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	<title>BlenderArt Magazine &#187; Animation</title>
	<atom:link href="http://blenderart.org/tag/animation/feed/" rel="self" type="application/rss+xml" />
	<link>http://blenderart.org</link>
	<description>Online PDF Magazine dedicated to Blender 3D</description>
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		<title>Book Review: Beginning Blender: Open Source 3D Modeling, Animation, and Game Design</title>
		<link>http://blenderart.org/2011/06/13/book-review-beginning-blender-open-source-3d-modeling-animation-and-game-design/</link>
		<comments>http://blenderart.org/2011/06/13/book-review-beginning-blender-open-source-3d-modeling-animation-and-game-design/#comments</comments>
		<pubDate>Mon, 13 Jun 2011 17:23:00 +0000</pubDate>
		<dc:creator>dreamsgate</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[and Game Design]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Beginning Blender: Open Source 3D Modelling]]></category>

		<guid isPermaLink="false">http://blenderart.org/?p=600</guid>
		<description><![CDATA[Beginning Blender: Open Source 3D Modelling, Animation, and Game Design written by Lance Flavell Paperback: 448 pages Publisher: Apress; 1 edition (December 30, 2010) Language: English ISBN-10: 1430231262 ISBN-13: 978-1430231264 &#160; Blender is a very powerful program, filled with buttons, options and tools that often seem to change willy nilly depending on what you are [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blenderart.org/bam/wp-content/uploads/2011/06/51Zqw3jXJRL._SS500_.jpg"><img class="size-full wp-image-602 alignleft" style="margin: 5px" src="http://blenderart.org/bam/wp-content/uploads/2011/06/51Zqw3jXJRL._SS500_.jpg" alt="" width="97" height="125" /></a><a href="http://www.amazon.com/Beginning-Blender-Source-Modeling-Animation/dp/1430231262/ref=sr_1_1?ie=UTF8&amp;qid=1307732374&amp;sr=8-1" target="_blank">Beginning Blender: Open Source 3D Modelling, Animation, and Game Design</a></p>
<p><a href="http://www.amazon.com/Beginning-Blender-Source-Modeling-Animation/dp/1430231262/ref=sr_1_1?ie=UTF8&amp;qid=1307732374&amp;sr=8-1">written by Lance  Flavell</a></p>
<ul>
<li>Paperback: 448 pages</li>
<li>Publisher: Apress; 1 edition (December 30, 2010)</li>
<li>Language: English</li>
<li>ISBN-10: 1430231262</li>
<li>ISBN-13: 978-1430231264</li>
</ul>
<p>&nbsp;</p>
<p>Blender is a very powerful program, filled with buttons, options and tools that often seem to change willy nilly  depending on what you are doing. There is SO much to cover when writing a book about Blender. What do you focus on? How in depth do you go? And ultimately, how big would you like the end result to be.<span id="more-600"></span></p>
<p>So what can you expect to learn from this book?</p>
<p>Right in the introduction, Lance sums it up best.</p>
<blockquote>
<p style="padding-left: 30px">&#8230; a guide to explain just the few important options needed to get me started.</p>
<p style="padding-left: 30px">&#8220;This book does not aim to be exhaustive and yet it is not written to an overly simplified manner so as to insult your intelligence. 3D animation by its very nature is not simple. What you have with Beginning Blender is a book that covers a good range of the many different areas of Blender, with practical examples to get you fast-tracked into using those areas.&#8221;</p>
</blockquote>
<p>Each chapter focuses on a different area of Blender and guides you to the most important tools and options. There are tables, diagrams and call out areas showing key information that can be quickly referenced. The examples are easy to follow and show how easy it is to accomplish a variety of common and a few not so common tasks in blender.</p>
<p>This is a great resource for beginners to Blender as well as experienced 3d artists who are changing over to Blender as it gives you a “leg up” on getting going with Blender. For experienced Blender users, Beginning Blender is a great reference to keep on your desk. Especially during those all night blending sessions when your brain goes blank and just needs a little refresher on how to do something.</p>
<p>Because Beginning Blender is not meant to be an exhaustive one stop reference guide, Lance encourages testing and experimenting with options and points out areas that should be studied further.</p>
