Oh My Gear 2 - Geometry Nodes Gear Generator

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Oh My Gear 2 - Documentation
Documentation
Oh My Gear 2

Library version 2.0.5 · Blender 5.2 LTS and 4.5 LTS

This is the whole guide, for both packages, in one place. Everything in it is inComplete. The few things that are not in Core are markedComplete; if you own Core and a heading says that, you can skip it.

Two other files are in the download and this guide does not repeat them:ASSET_CATALOG.md lists every input of every group with its default and range,and MECHANICAL_CONVENTIONS.md has every equation and sign convention.

1. Install

There is nothing to install. This is a .blend file, not an add-on.

Either open the file that matches your Blender and work in it,

or — better — register the folder once so everything follows you into everyproject:

  1. Edit → Preferences → File Paths → Asset Libraries
  2. +, point it at the folder holding the .blend and blender_assets.cats.txt, name it Oh My Gear 2
  3. Open an Asset Browser and choose that library. You will see:
Oh My Gear 2├── Basic          plain gears, pairs and trains├── Extended       worm, chain, bevel                     (Complete)├── Assemblies     the stacked controller                 (Complete)├── Curve Paths    the four curve systems                 (Complete)└── Materials      nineteen procedural finishes
Which file. A .blend saved by Blender 5.2 cannot be opened by 4.5, so thedownload holds one file for each. Open the one that matches your Blender. Theycontain the same library.
Models, not groups. The Asset Browser holds models: objects that alreadycarry the modifier, already configured and already animated. Drag one into theviewport and it turns. The node groups themselves are not listed there, onpurpose — one mechanism should appear once, not twice under two names. To use agroup on your own object, add a Geometry Nodes modifier and pick the groupfrom the selector.

Materials are in the same browser. Drag one onto any object.

2. Your first gears in one minute

  1. Add any mesh object. A default cube is fine — its geometry is discarded.
  2. Add a Geometry Nodes modifier.
  3. Click the browse icon and pick OMG2_Mesh_Pairing.
  4. Set Teeth A and Teeth B.
  5. Click the Drive field, type #frame/96 and press Enter.

Press play. The second gear is placed at the solved centre distance, phased soits teeth fall into the gaps of the first, and counter-rotated at the correctratio. You changed two numbers.

3. The conventions you need

Everything in the library follows these. Learn them once.

Drive is in turns Drive = 1.0 is one full revolution, counter-clockwise about +Z. Not radians, not degrees.
Phase is in tooth pitches Phase = 1.0 shifts the gear by exactly one tooth. Not radians.
Module is pitch diameter ÷ tooth count In scene units. Two gears mesh only if they share a module.
Everything is +Z Gears lie in the XY plane and turn about Z. On a curve, the first gears are drawn in Top view.

Lengths follow scene units. At the default Unit Scale, 1 unit = 1 m.

4. Which group do I use

You want Use Package
One gear OMG2_Core_Gear Core
Two gears that mesh OMG2_Mesh_Pairing (turn on Internal and B becomes a ring) Core
A train of gears along a flat curve OMG2_Gear_Train Core
The solved layout of a train, without building it OMG2_Curve_Layout Core
A pinion running inside a ring gear OMG2_Ring_Internal Complete
A rack driven by a pinion OMG2_Rack_and_Pinion Complete
A worm driving a wheel OMG2_Worm Complete
Two sprockets and a roller chain OMG2_Chain_Sprocket Complete
Two bevel gears on intersecting axes OMG2_Bevel_Pair Complete
A worm, a spur pair and a rack stacked on shared shafts OMG2_Assembly_Controller Complete
A mechanism you draw with a curve in 3D OMG2_Gear_Path Complete
…the same, with roller chains on long runs OMG2_Chain_Path Complete
…the same, with worm turns OMG2_Worm_Path Complete
…everything at once, plus a worm motor and a rack or ring at the end OMG2_Mixed_Path Complete

Groups prefixed OMG2__ (double underscore) are internal helpers. Theirinterfaces are not part of the public contract — do not build on them.

