its 100% to do with math, my example was kept simple to make sure it fits. Also for CAD perhaps watch this. ua-cam.com/video/0Sg3MN0fkb4/v-deo.html&ab_channel=MakerTales
Thanks man, awesome. Is there a huge difference on that with Blender 3.x? What about true physical simulation? Meaning the driving gear truly pushing the others by its physical properties. - Subscribed and liked of course.
true physics for this type of workload is not really done, it is always simulated like this in the professional world...you creating more problems trying to get real world physics to work, not to mention when dealing with smaller items real world physic's on virtually all 3D programs goes wonky
so, when comparing this to using a gear system with a rigid body and motor - what is the difference? because honestly, i am struggling *really* hard to get that rigid body working with my own gears, even if i repeat some of the tutorials 1:1.
rigid body physics is not meant to do something like this....you need to fake it in Blender using math...rigid body physics tends to break when you have objects that are to small or two detailed...
Hey, i ran into a problem while doing this. When the gears are perfectly aligned on the axis, it works. i just need to switch z rotation to x or y and move them accordingly. but what is if i want it to be, that they are facing upright, basically rotated 90° on the x or y axis but have a slight tilt on them? so say i add another 10° on the y and 5° on the axis to their rotation to give them some variation. this makes it so that i can turn them accordingly using the local space. i just hit R -> Z -> Z and the driving gear would turn the way i want it. However the small gear does only rotate on the global Z axis with that. I assume thats down to the fact that we only added the driver to the Z rotation but not to the x and y which will be affected when rotating those gears on the local axis. How can i fix this? thank you if you read this and respond. great tutorial!
well i figured it out. what you need to do is to rotate it first, 90* upright and have it be facing the way you want it like this without any tilt. then when you turned it upright apply the rotation. then tilt it on only the two axis which you dont want them turning, so the turning axis stays 0. then you just add the driver to this axis thats still on 0 and proceed as normally... rotations are confusing
@rafe_3D thats perfect, you can also add a parent empty for more flexibility to all but moving each parent empty...you will be able to get creative doing this
@@FunwithBlender thats a nice idea. Ty. Its my first time using drivers so i am a lil inexperienced still. Very nice explanation tho. Also props for still responding after ***11 months***
Great tutorial but I ran into a small problem. I'm using my own gears and when I use the drivers, the gears' teeth don't mesh. Instead all of the teeth line up exactly, how do I fix this? My gears have 20 and 12 teeth. Also sometimes a gear with the driver will randomly start spinning in a different direction if the model isn't exactly aligned with the axis.
In Object Mode, click on any of your cog/gear wheels. Hit the Tab key to enter Edit Mode. At the very top left of your screen, there's a drop-down menu which says "Edit Mode". Right next to that there are three Selection Modes: Vertex Select, Edge Select, Face Select. Pick Edge Select. Hold the Alt key and click on one of the inner loops/circles to select the whole loop at once. Hold Shift and Alt and click on the second loop to select that, too. At the top of the screen there are a couple of buttons that read "View, Select, Add, Mesh, Vertex, Edge, Face, UV". Click on "Edge". Click on the third thing from the top of the drop-down menu called "Bridge Edge Loops". Done.
This gets exponentially tricker, you will need to Math it out but it would be done in similar way you just need to know the speed of the gears it is connected to.
yes, loads of ways to do this, www.google.com/search?q=blender+to+stl+converter&rlz=1C1GCEA_enZA957ZA957&oq=blender+to+stl+&aqs=chrome.1.69i57j0i512l4j0i22i30l5.7602j0j7&sourceid=chrome&ie=UTF-8
Please don't forget to like and subscribe if you enjoyed this Blender driver tutorial using gears
Perfect. Clear and concise without the crappy distracting background music that ruin tutorials. Giving it a Like.
Glad it helped
Thank you !!
I just figured out that there are more than one way to rotate the gears
Thank you for saving my homework
Happy to help!
First time ever using a cad program and trying to make a 1024 tooth fit a 1000 tooth and i am banging my head on a wall here.
its 100% to do with math, my example was kept simple to make sure it fits. Also for CAD perhaps watch this. ua-cam.com/video/0Sg3MN0fkb4/v-deo.html&ab_channel=MakerTales
blender uses by default a mteric called blender units...this can be changed but you want a cad plugin for cad for the best results
I don't know what I am typing at 2:40 -(var*2) is that it? It says ERROR: Invalid Python Expression.
i think it is -(var2)
Thank you for this tutorial, that was exactly what I was looking for :)
awesome
Thank you so much for the precise video man..
thanks mate, really helps a lot with my stuff, cheers.
Glad to hear it!
Worked perfectly!
awesome
So simple!! Thanks so much!
You're so welcome!
I like the addon.. perfect.. Thanks a lot
You're welcome!
This is Awesome thank you😊!!!
How do you make a gear with inner teeth?
What did you put at the end of -(var*2 ?
That's what it looked like to me. Blurry as hell.