<p>Technical:</p>
<ul>
<li>Well formatted.</li>
<li>Can be read straight through or pick a chapter as needed.</li>
<li>Nice color screen shots.</li>
<li>Easy to understand explanations and examples</li>
<li>Lots of tables and diagrams for quick reference</li>
<li>Written for 2.5 series</li>
<li>Helpful to reference where options and tools have been moved or changed for the 2.5 rewrite.</li>
</ul>
<p>&nbsp;</p>
<h3>Table of Contents</h3>
<ul>
<li>History and Installation</li>
<li>The Interface</li>
<li>Modeling</li>
<li>Lighting and Procedural Textures</li>
<li>UV Mapping</li>
<li>Curves and NURBS</li>
<li>Basic Rigging and Animation</li>
<li>Advanced Rigging</li>
<li>Making Movies</li>
<li>Particles and Physics</li>
<li>The Game Engine</li>
<li>Going Further</li>
<li>Companies That Use Blender</li>
<li>Blender and GPL Terms of Use</li>
<li>GNU Public License</li>
<li>OpenContent License</li>
</ul>
<p>&nbsp;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Animating A Robot Tutorial</title>
		<link>http://blenderart.org/2009/10/21/animating-a-robot-tutorial/</link>
		<comments>http://blenderart.org/2009/10/21/animating-a-robot-tutorial/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 23:37:06 +0000</pubDate>
		<dc:creator>Nam</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[(Issue-1)]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://blenderart.org/?p=277</guid>
		<description><![CDATA[Let’s Get this Robot Moving: This tutorial assumes you have already modeled your robot, “Papero”. I have done a few preliminary tasks to make this tutorial easier to follow: For animating we will take the Papero model we made in the modeling a robot tutorial. Step 1.&#8226; I assigned basic materials to the separate parts [...]]]></description>
			<content:encoded><![CDATA[<p><span id="more-277"></span></p>
<div style="margin-bottom: 10px;">
<div class="tutorial_text_noimg">Let’s Get this Robot Moving: This tutorial assumes you have already modeled your robot, “Papero”. I have done a few preliminary tasks to make this tutorial easier to follow:</p>
<p>For animating we will take the Papero model we made in the <a href="http://blenderart.org/2009/10/20/modeling-a-robot-tutorial/">modeling a robot tutorial</a>.
</div>
<div class="tutorial_text"><strong>Step 1.</strong><br />&bull; I assigned basic materials to the separate parts so that they are easier to distinguish (if you have already followed the texturing tutorial, that is fine)<br />
&bull; I have rotated the head to face straight forward.<br />
&bull; I have also turned off subsurf for now (makes it easier to see what you are doing). (fig 1)
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_01.png" title="Image 1"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_01.png"></a><br />
<span class="tutorial_image_subt">Image 1</span>
</div>
<div class="tutorial_text_noimg">With simple characters, such as our robot, you don’t need a lot of complicated movements. In fact you could probably get away with just using simple keyframing of his head moving from side to side, and adding additional keyframes as he changes location. But then this would be a very short tutorial, and rather unnecessary as you could figure that out all by yourself.</p>
<p>The fact that Gaurav modeled “Papero’s head as all separate parts, presents us with an interesting option for giving our robot an interesting action set. We are going to animate the ear rings and ear ball shooting out from the side of his head as he rolls along. We are going to accomplish this by using Action Constraints.</p>
<p>The basic premise of Action Constraints is simple. You create a set of actions once, then attach that set of actions to one bone with an Action Constraint. When you rotate the one bone, the set of actions gets triggered. Pretty slick time saver, it also assures that the action will be consistent throughout your animation.</p>
<p><strong><i>This tutorial was created with Blender 2.40 alpha-2. (If you have a previous and or possibly newer version, this should not be a big problem as Action Constraints have been around for quite a awhile.)</i></strong></p>
<p>So let’s get started.