Helical and herringbone are not separate groups. Helix Angle andHerringbone are inputs. In a pair or a train, setting Helix Angle gives eachneighbour the opposite hand automatically, so every mesh stays valid.

5. What each value controls

Every group arranges its inputs into the same named panels, so the panel a valuesits in tells you what it can change. If a value is in Body or Appearance, itcannot change the motion, the ratio or the centre distance.

Panel What it affects What it cannot affect
Input Drive: what turns the mechanism
Gear Geometry The numbers that define the gears: tooth counts, Module, the wall of a ring
Layout Where parts sit relative to each other: Module and Min Teeth on a curve, rack side and shift, centre distance
Meshing Tooth shape and engagement: Pressure Angle, Tooth Height, Backlash, Root Fillet
Body The disc behind the teeth: rim thickness, hub, bore, web, spokes, windows The tooth profile, the ratio, the motion
Helical Twist across the face width. Helix Angle 0 is a spur gear
Appearance Materials only All geometry
Quality Mesh density and shading The mechanics (only how smoothly it is drawn)
Turns, Worms, Chains, Ends The curve systems' bevel turns, worm stages, chain runs and end parts Complete

The values that do the real work

Value What it does Watch out for
Teeth (A / B) Sets the ratio. Ratio = Teeth A ÷ Teeth B, sign flips per mesh Whole numbers only
Module Sets the size of everything: pitch radius = Module × Teeth ÷ 2 Gears that mesh must share it. On a curve, 0 means "work it out for me"
Min Teeth On a curve with Module 0: the smallest gear gets exactly this many teeth, which fixes the module and so the size of every gear Raising it makes every gear smaller
Pressure Angle Tooth flank steepness. 20° is the standard Must match between meshing gears
Tooth Height Addendum, as a multiple of Module Must match between meshing gears
Backlash Play between teeth, removed from tooth thickness 0 is a zero-clearance mesh. The default 0.002 is what the materials are tuned around
Phase / Phase Offset Rotates one gear relative to its partner, in tooth pitches Whole numbers change nothing visible, since every tooth looks the same
Helix Angle Twists the teeth. Positive and negative are opposite hands −45° … 45°
Thickness Face width of the toothed rim Hub and web are sized from it
Bore Diameter Fixes the hole size in scene units. 0 uses Bore Ratio Use it when several gears share one shaft
Drive Turns the whole mechanism, in turns See §6
Input Index Which gear of a train receives Drive directly The rest follow

6. Animating

Everything turns from Drive alone, in turns.

  • Driver (recommended): click the Drive field, type #frame/48, press Enter. One full turn every 48 frames. #frame/-48 runs backwards.
  • Keyframes: hover the field and press I on two frames.
Animate only Drive. Every other gear is geared to it and follows byitself, at the right ratio and the right phase. Keyframing a second gear'srotation will fight the solver.

To chain groups, feed one group's Out Drive output into the next group'sDrive.

7. Gear trains on a flat curve

Put OMG2_Gear_Train on a curve object. Each curve point becomes a gearcentre. The modifier has to be on the curve itself.

Leave Module at 0. The train then derives the module from the curve, sizingthe smallest gear to Min Teeth. This always solves: the curve sets the scale,so there is no configuration that fails.

Set Module yourself only when the train has to mesh with parts you havealready fixed at a module. Then the curve has to be long enough — see the rulein §13.

Input Index picks which gear receives Drive directly.

Draw the curve as a Poly spline

This matters more than anything else on this page.

Every curve group (Gear_Train, Curve_Layout and the four paths) puts a gearon every evaluated point of the curve, not on every control point. A Poly spline evaluates to its own points, so a Polyspline with five points gives five gears. A Bezier or NURBS splineevaluates to many points along the smooth curve between its control points: threeBezier control points at the default resolution gave 25 gears with a tinymodule in testing.

Do one of these:

  • Convert to Poly. In Edit Mode, select the points, press F3, search Set Spline Type and choose Poly. Best option.
  • Or keep a Bezier and set Resolution Preview U to 1 (Curve data properties → Shape). Then it evaluates to its control points, joined by straight segments. Leave the render resolution at 0 so the render matches the viewport.

