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doors animations

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i still working on the hardened aircraft shelters

only i need is how do the doors animtions ?

like sliding open shelters doors or closing

i have a shelter that the door go open in the ground

so i need help with that , if some one know how ?

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oh yeah i can use that , thank you bk1276

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the first door is working fine but door 2 ?

i get a error when start Arma

file eddyd_border_has\config.cpp,line132:'/cfgvehicles/eddyd_border_has/UserActions,';'{'encountered instead of '='

this my config

--------------

/*

 eddyD_BORDER_HAS by eddyd 08.11.07

*/

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class eddyD_BORDER_objects

{

units[] = {eddyD_BORDER_HAS};

weapons[] = {};

requiredVersion = 0.10;

};

};

class cfgVehicleClasses

{

        class eddyD_BORDER_objects

        {

                displayName = "eddyD_BORDER_objects";

        };

};

class CfgSkeletons

{

  class hangBONES

  {

       isDiscrete=1;

       skeletonInherit = "";

       skeletonBones[]=

       {

            "doorL,doorR","",    

       };

  };

};

class cfgModels

{

  class Shelter;

  class eddyD_BORDER_HAS: Shelter

  {

       skeletonName = "hangBONES";

       sectionsInherit="";

       sections[]={doorL,doorR};

       class Animations

       {

class doorLanim

{

type="rotation";

animPeriod=1;

source="doorL";

selection="doorL";

minValue=0;

maxValue=1;

axis="doorlaxis";

angle0=0;

angle1=-0.08;

};

class doorRanim

{

type="rotation";

animPeriod=1;

source="doorR";

selection="doorR";

minValue=0;

maxValue=1;

axis="doorRaxis";

angle0=0;

angle1=0.08;

};

       }; /* Animation class end */

  };

};

class CfgVehicles

{

   

    class All {};

    class Static : all {};

    class Building : Static {};

    class Strategic : Building {};

    class Shelter: Strategic{};

    class eddyD_BORDER_HAS: Shelter

{

model="\eddyD_BORDER_HAS\eddyD_BORDER_HAS";

attendant=1;

               armor=2000;

scope=2;

               transportAmmo = 300000;

               transportFuel=50000;

               transportRepair=20000000;

               accuracy = 0.300000;

               mapSize=35;

vehicleClass="eddyD_BORDER_objects";

displayName="eddyD_BORDER_HAS";  

class AnimationSources

{

class  doorL

{

source = "user";

animPeriod = 2;  

initPhase=0;

};

};

class UserActions {

class Open_Gate

{

displayName="Open Gate";

position="handle1";

radius=30.000000;

onlyForPlayer = false;

condition="this animationPhase ""doorlanim"" < 0.3";

statement="this animate [""doorlanim"", 1]";};

class Close_Gate

{

displayName="Close Gate";

position="handle1";

radius=30.000000;

onlyForPlayer = false;

condition="this animationPhase ""doorlanim"" > 0.3";

statement="this animate [""doorlanim"", 0]";};

{

class doorR

{

source = "user";

animPeriod = 2;

initPhase=0;

};

};

Class UserActions {

class Open_Gate

{

displayName="Open Gate";

position="handle1";

radius=30.000000;

onlyforPlayer = false;

condition=this animationPhase ""doorRanim"" < 0.3";

statement=this animate [""doorRanim"", 1]";};

class Close_Gate

{

displayName="Close Gate";

position="handle1";

radius=30.000000;

onlyForPlayer = false;

condition="this animtionPhase ""doorRanim"" > 0.3";

statement=this animate [""doorRanim"", 1]";};

};

};

};

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One thing I noticed, is this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skeletonBones[]=

      {

      "doorL,doorR","",    

      };

It should be:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skeletonBones[]=

      {

      "doorL","",  

      "doorR",""

      };

Each bone is defined in pairs. The current bone and the bone it's attached to. In this case, neither bone is attached to another, so the are both left empty.