</p></div>
<div class="tutorial_text"><strong>Step 2.</strong> We need a basic armature. There will be no IK chains or anything fancy.</p>
<p>&bull; Place your cursor below the robot.<br />
&bull; Spacebar > Add > Armature. This will be the Root bone and will be used to move the entire robot. (fig 2)
</p></div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_02.png" title="Image 2"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_02.png"></a><br />
<span class="tutorial_image_subt">Image 2</span>
</div>
<div class="tutorial_text"><strong>Step 3.</strong><br />
&bull; Next place your cursor in the bottom section of the robot, about even with the wheels<br />
&bull; Spacebar > Add > Bone. This will be the Wheel Base bone, and will be parented to the Root bone. (fig. 3)
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_03.png" title="Image 3"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_03.png"></a><br />
<span class="tutorial_image_subt">Image 3</span>
</div>
<div class="tutorial_text"><strong>Step 4.</strong><br />
&bull; Next place your in the main body section, Spacebar > Add > Bone, this will be the Body bone, and will be parented to the Root bone.<br />
&bull; Tab out Edit mode and RMB on the robot head, in the Edit buttons click on the ‘Center New’ button, Shift + S > Cursor > Selection. (fig. 4)
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_04.png" title="Image 4"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_04.png"></a><br />
<span class="tutorial_image_subt">Image 4</span>
</div>
<div class="tutorial_text"><strong>Step 5.</strong><br />
&bull; Press ‘A’ key  to deselect all, RMB on the Armature and Tab back into Edit mode.<br />
&bull; Spacebar > Add > Bone. This will be the Head bone, and will be parented to the Body bone. (fig. 5)
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_05.png" title="Image 5"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_05.png"></a><br />
<span class="tutorial_image_subt">Image 5</span>
</div>
<div class="tutorial_text"><strong>Step 6.</strong><br />
&bull; Zoom in on the ear rings, place your cursor in the first ring, Spacebar > Add > Bone. This will be the Ring 1.L bone, and will be parented to the Head bone.<br />
&bull; Place your cursor in the second ring, Spacebar > Add > Bone. This will be the Ring 2.L bone, and will be parented to the Head bone.<br />
&bull; Place your cursor in the ear ball, Spacebar > Add > Bone. This will be the Earball bone, and will be parented to the Head bone. (fig. 6)<br />
&bull; ‘B’ key, drag a box through the ear ring and Earball.L bones, ‘Shift + D’ key to duplicate them, Control + ‘M’ key to mirror them, drag them to the other side of the head and line them up with the ear rings. (Names will be the same, except will end in ‘R’.)</p>
<p>This completes your armature.
</p></div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_06.png" title="Image 6"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_06.png"></a><br />
<span class="tutorial_image_subt">Image 6</span>
</div>
<div class="tutorial_text"><strong>Step 7.</strong> Now we need to parent our robot to the armature.</p>
<p>&bull; Tab out of Edit mode, press ‘A’ key to deselect everything.<br />
&bull; Select (RMB + Shift key) all the robot pieces, then select the armature<br />
&bull; Control + ‘P’ > Armature<br />
&bull; Choose ‘From Closest Bones’</p>
<p>Now comes the fun part, double checking to make sure all the parts assigned to the correct bone, no help for it, so let’s get to it. The steps will be the same for each part.</p>
<p>&bull; Select part, Tab into Edit mode, ‘A’ key to deselect all vertices, look at the ‘Vertex Group’ panel<br />
&bull; Scroll to the correct bone for the part you are checking, click the ‘Select’ button. If all goes well, the right vertices will turn yellow. (fig. 7)<br />
&bull; To assign vertices to ‘Vertex Group’, select vertices wanted, scroll to desired bone in list, click ‘Assign’ key<br />
&bull; To delete vertices from ‘Vertex Group’, select vertices wanted, scroll to desired bone in list, click ‘Remove’ key</p>
<p><i>Make sure you test your robot in Pose Mode, select each bone and rotate/grab to ensure everything is moving properly. In Edit mode, select all bones and press ‘Control + N’ to recalculate bone roll (otherwise you might get strange results).</i>
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_07.png" title="Image 7"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_07.png"></a><br />
<span class="tutorial_image_subt">Image 7</span>
</div>
<div class="tutorial_text"><strong>Step 8.</strong> Now we can start setting up our actions. Split your screen into 2, with 3d view on one side and Action Editor Window on the other (fig. 8 )
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_08.png" title="Image 8"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_08.png"></a><br />
<span class="tutorial_image_subt">Image 8</span>
</div>
<div class="tutorial_text"><strong>Step 9.</strong><br />
&bull; Select the Armature, Control + Tab into Pose Mode (Armature bones should be blue/green depending on selection status)<br />