NURBS does not reliably give one gear per control point, even at resolution 1.Use Poly.

The ready models in the Asset Browser are already Poly curves.

8. Curve paths — drawing a mechanism Complete

Put OMG2_Gear_Path on a curve object and draw the mechanism with thecurve's points. Every point is a shaft. Each segment between two points isread against the axis the path is currently on, and becomes one of three things:

The segment… Becomes Where to read more
lies in the gear plane a spur mesh, solved exactly like a flat train §7
leaves the plane at an angle a 90° turn through a bevel pair; the path carries on in the new plane below
runs along the axis a second gear on the same shaft (a compound gear) below

The first gears are always in the XY plane, axis +Z. So: draw the firstfew points in Top view, keep them at the same height, and leave the plane onlywhere you want a turn.

How the angle of a segment decides what it becomes

"Lean" is how far a segment leaves the plane the path is currently on. TurnTolerance (default 6°) is how forgiving the solver is.

Lean What it becomes
0° up to Turn Tolerance Flat. A spur mesh. A slightly sloping hand-drawn run is treated as level
Turn Tolerance up to 90° − Turn Tolerance A 90° turn. The path continues in the new plane
within Turn Tolerance of 90° Along the axis. A second gear on the same shaft

The slope sets the ratio. The ratio of the bevel pair at a turn is1 ÷ tan(lean). 45° is exactly 1:1; steeper makes the gear after the turnslower, shallower makes it faster. Measured on a real path:

Lean Ratio across the turn (approx.) What it looks like
6° × 9.3 Enormous bevel driving a tiny one. Usually not what you meant
15° × 3.7 Big ratio change; the turn parts are large
30° × 1.7 Clear step-up
45° × 1.0 1:1. The natural choice
60° × 0.6 Clear step-down
80° × 0.18 Big step-down
90° — Not a turn: a second gear on the same shaft

Tooth counts are whole numbers, so the solver rounds: the real ratio is close tothe table, not exactly on it.

Keep your turns between about 30° and 60° unless you want a dramatic ratio.Shallow turns are also where layouts run out of room: in one test layout theturn parts overlapped their neighbours at 6–30° and were clean from 45° up. Yourlayout will differ, but shallow is where to look first.

Turn Tolerance — the one that surprises people

A 7° hand-drawn lean counts as a full 90° turn at the default tolerance. Ifyou draw freehand and a run that looked flat turns into a bevel with a nine-to-oneratio, this is why. Either redraw it level, or raise Turn Tolerance (up to 40°)so that a gentle slope is treated as flat.

It works both ways: with a tolerance of 20°, a 10° lean became flat in testing.

What the values in the Turns panel do

Value Does
Turn Tolerance How far a segment may lean and still count as flat, and how close to the axis it must be to count as a shared shaft. Everything between is a turn
Turn Gap Clearance along the shaft between a gear's hub and the turn part that shares the shaft. Too small and the hub hits the bevel — with Turn Gap 0 the parts collided in testing, at 1.0 they were clear. Default 0.05
Bevel Face Width Bevel tooth length as a fraction of the cone distance (0.05 … 0.5)
Back Thickness The plate behind each bevel gear
Worm Turns Mixed Path only. Off: slanted segments turn through bevel gears. On: through a worm and its wheel

The four systems

They share one solver and one set of rules. What you learn on one works on all.

Group Flat segment Slanted segment Extra
OMG2_Gear_Path spur mesh 90° bevel pair
OMG2_Chain_Path spur mesh, or a roller chain when longer than Chain Distance treated as flat Flip Chains
OMG2_Worm_Path spur mesh worm on this shaft, wheel on the next; the path continues upright through the segment Worm Starts, Worm Diameter, Worm Length, Left Handed
OMG2_Mixed_Path spur or chain bevel or worm (Worm Turns) Start: a worm motor under the first shaft. End: a rack, or a ring gear, on the last

Chains. A flat segment longer than Chain Distance becomes a chain drivebetween two sprockets instead of a gear mesh. 0 never uses a chain. Sprocketsare Sprocket A Teeth (driving) and Sprocket B Teeth (driven); their ratio isthe chain's ratio. Chain Pitch 0 means "π × Module", so the sprockets are thesize of gears. The chain runs under the gears and consecutive chains alternatesides — if one hits something, turn on Flip Chains.