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ok,still have the same error

what do i wrong icon_rolleyes.gifbanghead.gif

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I think you may have to remove the extra '};' from your statement lines:

statement="this animate [""doorlanim"", 1]";};

Like so:

statement="this animate [""doorlanim"", 1]";

Planck

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no thats is not the problem

this is a config for one door and no problem with that

/*

eddyD_BORDER_HAS by eddyd 08.11.07

*/

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class eddyD_BORDER_objects

{

units[] = {eddyD_BORDER_HAS};

weapons[] = {};

requiredVersion = 0.10;

};

};

class cfgVehicleClasses

{

class eddyD_BORDER_objects

{

displayName = "eddyD_BORDER_objects";

};

};

class CfgSkeletons

{

class hangBONES

{

isDiscrete=1;

skeletonInherit = "";

skeletonBones[]=

{

"doorL","",

};

};

};

class cfgModels

{

class Shelter;

class eddyD_BORDER_HAS: Shelter

{

skeletonName = "hangBONES";

sectionsInherit="";

sections[]={doorL};

class Animations

{

class doorLanim

{

type="rotation";

animPeriod=1;

source="doorL";

selection="doorL";

minValue=0;

maxValue=1;

axis="doorlaxis";

angle0=0;

angle1=-0.08;

};

}; /* Animation class end */

};

};

class CfgVehicles

{

class All {};

class Static : all {};

class Building : Static {};

class Strategic : Building {};

class Shelter: Strategic{};

class eddyD_BORDER_HAS: Shelter

{

model="\eddyD_BORDER_HAS\eddyD_BORDER_HAS";

attendant=1;

scope=2;

transportAmmo = 300000;

transportFuel=50000;

transportRepair=20000000;

accuracy = 0.300000;

mapSize=35;

vehicleClass="eddyD_BORDER_objects";

displayName="eddyD_BORDER_HAS";

class AnimationSources

{

class doorL

{

source = "user";

animPeriod = 2;

initPhase=0;

};

};

class UserActions {

class Open_Gate

{

displayName="Open Gate";

position="handle1";

radius=30.000000;

onlyForPlayer = false;

condition="this animationPhase ""doorlanim"" < 0.3";

statement="this animate [""doorlanim"", 1]";};

class Close_Gate

{

displayName="Close Gate";

position="handle1";

radius=30.000000;

onlyForPlayer = false;

condition="this animationPhase ""doorlanim"" > 0.3";

statement="this animate [""doorlanim"", 0]";};

};

};

};

so how do i with 4 doors ?

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Fair enough, I was confused about it being on the same line as the statement, however here is an example from the ca\buildings config entry for Land_dum_mesto2:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class UserActions

{

class OpenDoors1

{

displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_O_DOOR";

position = "osa_dvere1";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere1"" < 0.5";

statement = "this animate [""Dvere1"", 1]";

};

class CloseDoors1

{

displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_C_DOOR";

position = "osa_dvere1";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere1"" >= 0.5";

statement = "this animate [""Dvere1"", 0]";

};

class OpenDoors2

{

displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_O_DOOR";

position = "osa_dvere2";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere2"" >= 0.5";

statement = "this animate [""Dvere2"", 0]";

};

class CloseDoors2

{

displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_C_DOOR";

position = "osa_dvere2";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere2"" < 0.5";

statement = "this animate [""Dvere2"", 1]";

};

class OpenDoors3

{

displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_O_DOOR";

position = "osa_dvere3";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere3"" < 0.5";

statement = "this animate [""Dvere3"", 1]";

};

class CloseDoors3

{

displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_C_DOOR";

position = "osa_dvere3";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere3"" >= 0.5";

statement = "this animate [""Dvere3"", 0]";

};

class OpenDoors4

{

displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_O_DOOR";

position = "osa_dvere4";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere4"" < 0.5";

statement = "this animate [""Dvere4"", 1]";

};

class CloseDoors4

{

displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT";

displayName = "$STR_DN_OUT_C_DOOR";

position = "osa_dvere4";

radius = 2;

onlyForPlayer = 1;

condition = "this animationPhase ""Dvere4"" >= 0.5";

statement = "this animate [""Dvere4"", 0]";

};

};

Planck

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thx bk1276

but , still one door is working

not the rest , i dont why ?

are they working by you , bk1276 ?