&bull; Select the 3 ear bones (Ring 1.L, Ring 2.L &#038; Earball.L), ‘I’ key > LocRot, this will be the base point in the action.<br />
&bull; Go forward 40 frames, ‘I’ key > LocRot, this will be the end point in the action.<br />
&bull; Go back 20 frames<br />
&bull; Select the Earball.L bone, ‘G’ key, while holding down the ‘Control’ key, move the Earball.L 3 units to the left. ‘I’ key >LocRot.<br />
&bull; Select the Ring 2.L bone, ‘G’ key, while holding down the ‘Control’ key, move the Ring 2.L 1 unit to the left. ‘I’ key >LocRot. (fig.9)
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_09.png" title="Image 9"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_09.png"></a><br />
<span class="tutorial_image_subt">Image 9</span>
</div>
<div class="tutorial_text"><strong>Step 10.</strong><br />
&bull; Go back to frame 1 and test your new action by pressing ‘Alt + A’ keys.<br />
&bull; In the Action Editor Window, rename your action something relevant, like “Ear action”, close the action (click the ‘X’ next to the action name)<br />
&bull; Add a bone above the head (Spacebar > Add > Bone), name it Ear Mover, parent it to the Root bone, so it doesn’t get lost when moving the robot around a scene.<br />
&bull; Select Ring 2.L bone and add an Action Constraint in the Constraint panel. Fill in the following settings to match the image. (fig. 10)<br />
&bull; Repeat for Earball.L
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_10.png" title="Image 10"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_10.png"></a><br />
<span class="tutorial_image_subt">Image 10</span>
</div>
<div class="tutorial_text"><strong>Step 11.</strong> Now when you move the Ear Mover bone, the Ring 2.L bone and the Earball.L bone will move through their action. (fig. 11)
</div>
<div class="tutorial_image">
<a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_11.png" title="Image 11"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/animating_a_robot/fig_11.png"></a><br />
<span class="tutorial_image_subt">Image 11</span>
</div>
<div class="tutorial_text_noimg">At this point you can go back to your Ear action and add in actions for the right side of the robot, so that both sides pop out at the same time. After you have added in the new actions for the right side, don’t forget to add action constraints to the right side Ring 2.R and Earball.R bones.</p>
<p>At this point ‘Papero’ is ready to roll. He can be keyframed to move across the screen, bump into things and show surprise (his ears popping out).</p>
<p>To practice on you own, here are some further suggestions on actions you can add to our little robot ‘Papero’ to give him a little more character:</p>
<p>&bull; Make his head pop up a little off of his body<br />
&bull; Make his body pop up a little off of the wheel base<br />
&bull; Have Ring 1 and Ring 2 rotate slowly back and forth while he is rolling through scene.<br />
&bull; Have the Earball slide ever so slightly in and out of rings<br />
&bull; Move Head back and forth sideways as if he is scanning his surroundings.</p>
<p>Have fun with your new little robot.  <img src='http://blenderart.org/bam/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />
</div>
<div class="tutorial_text_noimg"><strong>References &#038; External Links</strong></p>
<p>&bull; <a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/modeling_a_robot/papero.blend">.blend file</a></p>
<p>&bull; <a href="http://blenderart.org/2009/10/20/modeling-a-robot-tutorial/">Modeling A Robot</a></p>
<p>&bull; <a href="http://blenderart.org/2009/10/21/texturing-a-robot-tutorial/">Texturing A Robot</a></p>
<p><strong>Written by Sandra Gilbert (aka dreamsgate)</strong></div>
</div>
]]></content:encoded>
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		<item>
		<title>Gears Tutorial</title>
		<link>http://blenderart.org/2009/08/18/gears-tutorial/</link>
		<comments>http://blenderart.org/2009/08/18/gears-tutorial/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 18:53:57 +0000</pubDate>
		<dc:creator>Nam</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[(Issue-1)]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://blenderart.org/?p=204</guid>
		<description><![CDATA[This article deals with the modeling and animation of gears, providing a short tutorial for the utilization of the Blender Mechanical Gears (BMG) script. Introduction. One of the key points in modeling and animate mechanical devices relies in the need to produce gears. Gears are not merely “wheels with teeth”. Gears were like that in [...]]]></description>
			<content:encoded><![CDATA[<p><span id="more-204"></span></p>
<div style="margin-bottom: 10px;">
<div class="tutorial_text_noimg">This article deals with the modeling and animation of gears, providing a short tutorial for the utilization of the Blender Mechanical Gears (BMG) script.</p>
<p><strong>Introduction.</strong> One of the key points in modeling and animate mechanical devices relies in the need to produce gears. Gears are not merely “wheels with teeth”. Gears were like that in ancient days, but modern mechanics deeply studied the different ways in which spin can be transferred from one rotating axis to another, defining exactly how a gear must be designed for maximum efficiency.</p>
