Ever since a conversation with gizmo, I’ve had this idea in my head.
I don’t know much about clockworks, but I know a little bit about motors.
And since we don’t really have to be realistic with our watches, I think I should try.
I also don’t really know much about animations and coding.
But I can actually draw anything.
I have an Alfa V10 engine in mind as a guide.
I really like the arrangement of the elements.
This probably goes well with the clockwork theme as well.
I would prefer timing chains instead of belts.
The most obvious thing to do is make some Gif animation sequences for the Timing Belt / Chains. Sadly I have found no way of syncing them to the real time clock . However I think you would only need a small number of frames to show the Belt moving . I would say 6 . Then each frame could be on its own Layer and you can choreograph it with Opacity. A lot of drawing . There is a trick you could employ . Some Timing Pulleys have a Flange . That could hide the radial part of the movement and one pitch of the teeth on the Belt / Chain . So you only have to make frames for the straight bits of the belt . Much easier with Cogs . But not many cars run on clockwork .
Here is a little test 4 frames run over .2 sec . represents 20 FPS . Just a thought .
that looks great.
in the planning so far, all gears on the chain are the same size.
that should simplify things a bit.
i’m just defining the first positions and then i determine the number of teeth and the size of the chain links.
If you want to show the teeth of a Belt / Chain you will have to attend to the PCD ( Pitch Core Diameter ) . To get the size of the pulleys / sprockets . You will see I have cheated by having the Teeth animated with the Belt and the core of the pulley running separate . The main reason being I could not mesh them correctly . Obviously I should have selected the rotation speed before the animation speed . In the old days what we used to do is film stuff high speed and analyse it frame by frame to see how out out sync we were . Even at 30 FPS you get good data .
As I mentioned before you will do yourself a favour and not show too much meshing .
Nice bike by the way . Proper Job .
thank you
I drew the bike to visualize my restorations beforehand.
if i find a nice old frame, it’s fun to put it back on the road.
since i drew every component myself, i can now use the individual elements well for this clockwork.
In the places where I can’t get the graphics right, there will be suitable, shapely covers afterwards
Because of the short animation, the timing and the geometry, I had to adapt my planning.
the gears are all ready and should all work good with a chain.
The big one in the middle has 60 teeth, so it makes a full rotation per minute.
the others are each half.
That’s quite an elaborate gear matrix there @SR-Design.vision! Looks great! If you can get that all moving in sync with one another, that would be really really impressive! I suspect if you have the skills to turn the chain into a sequence, it might be easiest. The gears can just have an appropriate spin set to them. Nice!
the idea is to split the gears in 3 levels.
level 1 the teeth are animated with the chain.
level 2 are the spokes, these are rotated with the appropriate coding.
level 3 are the shapes in between with the light effects.
these are fixed.
so I don’t have to do without correct shadows and light effects.
at least that’s the idea.
we’ll see if everything works at the end.
Sadly all I can see moving is the two sprockets with 5 spokes . You get jumps on the Simulators . The only way to check it is on a watch . Red is very recessive but I get the Point . As it is not inspectable at the moment I can not check the maths . You might have to look at round, ceil or floor.
Oh wow . I see some slippage between the sprockets and the cores That can be sorted out . Hel fire that is some chain . I think there will always be a jump using a sequence on something like this . I was doing some work on Real Time Image Animation . I will mod the test and post it here .