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.
I would be very happy if I had your help with this.
Have to get all the timing and sizing right, and having chains as well…that’s beyond me sorry
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.
I admit that this isn’t the first time I’ve drawn such components.
but it has never had to move before
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 .
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
Looking forward to the Shapley covers . They used to do that with the chains to stop them spraying black oil all over the Town .
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.
Reminds me of a toy I highly desired in childhood (and never got): the Visible V8!
thanks for the hint
I’ll read it later in peace.
plus / minus 0.01mm may vary
but for now I’m satisfied
now i can think about the right colors for the gears, screws etc
I’m just wondering how much longer the pc will keep up
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.
It will be intresting to know how many Man Hours were spent on this when it is Done.
Actually everything is correct, but I can’t get rid of the slight twitching.
maybe that’s the point where the loop starts all over again.
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.
I was just working on the wheels
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 .