<p>Some theory can be obtained from the docs on [1] (I don’t want to promote any particular gear manufacturer, but this is the reference I used to create my gears) as well as in the Blender Mechanical Gears (BMG) script documentation [2]. Basically a gear must be designed so that no friction occurs at two meshing gear teeth. This ensures efficiency, long duration, and low noise. The mathematical description of a gear is based on the involute concept. The involute of a circle has several properties; the most important of which is that teeth of meshing gears whose profile is an involute do not slide one on the other while the gears rotate, and the pressure angle with which a gear pushes the other stay constant.</p>
<p>I will not go deeper on this here; you don’t need to know, since the BMG will handle mathematics, but if you are curious just browse [1,2].</p></div>
<div class="tutorial_text"><strong>The Script. </strong>BMG is a script suite you can download from [3]. It comprehends two scripts, a mesher (BMGm) and a spinner (BMGs) we will concentrate on the former first. BMGm belongs to the Mesh category if you elect to install it in the proper position within the .blender tree. In any case, once launched, it presents a screen as shown in Fig. 1</p>
<p>BMGm can create Cylindrical and Conical gears… the worm option is not working, yet <img src='http://blenderart.org/bam/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . In this article we will concentrate on cylindrical to demonstrate script usage.</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image002.jpg" title="Figure 1. BMGm startup screen"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image002.jpg"></a><br /><span class="tutorial_image_subt">Figure 1. BMGm startup screen</span></div>
<div class="tutorial_text_noimg"><strong>Main Gear Parameters.</strong> This group of parameters defines the basic look of the gear. When two meshing gears are set what defines the geometry is the Pitch Radius, which is the radius of the ideal circle on which the meshing teeth of the two gears touch. It is the pitch radius the one defining most of the gear geometry. This, as most over entries, is defined in Blender Units. We will keep the default 5 for now. The teeth number defines how many teeth the gear has. This is the second most important parameter, and we will set this to 25 for this example. The Pressure angle is vital, from a mechanical point of view, but is of less importance in computer graphics. It defines the angle between the tangent plane to the gear tooth at the contact point and the plane containing the two gears rotation axis. It is probably better to leave this to the default 20° value. Helical Angle defines helical gears shape. Common gears have straight teeth. Helical gears have slanted teeth. Helical gear are less noisy and more swift in operation, and more costly to manufacture, all things you don’t care in 3D graphics, so we will keep this angle to 0 now. The Addendum and Dedendum defines how far beyond and beneath the pitch radius the teeth extends. These parameters are critical. First the Addendum cannot be greater than the dedendum, or you will have big meshing problems. Second, Their value must be tuned according to the number of teeth. The more the teeth, the smaller these two must be, the fewer the teeth, the larger they can be. For our example 25 is an average teeth number, so we can keep them to the default 0.4 value.</div>
<div class="tutorial_text_noimg"><strong>Beveling:</strong> No true mechanical devices have sharp edges. Fillet defines the radius of the rounding at the top and bottom of the tooth. Bevel defines the beveling of all edges on upper and lower face of the gear.</div>
<div class="tutorial_text_noimg"><strong>Mesh Parameters:</strong> The script generates a single tooth for the gear, with a given refinement level in the mesh. The refinement level is given as a Resolution along the tooth perimeter, which should be kept to 2 unless you are planning to zoom in a lot (rise it) or zoom out a lot (lower it) on your gears and a Longitudinal Resolution along the tooth thickness. This is actually needed only for helical gears, which do exhibit longitudinal twist. Finally the Thickness defines how thick is the gear and the Width defines how much to the inside, with respect to the pitch circle, the body of the gear extends beyond the tooth. Keep all these to their defaults</div>
<div class="tutorial_text"><strong>Pinion.</strong> There is no point in defining a gear without is matching pinion. The pinion can be either a standard pinion (a gear) a rack (a straight toothed item) a crown (a big gear with teeth on the inside) let’s keep the Pinion option and maintain the 12 teeth.</p>
<p>If now you press the Generate button you will see the scene in Fig. 2</p>
<p>Please note that the script generated a single tooth both for the main gear and the pinion. The main gear object center is in the origin, the pitch radius is 5 blender units, you can see this since the teeth would touch there, once rotated. The pinion radius has been automatically computed by the script, its center is in the right position for correct meshing (rightmost yellow dot) and the tooth has been produced slightly rotated for the sake of clarity.</p>
