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jed

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jed last won the day on January 18

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About jed

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    jed

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  • First Name
    Gerald
  • Last Name
    Scruton
  • C4D Version
    R21
  • Location
    Manchester, UK

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  1. Try this OrbTest3.c4d note XPresso uses radians - hence the 2 pi
  2. @Hrvoje I understand how to represent polar coords in cartesian in order to use formula spline. By 'differ' I meant you find it a good way to get a log spiral and I don't. Converting 1 equation with 2 variables into 2 equations with 3 variables - an extra unnecessary variable t - makes things more complex IMHO. Those 2 equations do not shout out 'spiral' to me, but the polar version does. I must admit that my approach to C4D is to use math, XPresso, Python etc and ignore built-in functions that I haven't bothered to learn about. A frequent comment on my stuff is 'there's a field that can do that'. I have, of course, never tried to learn fields...
  3. I used to think square cogwheels were just another fake YouTube thing, but I've almost got it sorted. Still WIP
  4. I think we're going to have to agree to differ on this.
  5. @Hrvoje can formula spline use polar coordinates ie radius + angle ? Spirals are easiest described (and understood) using polar vs cartesian. TBH I've never really understood what 't' is in formula spline. in math - y = f(x) ie y is a function of x in C4D x = f(t) ie x is a function of t y = f(t) ie y is a function of t
  6. @rasputin I just used the general log spiral equation where angle is in radians, e is the natural log base (aka Euler's number 2.71828) and tweaked the constants a + k until it looked right. I tried using a helix and radial bias but the gears were jumping. I guess it's the properties of logs that makes it work. Also, when I added the struts, with a helix I had to use a spline on the step effector to make things fit, but with the log curve the struts fitted without a spline. I usually animate gears with XPresso, but with the varying radii that would be beyond my math skills. Dynamics to the rescue ! The video above is version 2 - I didn't like how dynamics had introduced a small collision gap, so after baking for TR I increased the teeth size. The dynamics is Compound Collision Shape, but with all the geometry it was too slow in the viewport. I added some switched off rigid body tags to parts that don't contribute to the dynamics calculation. Here's the video I got the design from. The guy has some good stuff eg non-circular gears I'm still trying to figure out square gears...
  7. I saw a video on YouTube by a guy who makes kinetic art mobiles. He had an interesting one made out of toothed spirals, so I had a go at recreating it in C4D. I tried using a helix spline, but couldn't seem to get the objects to interact correctly, so I made a proper log spiral using tracer. The movement is generated using dynamics - there's one collider that's rotated in XPresso driving 2 rigid bodies. demo.c4d https://en.wikipedia.org/wiki/Logarithmic_spiral make log spiral.c4d
  8. Some more of my Reuleaux Triangle experiments - in this scene, the rotor is a collider rotated with XPresso. The fixed width parallel bars are a rigid body on a slider connector, and C4D dynamics does the rest RT parallel.c4d here's the same thing in a rigid body rectangle that is on a planar connector. The square moves, so the camera is parented to it making it appear stationary RT in square.c4d if you make the Reuleaux Triangle from the default size N-side, it fits exactly into a honeycomb cloner RT honeycomb.c4d this vehicle with Reuleaux wheels on a keyframed tilting surface rolls at constant height RT wheels.c4d I think that's enough wobbly wheels for this week
  9. Reuleaux triangles are weird https://en.wikipedia.org/wiki/Reuleaux_triangle well, it amused me reuleaux2.c4d
  10. Re teeth ratio - are you familiar with the Looney Gears ? It's a toy with asymmetric sun + planet gears that have prime numbers of teeth. The game is to work out how many times you have to rotate the sun gear to get all the gears lined up. There's also Somsky gears, with an extra cog. My version -
  11. The math problem I encountered was that for one cog to drive another they must have the same linear speed at the point of contact. For a given rotation speed, the edge speed is proportional to radius, and the cogs have varying radius. I found some equations on Wiki etc, but it was beyond my math ability
  12. I like to make stuff with gears and normally use XPresso or Python to get the required rotations. Recently I needed to use oval gears, but the math proved too hard. I thought I'd try C4D dynamics, not really expecting it to cope with non-circular gears. To my surprise everything worked - so I made some 3, 4, 5, 6 etc sided cogs and dynamics worked for those objects also (with a bit of help from constraints and XPresso). Using wheel suspension instead of hinges helps to keep odd shaped things things touching. Here's a video of my tests While I had my math hat on, I made this - no idea what it's supposed to be.
  13. Rendered quite fast on my Ryzen 3700X.
  14. It's fairly easy to use. You make the scene in AE - shapes etc, then click Newton which opens the scene in the app. Adjust gravity, velocity, friction etc and click render. That returns a copy of the scene back to AE with keyframes for position. In my clip, I made a circle shape bounce in Newton, and used the shape as a mask to reveal the alternate text (with distortion).
  15. I think Cairyn means something like this brake.c4d
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