WildFyr Documentation > Zanoza Modeler 3 Tutorials > How to create custom doors

How to create custom doors


A photo from the TV show Drake and Josh where Josh is asking Drake where the door is

What you will need

For this tutorial we will need a few things to get you started.

  • A Valid ZMod 3 Licence
  • Your Model you want to turn into a door

And that's it, no really this is all you need to make a door!


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Getting started

So if you are creating a full car from scratch, or just making a custom rear for a chassis truck, you will need the model you want to use. For this example I will be using the rental truck rear I made for my rental truck pack, so I will be making a boot/trunk. I will import my model from Blender, then I will add a dummy helper.

Select the dummy helper and under the properties set it to 0.01 scale, non-solid, and the shape cylinder. Next you want to use the move tool to move your dummy into place, remember this will be where your door sings and moves from, make sure you put it on the hinge point. For my door it is easy as I can see the pivot point, but you might have to do some trial and error on your own model. A trick is to make the mesh a child of the dummy, then using the rotate tool with rotate children turned on you can see how the door will function.

Importing the mesh
Dummy Helper
dummy settings
My dummy rotated

After you have your dummy where you want it, next we need to do a bit more work with it. Because I am making a boot dummy I rotated mine 90 degrees to line up with the rotation angle. THIS IS ENTIRELY OPTIONAL. However, if you set it up this was you only need to rotate the X axis, for doors on the side you can keep it vertical.

You also want to name ypu dummy to one of GTA's door dummy's. Here is a list of common dummy's and what the correspond to.

door_lfDriver Door
door_rfPassenger Door
door_lrDriver Rear
door_rrPassenger Rear
bootTrunk/Boot/Tailgate
bonnetHood/Bonnet

Select your dummy again and head back to properties, this time select "User-Defined options", after you check the box double-click the blank space next to it. A new window should open with not a lot to do, most doors use a rotation, so you want to add the following by typing them in the box and clicking "Add"

  • RotX
  • RotY
  • RotZ


Entering User-Defined options
User-Defined options with the rotation values

Set all their values to 0, 0, for my tailgate I need it to rotate on the X axis by 180 degrees, so I will change RotX to 0, 180. Remember this is the local rotation axis, to find out what you need for a rotation value, select your dummy, set the axis to local at the top, select X, and grab the rotate tool. Make sure you have effect children selected and click once, you will get an option to enter a value. This is easier to test in Blender as Blender tells you how much an object is rotated by, but you can guess numbers in ZMod also. For truck tailgates the most common is 90 degrees, and for doors normally you have 90 degrees for rear doors and 80–85 degrees for front doors

In-Game testing

Once you have set up your door (or doors, if you are making a full set on a car model) You want to test them all in game to ensure they open the way you want. You don't want to get to the very end and find out your doors are opening sideways or not enough.

Testing the trunk in-game

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