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eddy_gates-03.jpg

partial closed

eddy_gates-04.jpg

fully closed

ive had it in a mod folder with other addons and on it own

in the addon folder

remember its not just the the config that has changed the model has changed to and there is scripts called aswell (in pbo)

bk1276

could some one else have a look at this as it is working on my side ok

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Here u got a conform arma "config.cpp" and "model.cfg" **

opening in the middle just for demo u can close it complete with the animate number.

arma2007120421020279eh0.jpg

arma2007120421032473ix1.jpg

No Script or Axis for the anim needed

**note: model and cfg only working when u binarize the addon

Raw File Foldier

binarized addon (clean arma.rpt but u see the modell errors in the binarize log)

if u need more help with other door anim types just ask.

config.cpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/*

eddyD_BORDER_HAS by eddyd 08.11.07 edit config.cpp by sgt.ace

*/

class CfgPatches

{

class eddyD_BORDER_objects

{

units[] =

{

"eddyD_BORDER_HAS"

};

weapons[] = {};

requiredVersion = 1.000000;

requiredAddons[] = {"CAAir","CABuildings","CAWeapons","CA_Anims_Char"};

version = 1.00;

};

};

class CfgVehicleClasses

{

class eddyD_BORDER_objects

{

displayName = "eddyD_objects";

};

};

class CfgVehicles

{

class Strategic;

class eddyD_BORDER_HAS: Strategic

{

scope=2;

attendant=1;

animated=1;

vehicleClass="eddyD_BORDER_objects";

displayName="BORDER_HAS";

model="\eddyD_BORDER_HAS\eddyD_BORDER_HAS.p3d";

transportAmmo = 300000;

transportFuel=50000;

transportRepair=20000000;

accuracy = 0.300000;

mapSize=35;

class AnimationSources

{

class front_right

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class front_left

{

source = "user";

animPeriod = 0;

initPhase = 0;

};

class back_right

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class back_left

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

};

class UserActions

{

class CDoor1

{

displayName="Close Front Right";

onlyforplayer = false;

position="doorraxis";

radius=25;

condition="this animationPhase ""front_right"" < 0.5";

statement="this animate [""front_right"",10]; this say ""doorclose""";

};

class ODoor1

{

displayName="Open Front Right";

onlyforplayer = false;

position="doorraxis";

radius=25;

condition="this animationPhase ""front_right"" >= 0.5";

statement="this animate [""front_right"", 0]; this say ""dooropen""";

};

class CDoor2

{

displayName="Close Front Left";

onlyforplayer = false;

position="doorlaxis";

radius=25;

condition="this animationPhase ""front_left"" > -0.5";

statement="this animate [""front_left"", -10.5]; this say ""doorclose""";

};

class ODoor2

{

displayName="Open Front Left";

onlyforplayer = false;

position="doorlaxis";

radius=25;

condition="this animationPhase ""front_left"" <= -0.5";

statement="this animate [""front_left"", 0]; this say ""dooropen""";

};

class CDoor3

{

displayName="Close Back Right";

onlyforplayer = false;

position="doorrbaxis";

radius=25;

condition="this animationPhase ""back_right"" < 0.5";

statement="this animate [""back_right"", 10]; this say ""doorclose""";

};

class ODoor3

{

displayName="Open Back Right";

onlyforplayer = false;

position="doorrbaxis";

radius=25;

condition="this animationPhase ""back_right"" >= 0.5";

statement="this animate [""back_right"", 0]; this say ""dooropen""";

};

class CDoor4

{

displayName="Close Back Left";

onlyforplayer = false;

position="doorlbaxis";

radius=25;

condition="this animationPhase ""back_left"" > -0.5";

statement="this animate [""back_left"", -10.5]; this say ""doorclose""";

};

class ODoor4

{

displayName="Open Back Left";

onlyforplayer = false;

position="doorlbaxis";

radius=25;

condition="this animationPhase ""back_left"" <= -0.5";

statement="this animate [""back_left"", 0]; this say ""dooropen""";

};

};

};

};

class CfgSounds

{

class dooropen

{

name= "dooropen";

sound[]={"\eddyD_BORDER_HAS\data\sounds\dooropen.ogg",1,1};

titles[]={};

};

class doorclose

{

name= "doorclose";

sound[]={"\eddyD_BORDER_HAS\data\sounds\doorclose.ogg",1,1};

titles[]={};

};

};

and model.cfg

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/*

eddyD_BORDER_HAS by eddyd 08.11.07 edit model.cfg by sgt.ace

*/

class Rotation

{

type = "translation";

memory = 1;

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = 1;

};

class CfgSkeletons

{

class BORDER_HAS_Skeleton

{

isDiscrete=1;

skeletonInherit = "";

skeletonBones[]=

{

"doorr","",

"doorl","",

"doorrb","",

"doorlb","",

};

};