Worms. The ratio of a worm turn is Worm Starts ÷ wheel teeth. WormDiameter is the worm's pitch diameter in modules (5 … 20): bigger is afatter worm and a smaller wheel. Left Handed turns every worm stage the otherway.

Ends (Mixed Path). Start = 1 adds a worm motor under the first shaft,driving it through a wheel of Start Wheel Teeth.End = 1 adds a rack, End = 2 a ring gear with the last pinion inside it.End Teeth is the pinion on the last shaft; Rack Teeth and Ring Teeth sizethe part it drives. Ring Teeth must exceed End Teeth.

Outputs worth reading

Gear Count, Turn Count and Chain Count tell you what the solver decided.If you expected a turn and Turn Count is 0, the segment was inside thetolerance and got treated as flat. Total Ratio is the overall ratio; Moduleis the solved module, which you must feed to anything else meant to mesh withthe path.

Drawing tips

  • Start in Top view. Draw the first three or four points flat.
  • Turn once, then carry on. One point up and sideways makes the turn; draw the following points in the new plane.
  • Leave room. Every turn needs a flat run before it long enough for the hub, the gap and the bevel. A very short run before a turn is where overlaps start.
  • Move a point and the whole path re-solves. Tooth counts are integers, so as you drag, the counts step; the mesh is exact at every position you stop at.
  • Leave Module at 0 until you need to fix it.

9. The other mechanisms Complete

OMG2_Ring_Internal — pinion inside a ring

The ring sits at the origin with the pinion inside it; both turn the sameway. Ring Teeth must be greater than Pinion Teeth, otherwise the groupis invalid and returns nothing. Rim Width is the wall of the ring outside theroot circle.

OMG2_Mesh_Pairing does the same with Internal switched on. There, Teeth Bis the ring, and it must also exceed Teeth A.

OMG2_Rack_and_Pinion

One pinion turn moves the rack one pitch circumference; Travel and RackPosition tell you where it has got to.

Value Does
Rack Side Which side of the pinion the rack sits on (-Y or +Y). The contact side decides which way the rack runs for a given Drive direction
Reverse Runs the rack the other way without moving it to the other side — it drives the pinion backwards. Use it to reverse one rack inside an assembly that shares a single Drive
Rack Shift Moves the rack along X by whole tooth pitches. Whole pitches keep the mesh exact; any other offset would break it
Rack Teeth, Rack Depth Length of the rack and depth of its body

OMG2_Worm — worm and wheel

The worm lies along +X and drives a wheel on +Z. Ratio = Starts ÷ WheelTeeth (the sign follows the hand). Diameter Factor (q) is the worm's pitchdiameter divided by the module; Worm Length is in axial pitches; LeftHanded reverses the thread. The group reports Lead Angle: a single-start wormat the default q of 10 is about 5.7°; six starts at q 10 is about 31°.

OMG2_Chain_Sprocket — chain drive

Two sprockets and a closed roller chain. Center Distance is a request: thechain has a whole number of links (always even), so the solved distance isslightly different and is reported as Solved Center Distance (a request of 3solved to about 3.09 in testing). A request smaller than the two sprocketsneed is rejected, not silently enlarged.

Value Does
Chain Pitch Roller pitch
Chain Style 0: simple bars, lightest. 1: roller chain with plates, rollers and pins
Roller Diameter, Plate Height, Plate Thickness As a fraction of Chain Pitch
Chain Width Inner width between the plates, as a fraction of pitch. Keep it wider than the sprocket Thickness or the plates cut into the sprockets
Chain Phase Slides the chain along its loop in links, without turning the sprockets. Fine-tunes where rollers sit in the tooth gaps
Chain Offset Moves the chain along the sprocket axes, to line it up with other parts
Own Chain Material On: the chain uses Chain Material instead of Material

OMG2_Bevel_Pair

Two bevel gears on intersecting axes. Shaft Angle is the angle between the axes(10° … 170°); the cone angles are solved from it and the tooth counts.

