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Saved gears re-loading wrong
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TOPIC: Saved gears re-loading wrong

Saved gears re-loading wrong 6 years, 3 months ago #465

When i create a test gear-chain, and save the scene, after re-loading
the scene file, the number of teeth & their teeth-size is not preserved?
As an extreme, i also set the gear-tooth-size to 1.5, (default .4), and
the gear-tooth-count-divisor to 1.5, (default .4), to make a 5 bladed
paddle, but upon re-loading, the 'shapes' property has changed from
6, (5 teeth + circle), to 12 or what ever, and the teeth are small again.
Thanks for a great product. Coming along well.
1x1 square diag = root-2. Cube diag = root-3. Beautiful !

Re: Saved gears re-loading wrong 6 years, 3 months ago #467

On further note, what would be, GREAT, is to create a 'gear' object, and
then have an option to 'Convert To Polygon'!, and then be treated as a
normal shape, including performing boolean ops on it. Can think of many uses.
1x1 square diag = root-2. Cube diag = root-3. Beautiful !

Re: Saved gears re-loading wrong 6 years, 3 months ago #473

  • Dimitris
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  • Administrator
  • Posts: 218
Hello Glenn555,

This is a known problem and it is due to the fact that the gear command doesn't accept "Gear tooth size" and "Gear tooth count divisor" as reported here. The command always uses the default values for those two parameters (the default values are the ones you set in the context toolbar of the gear tool).

This is going to be fixed.

On further note, what would be, GREAT, is to create a 'gear' object, and
then have an option to 'Convert To Polygon'!, and then be treated as a
normal shape, including performing boolean ops on it. Can think of many uses.
Yes this 'feature' has already been added i.e. the gear doesn't really differ from a polygon and it can be part of a boolean operation as any other polygon

Re: Saved gears re-loading wrong 3 years ago #901

  • fufsgfen
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  • Fresh Boarder
  • Posts: 5
I did experience this issue today as well, attempted to create less than 5 meter long low profile sports car with gear driven rear wheel and after loading gears were too big and no way to adjust down the size, so need to create new gears for every load.

Also because joints can't be moved when placing gears one has to be quite accurate, that is perhaps one of the things that is planned to be changed too.

Not sure how relevant these bug reports are if there are 3d version under development, though.

Re: Saved gears re-loading wrong 2 years, 11 months ago #904

Hi there 'Fuf'...
Sorry about the delay in response...
"Thank you for contacting us!.. your call is important!... stay on the line..."
I'm trying to make light of it sorry...
"Physion" is far from dead, but due to the nature of the future major upgrade,
the forum has been quiet of late. I attempted to invigorate new interest for
new-comers in the build-up, but have been slack again myself with re moving,
and other personal priorities. That's no excuse though.

I've since looked at your other posts, and will deal with them shortly!!
THIS response of yours about GEARS, was following a post i made 3 years ago
to the software developer, so unless i hear back from you i will keep it simple.

The ORIGINAL 'concept' of 'gears' basically worked, but was very basic.
You 'drag' a circle, and 'teeth' were automatically added. (Limited precision).
You supposedly set previous parameters like 'pitch' etc but was hit and miss.

Virtually all the objects in a 'scene' are Polygons with points of ref. to nodes.
Except a circle, which is a centre point and a radius. And the 'Gears' interpretation
of that is not right. I WAS, (kick my ass...), working on true POLYGON gears
add-on for Physion initially via other specialized external software, where the TRUE
requirement was for teeth-pitch, (double faceted), & number of teeth !!
PRIOR to the add-on Menu/Function, i created some SAMPLE gears for people
to play with in a scene.... including toothed racks!!!
Have a look at....
physion.net/en/forum/11-user-creations/5...emporary-gears-files

Anyway, to answer ONE of your questions for NOW....
When you create a 'gear', it is AUTOMATICALLY pinned to the object that the gear
centre is over, and if not, it is pinned to the BACKGROUND !
Although you can't seem to move it later, as it is 'pinned', consider this...
At the time of gear creation, and say it is defaulting to "item 32" for eg.
You will notice that "item 33" will be the centre pivot point rotational axis !
You can select it with the mouse and delete THAT, leaving the actual GEAR
in place, and move it via the properties or using other add-ons.
Enable GRID, and set settings accordingly, so that object movement is gridded.
Create a NEW 'Revolute-Joint' to attach the Gear to what is behind.

This is a simplistic answer to what can be even more useful and practical,
when considering LAYERS that can/don't interect with each other, so you can
have overlapping gears for eg., that don't collide incorrectly.
An example is one of my old posts here......
physion.net/en/forum/8-scripting/827-is-...-objects-in-qlayersq

This post is getting too long xxx
Re: 'Algodoo'/'Physion....
Yes, Physions Javascript modules allow VERY fine-tuned physics/dynamics
interactions !! But like everything in life, the offset between immediate simulated
useability and real life factors is user friendliness. Do you want to 'click' some
button and be amazed at the visual results without understanding, or would you
like to be able to say... "I did that!!!, "I simulated (whatever)"....
1x1 square diag = root-2. Cube diag = root-3. Beautiful !
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