Ts7.1 Beta 8 Animation

lrdsatyr8
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Ts7.1 Beta 8 Animation

Post by lrdsatyr8 » 03 Nov 2015, 20:25

Has anyone done any physical simulation using the animation features of Ts7? I've been trying to create some gears and test out gear ratios. Want to make one gear turn and the other react to it, but can't figure out how to get it going. Any help would be nice.

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Re: Ts7.1 Beta 8 Animation

Post by FHembree » 04 Nov 2015, 02:58

Didn't create this file and I don't think this is what you are looking for, but it is a gear file, and its interesting.
It doesn't check gear ratios, those had to be calculated before drawing the 3d file.
Turn on timer event to see gears turn.
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lrdsatyr8
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Re: Ts7.1 Beta 8 Animation

Post by lrdsatyr8 » 04 Nov 2015, 13:22

FHembree wrote:Didn't create this file and I don't think this is what you are looking for, but it is a gear file, and its interesting.
It doesn't check gear ratios, those had to be calculated before drawing the 3d file.
Turn on timer event to see gears turn.
Maybe it's me... I really haven't done much of anything but maybe look around the Workside... most of the work I have done is in the Modelside. I remember being able to do animation in the model side going as far back as version 2, but with the new addition of the the physical simulations in Ts7 I was hoping someone had some insight in how to use and play around in it.

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Re: Ts7.1 Beta 8 Animation

Post by Draise » 04 Nov 2015, 15:48

Well create two fixed pivot points on both your objects, assign a physics material to both, then assign a constant rotational force to one of the cogs. Watch them spin when you hit "Run Simulation"! button. Then you can even tug around, stop the simulation, etc, in realtime. Later you can bake the animation if you'd like. You could also animate the rotation of one, and assign the two pins to the other obejct and watch it also spin. make sure your colission fidelity is very high.

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Re: Ts7.1 Beta 8 Animation

Post by lrdsatyr8 » 04 Nov 2015, 18:11

Well... I've tried but it seems not to work. If the object is a simple object (like a single cylinder) I can get it to spin. But if I add anything to it (either glued or unioned) whether I run the simulation before or after, the motion is always ruined. The simple spin on the z axis become erratic and the whole object begins moving all over the place. Any ideas?

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Re: Ts7.1 Beta 8 Animation

Post by Finis » 05 Nov 2015, 00:38

I vaguely remember a plug-in that animated machines, tank treads, wheels, gears, etc. Vctek.
That stinks. I feel for you. Nature doesn't.

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Re: Ts7.1 Beta 8 Animation

Post by BNG » 05 Nov 2015, 00:51

I have if anyone needs it. Leroy.

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Re: Ts7.1 Beta 8 Animation

Post by lrdsatyr8 » 05 Nov 2015, 14:51

BNG wrote:I have if anyone needs it. Leroy.
I'd like to try it out! Am getting quite frustrated over this.

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Re: Ts7.1 Beta 8 Animation

Post by lrdsatyr8 » 05 Nov 2015, 14:56

Ok... do this... Create a cylinder and apply the rotation to it. Now... attach a box to that cylinder and run the simulation again. It throws the intial motion completely out of whack and it doesn't just sit there and rotate anymore... now it flys all over the place wildly.

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Re: Ts7.1 Beta 8 Animation

Post by Draise » 05 Nov 2015, 15:19

Hmmm yeah. I see what's going on.

My next idea is to actually build the pivot and socket for the simulation. Put collisions to Vertice type and try that.

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