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Gear Item


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The Gear item is a plug-in item type that generates accurate procedural gear and cog shaped geometry with ease. Since it is procedural, the many channels can be animated, changing the design and look of the gear over time. Users can add a 'Gear Item to the scene using the 'Add Item' button within the Items List. If desired, users can convert the procedural Gear to a 'Mesh Item' by RMB+clicking on the item layer in the Items List and selecting the "Change Type > Mesh" option from the popup menu. Selecting the item will display its associated attributes in the Properties panel. Users can then adjust the options to customize the look and level of complexity.

Gear Item PanelName: This data field displays the current item name. Users may easily change it by LMB-clicking within the field and typing the new name.

Transform--

Position: An Item transform that allows the user to numerically position the item in XYZ space. By default, Position transforms originates from the Center position.

Rotation: An Item transform that allows the user to numerically set the rotation of the item. By default, Rotation transforms originate from the Center position.

Order: Allows the user to set the order that rotations are applied to the camera item. Changing the order that rotations are applied can sometimes help to reduce or eliminate gimbal lock.

Scale: An Item transform that allows the user to numerically set the size of the item. By default, Scale transforms originate from the Center position.

Reset: Resets the selected transform values to (0,0,0) returning the items back to their default state.

Zero: Resets the chosen transform property values to '0', leaving the 'Center' position and Item position intact.

Add: Transform Items are the channel groups associated to an item that store its transform values, controlling its position, rotation and/or scale. By default, new items do not have any transform items associated with them (even though they are visible here within the Properties panel). This is useful as an optimization as only the necessary transforms are added on an as-needed basis, reducing scene overhead. There are several ways to add them. One is by simply transforming the target item with one of the various transform tools (or by editing the values input fields). This action will cause the particular transform item to be added automatically to the 'Channels' viewport list. The 'Add' function here can also be used to add the selected set of transforms to the Channel list while keeping the default 0,0,0 values (a necessary step for 'Referencing', in order to override the channels, they must first exist).

Construction--

Coverage: Percentage of constructed shape

Tooth Spacing: Space between each tooth

Contact Angle: Angle of each tooth (up to 45 degrees)

Thickness: Thickness of the gear

Teeth: Number of teeth for the gear

Shaft: Size of the shaft

Has Spokes: If the interior of the gear has spokes

Spokes: Number of spokes in the interior of the gear

Trim--

Has Rim: If the interior of the gear has a rim

Rim Inset Ratio: Ratio of rim thickness to total thickness

Wall Inset Ratio: Ratio of wall offset amount

Axial Shift Ratio: Ratio of gear wall to gear radius

Radial Shaft Inset Ratio: Ratio of shaft rim to gear radius

Inner Spoke Inset Ratio: Ratio of inner spoke thickness to total thickness

Outer Spoke Inset Ratio: Ratio of outer spoke thickness to total thickness

Spoke Sweep Ratio: Ratio of spoke sweep to spoke spacing

Spoke Swirl Angle: The angle by which the spokes should be swirled

Specialized--

Teeth Facing: The direction in which the teeth are facing

Bevel Angle: Angle of tooth bevel

Helical Angle: Angle of tooth helix

Double Helical: Double helical (herringbone) pattern

Tooth Face Ratio: Ratio of tooth face to thickness

Tooth Tilt Angle: Angle of tool tilt along the rotational axis

Tooth Growth: Amount of tooth growth

Resolution: Overall geometry resolution, higher values produce smoother shading, but create more polygons at render time.

 

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