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strategy for bicycle chain
john_denver
Member Posts: 5 ✭
Hello, I would be interested in the concrete procedure to produce a bicycle chain, complete with the gears. And then mate the whole thing so that it turns too. So far, I've been able to construct and mate the chain itself, but how do I put it around the gears?
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To do that, create a path by making an in-context surface for example. Then mate each chain link to eachother, and at least one tangent mate touching the path. A point tangent to the path should be better than any curve/edge/face of your link.
A lot of calculations will need to be made, so it many only rotate smoothly by running an animation.
Also be wary of tangent mates wanting to flip inside out, so build it up one link at a time in position
Would you leave the two free ends of the chain loose (unconnected to each other)? I can imagine no end of challenges for the calculations if the length of the path is not precisely correct as the chain is moved along the path. The first / last links could be slightly overlapping / separated so that it's hard to see with the naked eye.
Or do you think it would work out fine to have them connected?
Also, the fewer mates the better. We don't want to calculate a bunch of redundant mates that could bind.
kind of like a cam on a 2d plane. I would add some "floating" mates that only connect to the masterlink. to relieve any math error between the cam and masterlink.
then imagine a grid, plot out some keyframes where the masterlink would be at any given point of time in x,y coordinates
We just animate the knobs and tie the master link to the stylus
But in my case it is for a sales animation, where detail is requested by my boss.
I assume in his case he just wants to do the same.
Otherwise yes, when it comes to the technical model, Simple is best