<p>Our next task will be to complete the gear and the pinion mesh.</p></div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image004.jpg" title="Figure 2. BMGm result (top view)"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image004.jpg"></a><br /><span class="tutorial_image_subt">Figure 2. BMGm result (top view)</span></div>
<div class="tutorial_text"><strong>Gear Meshes touch-ups.</strong> First of all, rotate the main gear tooth 1/50 of 360° (7.5°) (Fig. 3.1). This makes lower edge of the tooth aligned on the xz plane. In front view and edit mode we can extrude the top vertex to complete the profile (Fig. 3.2). Duplicating this and moving it around on the xz plane will make the profile for the inner gear part too (Fig. 3.3). Now duplicate all these new vertices and mirror them along global z with respect to cursor.</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image006.jpg" title="Figure 3. Profile completion"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image006.jpg"></a><br /><span class="tutorial_image_subt">Figure 3. Profile completion</span></div>
<div class="tutorial_text">Now go back in top view with all these new vertices selected. Ideally we should spin (counterclockwise) three copies in a 14.4° angle. Sadly Blender does not accept decimals here! So we will spin them 15 copies along a 72° angle. (Fig. 4.1). Now Select the tooth, and SpinDup it by 5 times by 72°. You will have an extra copy of it (Fig. 4.2), which you should delete. Now remove doubles.</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image008.jpg" title="Figure 4. Some further steps…"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image008.jpg"></a><br /><span class="tutorial_image_subt">Figure 4. Some further steps…</span></div>
<div class="tutorial_text">Rotate the gear 36° clockwise, to have it symmetrically placed with respect to the xz plane. Now extrude some vertices from the inner part (Fig. 5.1 and 5.2) and extrude it towards the outer ring, merge some vertices where needed. It is also a good idea to use the Bevel script to make this arm nicer.</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image010.jpg" title="Figure 5. Almost finished!"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image010.jpg"></a><br /><span class="tutorial_image_subt">Figure 5. Almost finished!</span></div>
<div class="tutorial_text">Now you only have to SpinDup on 288° 4 copies and remove doubles! You might wish to scale the inner part a little along z only to make the gear less flat. Do something similar with the pinion too. But you won’t have the space to make the mesh so complex. Remember that the pinion has 12 teeth so a tooth is 30° (360°/12) wide. At the end you should have something like Fig. 6. Give to the Gear Object a mnemonic name (Like ‘Gear’) and to the pinion object a mnemonic name too (‘Pinion’ is a good choice!)</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image012.jpg" title="Figure 6. The two gears"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image012.jpg"></a><br /><span class="tutorial_image_subt">Figure 6. The two gears</span></div>
<div class="tutorial_text"><strong>Preparing for Spinning!</strong> To have the gears spin properly you will need to set up few things, but first, since two gears only is really a sad model, select both gears, duplicate them and move the copies so that the new Gear is coaxial and beneath the original pinion (Fig. 7).  Give the duplicates smart names, like ‘GearB’ and ‘PinionB’. Be very careful, the Pinion and the GearB objects must have same x and y location, and an offset on z.</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image014.jpg" title="Figure 7. The four gears"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image014.jpg"></a><br /><span class="tutorial_image_subt">Figure 7. The four gears</span></div>
<div class="tutorial_text">Now add an empty for each gear, located in the gear center, with the z axis pointing in the direction of the gear rotational axis, then parent gears to empties. Give them matching names (Fig. 8).</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image016.jpg" title="Figure 8. The four gears parented to their proper empties"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image016.jpg"></a><br /><span class="tutorial_image_subt">Figure 8. The four gears parented to their proper empties</span></div>
<div class="tutorial_text_noimg">This is necessary because the spinning script (BMGs) will handle rotations for the gear as relative to the z axis. If the gears are to be moved and are not lying on the xy plane this will results in odd behavior.</p>
<p>By parenting gears to empties and by moving/rotating only the empties from now on – never the gears –  the animation will behave properly.</p>
