your guides, tips and tricks it was easy to create my first entities (Thanks for that! :slight_smile: ).
But since I started animating my creations some things started to get a little weird.
The problem is, that my door model (I made a variation of the wooden_double_door) is lieing flat on the ground.

Now my question: Is there any way to rotate it back to normal? I took the original wooden_double_door.qb file and I haven’t changed any settings in it. When I open it in Blender or Qubicle the rotation looks fine.
The funny thing is, that the animation works properly…well at least the movement according to the Axis is correct.

I guess I still got plenty to learn so any hint or idea is welcome!

2 Likes

I wonder… Did you export the qb model with Z-Axis right handed?
Everything else seems to match, though it could also have been some issue with the animation :thinking:

2 Likes

Yes, I did. Just for fun, I tested it with Z-Axis left handed. The result was a door underneath the ground.

I just took out the animation, et voila: it works correctly. Seems like I got to take a closer look at my animations.

Thank you verry much for your help. :blush:

1 Like

Ok I got it to work properly. The problem occurred when exporting the animation as a .json file.
For some reason (don’t ask me why) Blender filled in a rotation, that was never made.
I had to change it in the .json. (God thanks for multi-line replacer)

eg:

{
“gate”: {
“pos”: [0.000000,0.000000,32.086544],
“rot”: [0.707107,0.707107,0.000000,0.000000]
},
“frame”: {
“pos”: [0.000000,0.000000,0.000000],
“rot”: [0.707107,0.707107,0.000000,0.000000]
}
}

to

{
  		"gate": {
  			"pos": [0.000000,0.000000,32.086544],
  			"rot": [0.000000,0.000000,0.000000,0.000000]
  		},
  		"frame": {
  			"pos": [0.000000,0.000000,0.000000],
  			"rot": [0.000000,0.000000,0.000000,0.000000]
  		}
  	}

Probably no one is reading this, but maybe someday someone will find it helpful :wink:

EDIT: Or use the Blender Plugin by @voxel_pirate . Saves a lot of time and nerves

1 Like

well… that looks like there is a door to the underground dungeon
and now i want one hahahaha

Here you go:

I will add it in the next Fortify update.

:v:

4 Likes

:open_mouth: that looks great

OK screw it you are making too much cool stuff, that is sick - note to self, subscribe to fortify-

1 Like

It looks good, but maybe it should be hinged along a long edge instead of a short edge?

Actually it`s quadratic. I tried a rectangular design first, but I like this one better. It offers more possibilities, in which direction the staircase can be headed. But I also have some alterning ideas…stay patient and I will bring a little variety.

this might be too much but im curious…
it’s possible to make an elevator this way? (something like the drawbridge function)

My bad, maybe it’s just the angle of the picture but it looks like the door itself is 4x3 or 5x4.

I wouldn’t think so. The drawbridge is a bit “cheating”. The collision box where the actual bridge-part is, is static. Just the visuals and the possibility to go through the doorframe changes, when a hearthling is nearby. So for example even if the drawbridge is closed, the hearthlings could stand in the air where the bridge used to be. But luckyly they don’t tend to do this. :wink:

You could try to add step by step collision boxes (e.g.: at first it is 0.1blocks high, and when triggered it could increase by 0.1 block per second.) . Might be possible but probably it would end in a herthling clipping in a box.

But there are a lot of people who might teach me wrong. I’m still new to this coding thing.

1 Like

You’re right, the angle isn’t that good, I just want to show some of the space underneath and a bit of the stairs to show it in use. :slight_smile:

Well one could cheat… Make an elevator schaft model with a black looking (stops you seeing in) but traversal “entrance” at top and botten, and on the inside have a small spiral staircase… With the max possible speed boost code roads can deliver…

(and because of the black entrance and exit you don’t notice their little sonic the hedgehog move)