|
|
Ah, this happens to be my area of specialization. There are different approaches. The easiest way that fits the same pattern that you have in place for characters would be to export the garage door, building door, etc as a sort of character. You create one or two bones in the rig and weight all vertices for the door, or each panel of a garage door to a single bone. Then each piece won't deform when the bone is transformed. If you ever need to dislodge the thing, it effectively becomes a ragdoll problem. If you ever need to "dismember" individual bones then it becomes more problematic, but not unsolvable.
At work we use a couple of different approaches. For weapons with moving parts we do the above. Our vehicles are built from individual components that can be broken off and simulated. So we have a special MAX tool that walks the component hierarchy and builds a special vehicle rig. Then we can animate that rig, and feed the transforms in to the physics system. So we are effectively animating physics until physical forces need to take over. This allows the components to become "dismembered" without extra systems.
For garage doors we have a pretty complex tool that does something similar as above, but you can drag and drop different components - such as garage door panels or whatever else onto the rig, then play animations on it.
If I was doing this for my personal project I would probably choose the method that is the most generic so there is less maintenance. I would go with the first option unless dismemberment was a requirement, then I would go with the second.
|