-(var2)
-(var2)
@@FunwithBlender I got it to work! Thanks Here's the results. ua-cam.com/video/OeIDoXyMzeA/v-deo.html
Thanks man, awesome. Is there a huge difference on that with Blender 3.x? What about true physical simulation? Meaning the driving gear truly pushing the others by its physical properties. - Subscribed and liked of course.
true physics for this type of workload is not really done, it is always simulated like this in the professional world...you creating more problems trying to get real world physics to work, not to mention when dealing with smaller items real world physic's on virtually all 3D programs goes wonky
so, when comparing this to using a gear system with a rigid body and motor - what is the difference? because honestly, i am struggling *really* hard to get that rigid body working with my own gears, even if i repeat some of the tutorials 1:1.
rigid body physics is not meant to do something like this....you need to fake it in Blender using math...rigid body physics tends to break when you have objects that are to small or two detailed...
Hey, i ran into a problem while doing this. When the gears are perfectly aligned on the axis, it works. i just need to switch z rotation to x or y and move them accordingly. but what is if i want it to be, that they are facing upright, basically rotated 90° on the x or y axis but have a slight tilt on them? so say i add another 10° on the y and 5° on the axis to their rotation to give them some variation. this makes it so that i can turn them accordingly using the local space. i just hit R -> Z -> Z and the driving gear would turn the way i want it. However the small gear does only rotate on the global Z axis with that. I assume thats down to the fact that we only added the driver to the Z rotation but not to the x and y which will be affected when rotating those gears on the local axis. How can i fix this? thank you if you read this and respond. great tutorial!
well i figured it out. what you need to do is to rotate it first, 90* upright and have it be facing the way you want it like this without any tilt. then when you turned it upright apply the rotation. then tilt it on only the two axis which you dont want them turning, so the turning axis stays 0. then you just add the driver to this axis thats still on 0 and proceed as normally... rotations are confusing
@rafe_3D thats perfect, you can also add a parent empty for more flexibility to all but moving each parent empty...you will be able to get creative doing this
@@FunwithBlender thats a nice idea. Ty. Its my first time using drivers so i am a lil inexperienced still. Very nice explanation tho. Also props for still responding after ***11 months***
Great tutorial but I ran into a small problem. I'm using my own gears and when I use the drivers, the gears' teeth don't mesh. Instead all of the teeth line up exactly, how do I fix this? My gears have 20 and 12 teeth.
Also sometimes a gear with the driver will randomly start spinning in a different direction if the model isn't exactly aligned with the axis.
Everything is math, if you using your own gears you need to make sure the math is right, i chose dimensions to make sure the math is simple
Is there a way to make the rotation work in Unity? I've imported the .blend file in but that only includes the models I think.
ua-cam.com/video/3CSUxATQVLw/v-deo.html
@@FunwithBlender Thank you!
You are a hero!
Glad it helped
the tutorial is good, but how to fill in the inner walls of the gear? like i dont want it looks real weird like that
send me google image links of examples you prefer
In Object Mode, click on any of your cog/gear wheels. Hit the Tab key to enter Edit Mode. At the very top left of your screen, there's a drop-down menu which says "Edit Mode". Right next to that there are three Selection Modes: Vertex Select, Edge Select, Face Select. Pick Edge Select. Hold the Alt key and click on one of the inner loops/circles to select the whole loop at once. Hold Shift and Alt and click on the second loop to select that, too. At the top of the screen there are a couple of buttons that read "View, Select, Add, Mesh, Vertex, Edge, Face, UV". Click on "Edge". Click on the third thing from the top of the drop-down menu called "Bridge Edge Loops". Done.
@@teroblepuns Thank you so much
What was the code for the variable?
-(var*2) ,for the small gear and for the large gear -(var/2)
@@FunwithBlender what about planetary gears or medium gears
Great video!
Glad you enjoyed it
Thank you!!
You're welcome!
Interesting video. My gears didnt turn though. Under the expression it said i had an 'error: invalid python expression' for some reason...
yes that means you did not have the same case sensitivity or you made a spelling error, just triple check I am sure it will be fixed
How can add no.4 gear?
This gets exponentially tricker, you will need to Math it out but it would be done in similar way you just need to know the speed of the gears it is connected to.
Looking into this
rewatching, thanks
Is there a way to make a gear with the teeth on the inside?
yes there are a few ways to do that, i will make a tut on that eventually but most likely in the next week or so if not prompt me and i will do it
@@FunwithBlender Thank you!
...keep in mind that these gears are "animation only".
They utterly lsck the important involute gear teeth, so 3D printing them is questionable.
thanks
No problem
Can you turn this to a STL file
yes, loads of ways to do this, www.google.com/search?q=blender+to+stl+converter&rlz=1C1GCEA_enZA957ZA957&oq=blender+to+stl+&aqs=chrome.1.69i57j0i512l4j0i22i30l5.7602j0j7&sourceid=chrome&ie=UTF-8
Thanks bro you’re the best
thannnkksssaallooott
i have a laptop i don't have numpad
honestly buy a cheap keyboard, blender required a full keyboard to work properly
you can press the sqweegly line next to the 1 on your keyboard to have all the other options
Bluetooth NumPad
Thank you !