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Gear Generator 3D model
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Gear Generator Houdini ver. 17.5 demands GameDevToolSet for optimal functionality! The Gear Generator asset expertly distributes points randomly along a designated plane, builds a coherent path along these pivotal points, and relies on this intricate path to produce an accurately sized gear centered at each point. The only pre-defined value is the radius of the first gear, carefully set as a percentage of the distance between its two primary reference points. In turn, the radii of all subsequent gears rely entirely on the radius established for the inaugural gear. If the generated gears intersect or come perilously close to overlapping one another, the asset will intuitively move each subsequent gear up to a higher level, thereby re-creating an entirely new path. To further enhance realism and add complexity to your generated gear mechanism, this robust tool offers multiple choices regarding the type of gear being created: three unique designs, each with its own specific parameters and attributes are at your disposal - the first includes an innovative ratchet system, while the second employs intricately designed knitting needles and the third presents a flywheel featuring a functional spring component. Notably, each gear type is equipped with adjustable occurrence probabilities that range from 0 to 1. As you delve deeper into the customization process of your generated gear mechanisms, keep in mind that there's an essential threshold value for solid gear displays that you can tailor to prevent rendering inaccuracies at low gear radii. Your generated gears' points are anchored at the gear centers and are connected by a shared foundation; a specific seed allows each new level to originate from a unique starting point. At your discretion, this feature also permits you to either employ existing geometry or opt for generating an intricate convex hull derived directly from your generated gear centers. Conversely, there's an additional 'inside-only' mode which grants greater freedom to experiment and creates more realistic internal gear geometry – even if that means confronting steeper angles during your build. For your reference, once the base foundation is raised and only the inside component remains active on each level, it might be wise to expect incomplete or compromised base formation as there may simply not be sufficient anchor points at the lowest base level; such circumstances prevent correct operation altogether in some instances. If this seems an unfathomable challenge - no problem, you can tweak multiple levels to accommodate different heights of each level within your build – thereby optimizing their position on top one another and further enabling dynamic flexibility for animations featuring gear rotations or ratchet-based spring movements that are expertly automated by these mechanisms' rotation angles at variable speed ranges. When choosing ratchet-style designs with your custom-built 3D animations, don't overlook possible interaction limitations - even minor interlock events can occur, creating potential movement when needed, all while being governed by many carefully set parameters to optimize visual effect authenticity
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