pegot
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Refer back to the file I uploaded - you need only one joint on each door. Maybe you need a second skeleton tag for the second door and the weighting will be simpler (it should be 100% as nothing is being bent - you are basically using the rigging in place of regular translation animation).I now know in Cheetah it's called "Vertex Weight" and can invoke the tool, and know what the settings mean, but can't seem to get it to work....
...playing with the settings of the weight brush, I'm getting somewhere, but it doesn't seem to respect selections, so maybe Cheetah can't do rigid structures?
I noticed that too when I looked at your file. It may be the scale of your object - which is really very large. Add in a default cube and you will see how large your objects are. When I scaled them down to test I noticed the artifacting in the viewport disappeared. Also if you turn on double sided lighting it will stop the viewport artifacting. But I am not certain what is causing that if it is just the viewport or something with the mesh so maybe someone else more knowledgeable than I can take a look.(I'm a little concerned with what looks like poly overlap in the doors...there's 6 polys in each door.....maybe it's too close for the system?)View attachment 33653