Apex At Origin puts the shared cone apex at the origin. At small shaftangles the apex is far from the gears: at 10° the pair ended up about 11.6units from the origin with it on, against about 4.3 with it off. Leave it offunless you need the apex for alignment.

OMG2_Assembly_Controller

A worm, a spur pair and a rack stacked on shared shafts: the worm wheel and spurA are one shaft, spur B and the rack pinion the next, so each stage genuinelydrives the one below. One Drive runs all three and Total Ratio is the productof the stages.

Value Does
Stage Gap Axial distance between stacked stages. Keep it above Hub Thickness or the hubs collide
Stage Angle Direction from the wheel shaft to gear B's shaft, measured from +X
Rack Angle Direction the rack runs in, measured from +X
Rack Side Which side of the pinion the rack runs on

10. Body styles

Body Style changes only the look of the web. The toothed rim, the pitch radiusand the ratio are untouched.

Value Body
0 Round holes
1 Sculpted spokes
2 Curved spokes
3 Radial slots
4 Solid web

Shaping inputs: Spokes (count — 0 always gives a solid web), Spoke Width(how much of each sector is material), Spoke Curve (bend; the sign mirrors thesweep), Window Shape (low is square-cornered, 1.0 is round).

Bore Diameter above zero fixes the hole size in scene units — use it whenseveral gears run on one shaft. At zero, Bore Ratio scales the hole with thegear. Hub Ratio, Hub Thickness and Web Ratio size the hub and the web.

11. Materials

Nineteen procedural materials, no textures to unpack and nothing to lose. Findthem in the Asset Browser under Oh My Gear 2 → Materials, each with a renderedthumbnail and a one-line description. Drag one onto any object.

Group Materials
Machined Steel Aluminium Brass Bronze Copper Gold Chrome
Finished Blued_Steel Dark_Anodised Cast_Iron
Corroded Rusted_Steel Patina_Brass
3D print PLA_White PLA_Orange PETG_Black Resin_Grey
Painted Painted_Yellow Painted_Red

All are named OMG2_MAT_*. They are also in the material dropdown of everyobject in the file, because each carries a fake user and survives a save whetheror not anything is using it.

Putting one on a gear. The gear's material is an input of the modifier,not a slot on the object. Put it in Material (the toothed rim). Turn on TwoMaterials and Body Material takes the hub, the web and the spokes.Dark_Anodised is the one to reach for on the body: it stays dark under stronglights instead of washing out to grey.

What is in them. Every material bevels the shading normal, so tooth tips andwindow edges catch a thin machined highlight instead of ending in amathematically sharp line. The metals carry two scales of roughness variation:a broad one at about the size of the part, and a fine grain on top. The printmaterials band along the part's own height at a real layer pitch — PLA_Whiteis a 0.05 unit layer — with a slow wobble, because a printer does not lay aperfect stack.

Retuning them. Every finish is an ordinary node tree in the file. Open it inthe Shading workspace and change whatever you like; a material you edit is yours.

12. Quality and speed

Points Per Tooth is the only quality control you normally touch.

Value Use
6 Draft: scrubbing a dense train
10 The default
16+ Final: renders and close-ups

It is the main cost of every gear: halve it before anything else when theviewport is slow. Body Resolution (24 draft, 32 default, 64 close-up) sets howround the rim edge, hub, bore, holes and windows are.

Smooth Angle (default 50°) decides which edges stay sharp: edges bent furtherthan this stay sharp, flatter ones shade smooth. 30–60° suits gears; 180°smooths everything, which makes tooth flanks look soft.

A twenty-five gear train re-evaluates in well under a millisecond at the defaultquality.

13. What can break, and how to fix it

Find your symptom on the left. Where a group can tell you the cause itself, readits Valid and Warning Code outputs (§14).