};

class CfgModels

{

class eddyD_BORDER_HAS

{

sectionsInherit="";

sections[]={"doorr","doorl","doorrb","doorlb"};

skeletonName = "BORDER_HAS_Skeleton";

class Animations

{

class front_right

{

type = "translationX";

animPeriod = 4;

source = "user";

selection = "doorr";

minValue = 0.000;

maxValue = 11.000;

};

class front_left

{

type = "translationX";

animPeriod = 4;

source = "user";

selection = "doorl";

minValue = -11.000;

maxValue = -0.000;

};

class back_right

{

type = "translationX";

animPeriod = 4;

source = "user";

selection = "doorrb";

minValue = 0.000;

maxValue = 11.000;

};

class back_left

{

type = "translationX";

animPeriod = 4;

source = "user";

selection = "doorlb";

minValue = -11.000;

maxValue = -0.000;

};

};

};

};

Edit: fixed statement and condition for left doors

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thx sgt.Ace

i will tested out , looking good

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If anyone can Help me with this config be much appreciated

The addon been transfered to ArmA from OFP

The addon is a Prison plus Wall and Gate.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class PCPrison

{

units[] = {PCLsect,PCIsect,PCgate,PC_Prison };

weapons[] = {};

requiredVersion = 1.0;

};

};

class CfgModels

{

class Default { };

class gate: Default

{

sections[]=

{"start","end"};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Static : Land {};

class Building : Static {};

class NonStrategic : Building {};

class House: NonStrategic {};

class PCLsect: House

{

model="\PCPrison\Lsect";

icon="\PCPrison\iconL.paa";

mapSize=50;

armor=2000;

destrType="DestructBuilding";

nameSound="Bunker";

vehicleClass="A Prison";

ladders[]={{"start","end"}};

scope=2;

displayName="PC Lsect";

};

class PCIsect: PCLsect

{

model="\PCPrison\Isect";

icon="\PCPrison\iconI.paa";

mapSize=50;

armor=2000;

destrType="DestructBuilding";

nameSound="Bunker";

vehicleClass="A Prison";

ladders[]={{"start","end"}};

scope=2;

displayName="PC Isect";

animated=1;

};

class PCgate: PCIsect

{

model="\PCPrison\gate";

icon="\PCPrison\iconI.paa";

mapSize=50;

armor=1000;

destrType="DestructTree";

nameSound="Bunker";

vehicleClass="A Prison";

ladders[]={{"start","end"}};

scope=2;

displayName="PC gate";

animated=1;

class Animations

{

class door1

{

type="rotation";

animPeriod=6;

selection="door1";

axis="door1axis";

angle0=0.000000;

angle1=2.7000;

};

class door2

{

type="rotation";

animPeriod=6;

selection="door2";

axis="door2axis";

angle0=0.000000;

angle1=-2.7000;

};

};

class UserActions

{

class door1

{

displayName="Open gate";

position="pos switchd1";

radius=2.5;

condition="this animationPhase ""door1"" < 0.5; this animationPhase ""door2"" < 0.5";

statement="this animate [""door1"", 1]; this animate [""door2"", 1]";

};

class closedoor1

{

displayName="close door";

position="pos switchd1";

radius=1.5;

condition="this animationPhase ""door1"" >= 0.5";

statement="this animate [""door1"", 0]; this animate [""door2"", 0]";

};

};

};

class PC_Prison: PCIsect

{

model="\PCPrison\prison";

icon="\PCPrison\iconP.paa";

mapSize=30;

armor=2000;

destrType="DestructBuilding";

nameSound="Bunker";

vehicleClass="A Prison";

ladders[]={{"start","end"}};

scope=2;

displayName="PC Prison";

animated=1;

class Animations

{

class door1

{

type="rotation";

animPeriod=6;

selection="door1";

axis="door1axis";

angle0=0.000000;

angle1=1.2000;

};

class door2

{

type="rotation";

animPeriod=6;

selection="door2";

axis="door2axis";

angle0=0.000000;

angle1=1.2000;

};

class cell1

{

type="rotation";

animPeriod=6;

selection="cell1";

axis="cell1axis";

angle0=0.000000;

angle1=1.2000;

};

class cell2

{

type="rotation";

animPeriod=6;

selection="cell2";

axis="cell2axis";

angle0=0.000000;

angle1=1.2000;

