I think you were talking about an animated Mesh of a door? Did you use a boned Format? Because, if you use 3DS or X with child objects, like rotation cubes etc (rotate/scale/move), then it should work IF you apply collision to the children recursively.
That said, if your character is walking agains a door that is swinging right towards him, then it's most likely that he will walk right trough it, unless you perform an additional updateworld between the two movements/rotations (player vs door collision). But this will also happen if you use a static door mesh and rotate it by code.
an other simple solution for the swinging door collision problem is: apply invisble boxes to each side of the door. Then only if the distance from door to player is low test for MeshesIntersect and pause the door swing thing until they don't intersect any longer. It may be better to attach a box also to the player, for the sake of a faster meshesintersect execution.
That said, if your character is walking agains a door that is swinging right towards him, then it's most likely that he will walk right trough it, unless you perform an additional updateworld between the two movements/rotations (player vs door collision). But this will also happen if you use a static door mesh and rotate it by code.
an other simple solution for the swinging door collision problem is: apply invisble boxes to each side of the door. Then only if the distance from door to player is low test for MeshesIntersect and pause the door swing thing until they don't intersect any longer. It may be better to attach a box also to the player, for the sake of a faster meshesintersect execution.