!! Released !! - mcjGearz : 54 morphing Gear / cogs / toothed things props
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https://sites.google.com/site/mcasualsdazscripts5/mcjgearz
gear teeth profiles are very customizable
you'll even be able to make daisies, or stars or hexagonal, octogonal nuts/bolt heads
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note that they are crowns, in the image below, one is mounted on a mcjFlyWheel and another one is mounted on a mcjPlateOnePipe
fig3 - redesigning the teeth for edge sharpening morphs
nutooth.jpg
1920 x 1080 - 618K
girr000.jpg
1328 x 768 - 568K
soonah.jpg
1920 x 1080 - 922K
Post edited by mCasual on
Comments
this is not a donut
this is a gear
32 teeth
16 rings of 16 vertices per tooth
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but there will probably be more polygonally economical versions of the supermorphable gears
see, it will even be able to be a crown gear ( teeth above the torus ) or a ring gears ( teeth inside the torus )
this is just a demonstration, in fact this morph was created using mcjElevate and a displacement map
well today is Sunday so, chances are the super gears will be ready in the next 8 hours time slot :)
this date also coincides with Hivewire's Dawn SR2 arrival
( which by the way, like any vertex based figures could be made to work moderately well in old versions of Poser and Daz, given a little effort )
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Fig 2 - Same donut with sharpen morphs
Fig3 - it's basically a higher resolution de-evoluted version of the mcjPlateOneHole
and instead of 4 corners, we want 32 teeth
Fig 4 - Costom teeth shapes ( 16-steps curves )
fig 5 getting there ...
Very interesting. I am curious about Dawn figure too :) Thanks for info.
sinewave teeth
note that the "sharpen" morphs are not there yet
Figure 2 : Tada ! the sharp-Edge morphs
not sure yet how the presets will be included/applied
that's the preset for the most common type of gear
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the "stretch" visual effects are a bit annoying ... but come to think of it, maybe ..... turning the material's "smoothing off" ... yeah it works
but it's a trick ... guess i'll add a few vertex rings
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figure 3 there you go, i went for this solution. each one of the 16 rings of facets has its own material
so but turning "smoothing" off on the top, bottom and hole-walls, we get rid of "stretch marks"
neato !
ring gears and crown gears !
the shape of all 32 teeth will be fine-tunable using 16 "radius" morphs and 16 "rotate" morphs
figure 5 - problem with sharpness
possibly due to the order in which the radius and sharp morphs are applied
here you can see my problem to solve
the small gear edge sharpness morph is all messed up by the teeeth-morph
but the large 32 teeth gear doesnt have that problem
maybe .... the Poser scale is causing a loss of precision?
hmm, i know, i'll compare teeth number 0's deltas in both props
( pretty sure i did normalize my "push" vectors" so they should not be influenced by the initial vertex position )
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Found it !!! i think .... the teeth morph maker was working on the assumption that there were 32 teeth, not 8
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yep that was it , my script was probably piling up morph deltas 4 times
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there will probably be 5 x 2 x 3 ... that's 30 props
8, 12, 16, 24, 32 teeth
though the 32-teeth prop will be able to morph into a 64 and 128 teeth gear
4, 8 or 16 "slices" per tooth
8 or 16 segment per "slice"
so a minimal resolution 32-teeth gear will be 8 x 4 x 32 = 1024 faces
a full-resolution 32-teeth gear will be 16 x 16 x 32 = 8192 faces
well i'm wrote most of the script to generate the 30 props and their hundreds of morph channels
Figure 1 and 2 the 256-faced morphing donut - which will "carry" a slider to turn it into an 8-teeth gears
but since those props are very versatile, i dialed-in an octagon nut !
FIG 3
fig 4 the 6 resolutions for the 8-sided or 8-toothed props
since i automatized the production of the morphing props,
and since it can be used for other things than gears
i will include 3, 4, 5, 6 teeth props ( each in 5 resolutions )
for a grand total of 54 props
in the very distant future i may make the same without the center hole
Fig 2 note that if you google a bit you can find online gear design apps
http://hessmer.org/gears/InvoluteSpurGearBuilder.html
and with some photoshopping you could create transparency and/or displacement maps, and build fake 1-polygon gears
fig 3 maximum teeth will probably be 128, using the 32-teeth torus
fig 4 fake gears using an opacity and displacement map ( negative image of figure 3 )
fig 5 - half way done adjusting the default teeth for the 3, 4, 5, 6, 8, 12, 16, 24, 32 teeth gears
WOW, these look wonderful. I'm already thinking how I could use them. :coolsmile:
Looking good :) will try to use them too.
each prop will have a master slider to turn it into a
- spur gear
- top face gear ( crown gear )
- bottom face gear
- Internal ring gear
when you load the prop, it will be a spur gear, with moderately sharp edges, and an appropriate hole size
i mean if the Timbits were larger than the donuts and it wouldn't make sense would it?
( the base prop is a smooth torus with no teeth )
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figure 2, the result of applying the spur-gear's teeth profile to the crown gears and the ring gears .... i'll probably improve on this
these look really cool. Can't wait for you to make them available!
high hopes for a Thursday release
i just have to see if the poser-prop exporter part of my script is ready to export the 54 , now, fully functional props
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figure 2, had to change the teeth growing master controls, so the teeth grow outward, though i may retain the teeth carving control
Wow. Awesome work on these. Excellent tooth profile too.
today or tomorrow i'll post the .obj grouping tool
it was hardcoded in a way only i could use it,
but now it should work for anyone
provided you have windows/msdos
and you can write and run a batch file like this:
though i will publish the cpp source code so someone else could compile it and run it in Mac or Linux
the file named GROUP_mcjSLWomanJumper.bat
located in the same folder as mcjObjGroupByProximity .exe
the free SecondLife avatar is a poser compatible figure, it has the proper groups
SL_Female.obj is the "reference" figure, or donor
old_mcjSLWomanJumper.obj is the non-grouped clothing item i modeled
mcjSLWomanJumper.obj is the resulting clothing item with all its 6000 faces grouped by the proximity to the facets in the reference figure
This will be a most useful tool for those of us still working with older figures.
ready http://www.daz3d.com/forums/discussion/48986/
been using that for quite a while
to make clothes for Aiko3's default body it's quite fast
gears news bulletin
the 54 gears now exist as poser-prop+obj files !
up to now they were "living" in a daz scene file
Sunday normally, all i have left to do is add the default spur-gear state
package the whole thing
make the web page for the release, and it's done !
then i'll resume work on the machine-animator script
here you see the 3, 4, 5, toothed props
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unzipped, the prop files are about 34MB, zipped they are 4MB
the geometry (obj) files are 10MB unzipped and 1.6MB zipped
though nowadays it doesnt matter since our Vic20's have big cassettes
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in other news, today is the day ( knock on wood that the props work as-is in my Poser 7 and 9 )
release is very close, it's today ! yay
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theres 54 props
tooth count : 3, 4, 5, 6, 8, 12, 16, 24 or 32
slices per tooth : 4, 8 or 16
sides per slice : 8 or 16
16 slices per tooth gives you detailed tooth shape-ability
16 sides per slice gives you better edge sharpening
*** Released ! *** *** Released ! *** *** Released ! *** *** Released ! *** *** Released ! ***
https://sites.google.com/site/mcasualsdazscripts5/mcjgearz
Quick Tip - Turn Off the "smooth" option for surfaces that need to appear very flat ( gear sides and Hole )
Oh, this is going to be fun to play with. :coolsmile:
tho just now i realized the one-toothed "gear" is needed
using it you could make bracelets and other irregular rings
they'll have a different name i guess, not "gear"