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Physics- Gears/Sprockets: builder scripts? Ideas?

Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
12-23-2005 01:47
So anyway, from my tests in the Sandbox Island sim, meshed gears using Hinge joints do indeed work, and I can indeed build a gear train that transfers real motion using physics only.

The problem is designing the gears. For a gear to work smoothly, they can't be squared off and they can't be closely spaced. There needs to be enough room for a meshing tooth to swing into the slot and not brush against a neighboring tooth. This is handled by making the teeth triangular and spacing them far enough apart to give a little "slop" if the gear motion is reversed.

It's a huge challenge to design and layout gear teeth by hand, but this seems a perfect job for a prim-builder script to design and position the teeth, and properly set the triangular sides of the teeth. Do any such builder scripts currently exist?


So anyway, each gear is physics-enabled, and like a vehicle has 31-prim limits. This has a number of possible tooth layouts:
- 1 tooth per small triangular prim: 31 max teeth
- 2 teeth per rectagular prim: 62 max teeth (a rod extends across the center axis to each side and the ends form the teeth)
- 3 teeth per triangular prim: 93 max teeth (a large triangle spans the center and the 3 corners form the teeth)
- 4 teeth per square prim: 124 max teeth (a cube spans across the center and the 4 corners form the teeth)


Not Tested Yet Due To Tooth Design Complexity:

It looks like a gearshaft should be possible with two or more gears fixed on one shaft. Fortunately there's no need for a physical hub or shaft to interconnect the teeth.. just linking the individual teeth is good enough. So prims can be conserved and used only for the teeth.

For appearance I should be able to put a phantom hub/shaft under the open-air floating teeth to make the assembly look more realistic, and yet put no extra physics load on the sim.


From what I've read about Energy it looks like low-mass gears would be a good idea. And really, there's no physical-failure/breakage mode for gears, so a gear that's a tiny sliver thick (0.05m) is going to be as effective as a huge 5-meter wide gear anyway.

I suspect that razor-thin gears just above the minimum-physics limit will also be easier on the sim since the contact surface between teeth is narrower and so there's less collisions to calculate.
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
12-23-2005 02:11
Art Laxness had some success with cogs made using a circular disk and rods coming out of the rim of the disk parallel to the axis of disk. Good for cogs that mesh at right angles. I heard a rumour that someone at some point had a working clock.
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-Seifert Surface
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