Nothing appears

Symptom Cause Fix
A curve group shows nothing The modifier is on a mesh, not a curve. A curve group needs a curve object Put the modifier on the curve itself
A curve group shows nothing The curve has fewer than two points Add a second point
A path or train vanishes after you set Module With a fixed Module, every flat segment must be at least 0.9 × Module × Min Teeth long to fit two gears. A shorter one makes the whole layout invalid, and it returns nothing Set Module back to 0, or lower Module or Min Teeth, or lengthen the short segment. Zero-length segments (two points on top of each other) fail the same way
Nothing, on Ring_Internal Ring Teeth is not greater than Pinion Teeth Give the ring more teeth than the pinion
Nothing, on Mesh_Pairing with Internal on Teeth B (the ring) is not greater than Teeth A Same
Nothing, on Chain_Sprocket Center Distance is smaller than the two sprockets need Increase it. Solved Center Distance shows the distance the chain actually needed

The layout is wrong

Symptom Cause Fix
Dozens of tiny gears along a curve The curve is a Bezier or NURBS spline: one gear per evaluated point, not per control point Convert to a Poly spline, or set the Bezier's Resolution Preview U to 1 (§7)
A run you drew level turned into a bevel turn with a huge ratio Its lean was more than Turn Tolerance (default 6°). A 7° slope is a 90° turn Redraw it level, or raise Turn Tolerance
The path bends the wrong way, or turns when it should not The first gears were not drawn in Top view. The path reads its first plane as XY: a curve drawn in Front view has its second segment read as a turn Draw the first points flat in Top view
Expected a turn, got flat gears The segment leans less than Turn Tolerance Lean it further, or lower Turn Tolerance
Gear sizes are all tiny or all huge With Module 0 the module comes from the curve, so it follows Min Teeth and the shortest segments. An extreme turn angle also shrinks everything, because one gear has to stay at Min Teeth while another gets very large Keep turns near 45°. Raise Min Teeth to make the gears smaller, lower it for larger
Gear sizes jump when you drag a point Tooth counts are integers, so as a point moves the counts step. The mesh is exact at every position you stop at Expected. With a fixed Module, make small moves

Parts collide or do not touch

Symptom Cause Fix
A hub hits a bevel at a turn Turn Gap is too small (with 0, they collided in testing) Raise Turn Gap
Turn parts overlap their neighbours A shallow turn (below about 30°) makes one of the bevels large, or there is too little flat run before it Steepen the turn towards 45°, or lengthen the segment before it
Two gears you placed by hand do not touch, or overlap Different Module (a gear's radius scales directly with it: module 0.2 gave exactly double the radius of 0.1), or different Pressure Angle / Tooth Height Use Mesh_Pairing or a train, which set all of these for you. By hand, make the Gear Geometry and Meshing values identical
Teeth pass through each other in a hand-built pair Wrong Phase Use Mesh_Pairing, which sets it. By hand, use Phase: one whole tooth pitch per 1.0
Stacked stages collide (Assembly_Controller) Stage Gap is less than Hub Thickness Keep it above
A chain hits something Chains run under the gears by default Turn on Flip Chains
Chain plates cut into the sprockets Chain Width is narrower than the sprocket Thickness Make it wider
A bevel pair flies away from the origin at small angles Apex At Origin is on Turn it off

It does the wrong thing

Symptom Cause Fix
The rack runs the wrong way The contact side decides the direction Use Reverse, not Rack Side, to flip the travel inside an assembly
The rack does not mesh after you moved it Rack Shift was not a whole number of pitches Whole numbers only
Worm ratio is not what you expect It is Starts ÷ Wheel Teeth, not the worm's size Change Starts or Wheel Teeth
Gears fight the animation You keyframed more than Drive Animate only Drive
A gear will not turn Input Index points at a different gear, or Drive is 0 Check both

It looks wrong

Symptom Cause Fix
Banded or dirty shading on the teeth Smooth Angle is too high (180° smooths everything), or too few samples. Also: the materials round every edge with a bevel of 0.001 units, and if Backlash is smaller than that the bevel reads the neighbouring gear and the flanks break up 30–60°. Raise Points Per Tooth for close-ups. Keep Backlash at the default 0.002 or above
Everything is grey No material set. The gear's material is a modifier input, not an object slot Put one in Material
Viewport is slow Quality too high for a dense path Points Per Tooth 6, Body Resolution 24
The worm thread, chain links or bevel teeth look a bit approximate They are preview geometry, Warning Code 3. Kinematics and dimensions are exact; the profile is not a manufacturing profile Expected

