POV-Ray : Newsgroups : povray.animations : Western Wheel calculations : Re: Western Wheel calculations Server Time
20 Apr 2024 01:02:48 EDT (-0400)
  Re: Western Wheel calculations  
From: Bald Eagle
Date: 30 Jul 2015 10:50:01
Message: <web.55ba38bc231eda285e7df57c0@news.povray.org>
> What I did do was to split the animation into cyclic parts.
> For instance if in your animation the gear turns 5 times in the time
> frame. Then you only need to code a fifth of the revolutions and repeat
> that continuously.

Well, the problem is that it takes 7 revolutions of the drive wheel to make the
slowest gear complete a single revolution - so I think I have to use that gear
as the basis for my animation.

That gear drive a 1:1 gear, which is coupled by a shaft to a 9-tooth gear, which
drives a 45-tooth gear.  So the last gear travels 1/7 the number of revolutions
(9/45).

That way you can have a faster frame rate. This will
> mean that the angle moved each frame is smaller.
> With your figures each frame will rotate the gear 68.108 degrees. I see
> a problem with that.

I haven't gotten that far along to the finished arrangement yet - I wanted to
zip out a quick sparse-framed animation to take a gander at how it's coming
along before I started coding a lot of things that might need to be changed.

> The other thing is, using Pov's cyclic animation. You don't render one
> frame less as PovRay does the donkey work in calculating the clock
> delta. I think that is how it works but it is a long time since I have
> used it.

I didn't think about it too much.  I plugged in 36 for number of frames and set
cyclic animation to on.   POV-Ray spits out 37 frames.  So be it. I could do 35
or 34.... I think it's irrelevant - though for smoothness I'll probably render
180-360 frames, depending on how it looks.

Thanks!  :)


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