Real door with use hands and mouse open

Hi
I need help, I need to know how to make a real opening the door with your hands as it is in amnesia opening and Outlast see how they go hand to open the door please help :frowning:

Quite difficult, I think. I think it’s an animation that was done in a modeling program, handle, door, everything and they show a close up. Either that or they made all the handles approx the same size so the animation fit. Those games have millions of dollars for an operating budget. Part of making your own game is dealing with the reality that you can’t be an expert at everything and your game will have to be somewhat different than the multimillion dollar games you have been playing.

I know it well but I know that it is an animation for it I just do not know the script that would perform the animation when opening doors and scrtipt with which I opened the door by moving the mouse but I know that the scripts are already but do not know where

Cant you just attach a HingeJoint Component to your door and let the physic take care of the remaining stuff?

At least the documentation states, that this is the use case for the HingeJoint.

Amnesia: The Dark Descent had a budget of around $360,000.
Hardly a multi-million dollar game.

To the OP:
Amnesias’ opening was likely an animation sequence where all objects (door and hands) that interact had keyframes.
In-game I don’t believe the hands actually appear when interacting with doors.

Outlast I imagine does something similar to what fire7side suggests. An animation is played on the interacted door that contains a set of hands (likely not attached to the player, but the door itself), the player is then just forced into a position to make it look like they are opening the door. It’s not terribly difficult to do, but it will need some extensive knowledge of a modelling program and a bit of tweaking with player positions to get it looking quite as nice as it does in Outlast.

It is true the only thing I’m missing is the damn character of the door opening.
or else I have in terms of terrain and yeah I forgot still function enemies I have everything else

All I was saying is you need to be a pretty good modeler/animator along with being a programmer, so if you aren’t that, you do it another way. Have the door handle turn and the door open with sound effects from a close up view. It works. That’s part of being an indy game developer. There’s no way I would show the hands in the game I’m working on even though I could probably model it. There will be too many animated close ups of things happening.

I have a pretty good animator Modeler bit of a programmer in C + and JavaScript’s nothing but aunts, I will focus on the figure of the enemy then you do and then I’ll go to the door and the rest of the field

it would actually be to hard:

  • Attach an empty game object to the door, this will be set at the height you want to hand to grab the door.
  • Next when you are close to the door you want to interact with it using a key or button.
  • When you press this key or button, you will need a bool to state that the door is in use. So equal the bool to “true” when the key is pressed.
  • Instantiate the hand game object to the empty game object on the door.
  • Next increment the doors rotation by either by the amount you use the scroll wheel, or the mouse position on screen.
  • Once the door gets to a certain angle, times the increment by a factor of maybe 3.
  • Once the door gets to the final angle of rotation… (iIf hinged) add force to the door. (If not hinged) add a rotation to the door by using a quadratic equation.
  • Finally equal the door in use bool to false.
  • Destroy the hand game object.
  • If you want you can add a shader to the door so when you are in range of the door it has a border around it.

I kinda do not get it
: D
rather you send me a sample or I wrote directly to the process and the scripts that same time, or what to do thanks :confused:

That’s still 13,000 man hours if you assume $20 per hour, which is 3 years working on the same game for 12 hours solid a day, every day. Yeah, I could probably make something on par for that. But I wouldn’t want to by myself.