Files and the Asset Browser

Symptom Cause Fix
"File written by a newer version of Blender" You opened the 5.2 file in 4.5 Open the 4.5 file from the download
The Asset Browser is empty The folder is not registered, or the wrong library is selected Preferences → File Paths → Asset Libraries; then choose Oh My Gear 2 in the browser's library menu
The folders are not sorted into Basic / Curve Paths / … blender_assets.cats.txt is missing from the folder next to the .blend Keep the two files together
A version 1 scene has the old groups Version 1 groups are not wired to version 2 Keep version 1 for old work; see MIGRATION_FROM_V1.md

14. Diagnostics: Valid and Warning Code

Every public group has two diagnostic outputs. Wire them to a Viewer node, orread them in the spreadsheet.

  • Valid — off means the configuration cannot be built. It returns empty geometry on purpose: the library would rather show you nothing than a mechanism that looks plausible and whose teeth pass through each other.
  • Warning Code — the reason, but see the note below.
Code Meaning
0 Fine
1 Invalid configuration. The exact cause depends on the group: a ring with fewer teeth than its pinion, a centre distance too small to close a chain, a curve segment too short for two gears
2 Undercut, or a tooth count clamped to Min Teeth. In a pair, ring or rack it means the pinion is undercut at that tooth count and pressure angle, and the geometry is still built. On a curve it means a tooth count was clamped up to Min Teeth; the centres are re-solved around the clamped counts, so a valid layout still meshes exactly
3 On Worm, Chain_Sprocket, Bevel_Pair and the assembly: preview geometry, set permanently — not an error. On the four curve systems: a chain segment too short for its sprockets
Read Valid first. When a layout is invalid, Warning Code shows thehighest code among everything that is wrong, so it can read 2 while Valid isoff. In testing, a fixed Module that was too large for the curve reportedWarning Code 2 with Valid off. Valid is the truth; the code is a hint.

What you can expect, measured:

Setup Valid Code
Mesh_Pairing 20 / 40 on 0
Mesh_Pairing 8 / 8 (undercut) on 2, geometry built
Mesh_Pairing with a ring of 10 round a pinion of 20 off 1
Rack_and_Pinion, 6 tooth pinion on 2
Chain_Sprocket with a centre distance that is too small off 1
Chain_Sprocket, normal on 3 (preview)
Bevel_Pair, Worm on 3 (preview, always)

Each group documents its own codes on the socket tooltip, because 1 and 2 meandifferent things in different mechanisms. ASSET_CATALOG.md lists them.

15. What this library does and does not claim

Exact: nominal radii, centre distances, ratios, directions and mesh phase.The involute flank for spur, helical, internal and rack teeth, within 1e-6 rad ofthe analytic curve from 13 to 120 teeth. Verified by a test suite that builds acollision tree per part and asserts no triangle of one gear crosses a triangle ofits partner, across a full revolution — for spur, helical, internal, rack, beveland worm meshing, and for every combination the curve systems can produce.

Preview geometry (Warning Code 3): the worm thread flank, the chain linkshape and the bevel tooth flank. Their kinematics and nominal dimensions arecorrect; their profiles are not manufacturing profiles.

Not claimed: a production tooth profile. There is no profile shift(addendum modification). A gear train and a curve path are non-branching: onechain of shafts, not a tree. The rim, web and hub overlap as separate solidsrather than being booleaned into one watertight shell — correct for render andpreview, but union them yourself if you need a manifold mesh.

This is built for visualisation, motion design, previz and concept models.Manufacturing needs an independent check of tolerances, backlash, undercut,strength and process.

  • Draw a curve, get a working gear train. Flat segments mesh as spur gears, slanted ones turn 90 degrees through a bevel pair, and the path climbs the wall.

    $24
  • The smaller package. Same library, same quality, fewer groups — and the one curve system that does the thing the whole library is famous for.

    $15
$24

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Published almost 4 years ago
Blender Version 4.5 - 5.2
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