<p>Now launch the BMGs script. It is an ‘Animation’ class script. It will present quite an empty interface, with just an Add button. Press it four times and four lines will appear. In these line first column presents a Gear Object name. Fill ‘Gear’ in the first and ‘Pinion’ in the second, ‘GearB’ in the third, ‘PinionB’ in the fourth. Second column specifies the teeth number. ‘Gear’ and ‘GearB’ have 25, ‘Pinion’ and ‘PinionB’ have 12. This completes our gears database (Fig. 9.1). The gears database holds info on which objects in your scene is really a gear and should be spinned. You can Save and Load database to/from disk, the script generates XML files. You are advised to do so because the databases will be lost when you quit blender (The automatically generated script for spinning will not be lost!)</p>
<p>Now switch to the ‘Link’ Panel. Add three lines here with the Add button. The new lines appearing contain information on which gear is connected to which other. The first column in each line contains the driving gear, the second column the driven gear. The third column specify the link type, which can be a mesh kind of link, in which the pinion rotates in the opposite direction with respect to gear and the speed is given by the gear speed modified by the tooth number ratio. For coaxial gears, that is, for gears not meshing but rather mounted on the same axis the link type is fixed because the rotation speed is the same. In rare cases, with crowns and helical gears, the speed might still be in the tooth number ratio but not in the opposite direction. For these cases the InvMesh option exists.</p>
<p>In our example in the first line we will state that ‘Gear’ is the driver, ‘Pinion’ is the driven and the link is of ‘mesh’ type. On the second line ‘Pinion’ is now the driver, ‘GearB’ is the driven and the link type is ‘fixed’ since they are rigidly bound. At last, third line states that ‘GearB’ is the driver to ‘PinionB’ in a ‘mesh’ type link.</p></div>
<div class="tutorial_text">The Links database defines a consequential series of actions. If a driver gear is rotated its rotation propagates to its driven pinions and from these to their own driven gears and so on. To facilitate maintenance the two small buttons on the right allows changing links order.</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image018.jpg" title="Figure 9. Setting up gears and links databases"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image018.jpg"></a><br /><span class="tutorial_image_subt">Figure 9. Setting up gears and links databases</span></div>
<div class="tutorial_text">Once the links database is done (Fig 9.2) we are done. You should now press the Generate button. This creates a new script, named DriverSL (Fig. 10). This new script is stored in the .blend file and will not be lost when exiting Blender (You must have saved your file, of course).</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image020.jpg" title="Figure 10. Spinning script, automatically generated"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image020.jpg"></a><br /><span class="tutorial_image_subt">Figure 10. Spinning script, automatically generated</span></div>
<div class="tutorial_text">To complete the set-up go to Script context in the Buttons Window and add a Scene Script link on FrameChanged event. Put DriverSL as linked script (Fig. 11)</div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image022.jpg" title="Figure 11. Setting the Script Link"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image022.jpg"></a><br /><span class="tutorial_image_subt">Figure 11. Setting the Script Link</span></div>
<div class="tutorial_text"><strong>Let’s Go!</strong> Now we’re really there! First make a quick Frame 1 to Frame 2 and back switch. If some gears are not at 0 rotation they will revert to it (In this case our pinions) and you might have to rotate their empties (not the gears themselves!!) to recover a proper mutual meshing between gears.</p>
<p>Now select the driving gear, in our example ‘Gear’. And add to it a non-constant rotation IPO on RotZ (only on RotZ).</p>
<p>Now press ALT-A. The driver Gear will start to rotate, and the Pinion and all other gears will follow with a correct matching velocity!</p></div>
<div class="tutorial_image"><a href="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image024.jpg" title="Figure 12. Setting the IPO"><img src="http://blenderart.org/bam/wp-content/tutorials/issue_1/gears/image024.jpg"></a><br /><span class="tutorial_image_subt">Figure 12. Setting the IPO</span></div>
<div class="tutorial_text_noimg"><strong>References &#038; External Links</strong></p>
<p>&bull; <a href="http://www.bostongear.com/pdf/gear_theory.pdf">http://www.bostongear.com/pdf/gear_theory.pdf</a></p>
<p><a href="http://projects.blender.org/viewcvs/viewcvs.cgi/bstar/BMG/BMG-0.0.2.pdf?cvsroot=bstar" style="display: none;">&bull; http://projects.blender.org/viewcvs/viewcvs.cgi/bstar/BMG/BMG-0.0.2.pdf?cvsroot=bstar</a></p>
<p><a href="http://projects.blender.org/viewcvs/viewcvs.cgi/bstar/BMG/?cvsroot=bstar" style="display: none;">&bull; http://projects.blender.org/viewcvs/viewcvs.cgi/bstar/BMG/?cvsroot=bstar</a></p>
<p><strong>Written by Stefano-Selleri</strong></div>
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