};

class cell3

{

type="rotation";

animPeriod=6;

selection="cell3";

axis="cell3axis";

angle0=0.000000;

angle1=1.2000;

};

class cell4

{

type="rotation";

animPeriod=6;

selection="cell4";

axis="cell4axis";

angle0=0.000000;

angle1=1.2000;

};

};

class UserActions

{

class door1

{

displayName="Open door";

position="pos switchd1";

radius=1.5;

condition="this animationPhase ""door1"" < 0.5";

statement="this animate [""door1"", 1]";

};

class closedoor1

{

displayName="close door";

position="pos switchd1";

radius=1.5;

condition="this animationPhase ""door1"" >= 0.5";

statement="this animate [""door1"", 0]";

};

class door2

{

displayName="Open door";

position="pos switchd2";

radius=1.5;

condition="this animationPhase ""door2"" < 0.5";

statement="this animate [""door2"", 1]";

};

class closedoor2

{

displayName="close door";

position="pos switchd2";

radius=1.5;

condition="this animationPhase ""door2"" >= 0.5";

statement="this animate [""door2"", 0]";

};

class cell1

{

displayName="Open cell1";

position="pos switchd3";

radius=1.5;

condition="this animationPhase ""cell1"" < 0.5";

statement="this animate [""cell1"", 1]";

};

class closecell1

{

displayName="close cell";

position="pos switchd3";

radius=1.5;

condition="this animationPhase ""cell1"" >= 0.5";

statement="this animate [""cell1"", 0]";

};

class cell2

{

displayName="Open cell2";

position="pos switchd4";

radius=2.5;

condition="this animationPhase ""cell2"" < 0.5";

statement="this animate [""cell2"", 1]";

};

class closecell2

{

displayName="close cell";

position="pos switchd4";

radius=1.5;

condition="this animationPhase ""cell2"" >= 0.5";

statement="this animate [""cell2"", 0]";

};

class cell3

{

displayName="Open cell3";

position="pos switchd5";

radius=1.5;

condition="this animationPhase ""cell3"" < 0.5";

statement="this animate [""cell3"", 1]";

};

class closecell3

{

displayName="close cell";

position="pos switchd5";

radius=1.5;

condition="this animationPhase ""cell3"" >= 0.5";

statement="this animate [""cell3"", 0]";

};

class cell4

{

displayName="Open cell4";

position="pos switchd6";

radius=1.5;

condition="this animationPhase ""cell4"" < 0.5";

statement="this animate [""cell4"", 1]";

};

class closecell4

{

displayName="close cell";

position="pos switchd6";

radius=1.5;

condition="this animationPhase ""cell4"" >= 0.5";

statement="this animate [""cell4"", 0]";

};

class openall

{

displayName="Open all doors";

position="pos switchd7";

radius=1.5;

condition="this animationPhase ""door1"" < 0.5; this animationPhase ""door2"" < 0.5; this animationPhase ""cell1"" < 0.5; this animationPhase ""cell2"" < 0.5; this animationPhase ""cell3"" < 0.5; this animationPhase ""cell4"" < 0.5";

statement="this animate [""door1"", 1]; this animate [""door2"", 1]; this animate [""cell1"", 1]; this animate [""cell2"", 1]; this animate [""cell3"", 1]; this animate [""cell4"", 1]";

};

class closeall

{

displayName="Close all doors";

position="pos switchd7";

radius=1.5;

condition="this animationPhase ""door1"" >= 0.5; this animationPhase ""door2"" >= 0.5; this animationPhase ""cell1"" >= 0.5; this animationPhase ""cell2"" >= 0.5; this animationPhase ""cell3"" >= 0.5; this animationPhase ""cell4"" >= 0.5";

statement="this animate [""door1"", 0]; this animate [""door2"", 0]; this animate [""cell1"", 0]; this animate [""cell2"", 0]; this animate [""cell3"", 0]; this animate [""cell4"", 0]";

};

};

};

};

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hi eddy did u fix the 2 door hangar and when u will release the addon ?

thank u for your works

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Hay ppl,

I see this is a 2007 posting but I am in the same pickel ,

I am making a door that slides ( one left one right)

And I am looking for a Model that Is already done ,

Can Anyone point to me a good Model that has this ,

I tried to Download the ones posted in here but the links no longer work.

Thanks

Ops , I was suppose to post this in OFP side , My bad ppl

LFH

Edited by ladie from hell

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