I'm making a map with a lot of gears, and it will get kind of bland if I just have single gears. However, I cannot get the gears to mesh and rotate in sync! Also, if the gears rotate at different speeds, it'll be hard to make a single model loop. (i.e. One gear's at 360 at frame 41, while another is at 260.) One gear will visibly jump back to 0 (or 360) when it loops.
How can I make this work?
Replies
I'm no animator but If you place the gears like they should when combined together, rotating them all 360 degrees in X amount of frames should make everything look fine from the start. I think you're complicating it more than necessary.
I guess it starts being difficult when you have different sizes and types though.
That way they're all guaranteed to mesh and they're all guaranteed to loop properly.
If I were you, I'd build a few (2 or 3) combined set-pieces, which look nice by themselves. Animate that (which isn't hard, you can calculate the speed by the gear ratio's), and place those around in your level.
OR
No idea what engine you use, but you could try and get a fully dynamic, physics-driven solution working. I don't even know if that's a good idea performancewise, but it sounds fun to try. In UDk it might work.
Otherwise they end up being several hundred frames long as you wait for all of the rotations of different speeds to align to the same as the first frame, so you can get a seamless looping animation.
Granted if you want to mix/match random gears then you're in trouble and you'd do better with some sort of script to rotate them properly...
Since your gears aren't preforming any other task besides matching up, you can:
Keep the number of teeth the same (or use the example above)
Keep the number of rotations and time each gear takes to rotate, the same.
Just scale the gears to whatever size you want. Any unique details can happen in the shape of the teeth and inside the gear.
[ame]
All gears moving 0-360 degrees for 100f.