FR017 – Force 017 – Gear/Cog Variations
Gears can be used to visually illustrate a process or mechanism that is well/poorly run, synchronicity, fit, complementary, well/poorly developed, objects meshing with each other, etc. The gears most vividly illustrate these concepts when animated.
This series contains variations of gears, with different cog (teeth on exterior of gear) sizes and distances between cogs. These variations can be used to create smoothly running gears as well as flawed gear configurations. Gear selection is particularly important when you plan to add animation.
- When creating an animation of a smoothly running gear configuration, select gears that have roughly the same cog distance and are roughly the same size. Their overall appearances can be different, but the cog sizes need to be roughly the same.
- When creating an animation scheme with a flawed gear configuration, look for gears that have very different cog sizes and distances between cogs.
You may need to rotate the gears to make the cogs fit properly in between the cogs of another gear. Make sure to remove the snap to grid and snap to other objects feature in the grid menu first so you can fine tune the positions of the gears.
As in the series example and in the animated example, it only takes one mismatch/misfit to stop the whole machine. When calling attention to a mismatch/misfit, choose the first occurrence as the problem area.
The tutorial has useful information about animation and formatting the gears.
Frameworks available in this series
Click on a thumbnail to see a larger image of that framework.
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