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Author Topic: CG Showcase of Overbalanced Wheel  (Read 408168 times)

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #180 on: October 10, 2013, 02:18:47 AM »
trying my hands on wm2d, testing on the rollback system, XXXI

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #181 on: October 11, 2013, 02:13:38 AM »
XXX-II. trying my hands on wm2d, a slight tweak from number XXVII

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #182 on: October 12, 2013, 02:08:04 AM »
XXX-III. trying my hands on wm2d, testing of the magnet on levitation

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #183 on: October 13, 2013, 02:17:24 AM »
XXX-I III. trying my hands on wm2d, testing on the rollback system

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #184 on: October 14, 2013, 02:15:31 AM »
simple testing for the add-on X, in regarding to issue on "collide/no collide situation" in wm2d no.XXX-II, using path shifting technique to resolve the issue

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #185 on: October 15, 2013, 02:31:46 AM »
XXX-V. trying my hands on wm2d, testing of the magnet on levitation

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #186 on: October 16, 2013, 02:15:18 AM »
XXX-VI. trying my hands on wm2d, a model of Alan Bauldree ANA AB Hammer's Wonky Star
 
 XXX-VII. trying my hands on wm2d, Wonky Star 2.0 having addition of another layer to double its arm/weights

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #187 on: October 17, 2013, 02:08:43 AM »
simple testing for the add-on XI, just testing around  :D

the wm2d version is here
http://www.overunity.com/12742/cg-showcase-of-overbalanced-wheel/msg372449/#msg372449
« Last Edit: October 17, 2013, 06:07:53 AM by helloha »

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #188 on: October 17, 2013, 09:30:13 PM »
XXX-VIII. trying my hands on wm2d, Wonky Star 2.1 a patch fix, weights and ropes conformed to their respective layers

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #189 on: October 18, 2013, 02:12:32 AM »
in reference to the techniques in add-on XI, a test to determine how many arms is required for the wheel to turn a certain degree

XXX-VIIII. trying my hands on wm2d, test using 8 by 8 arms

XXX-X. trying my hands on wm2d, test using 16 by 16 arms

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #190 on: October 19, 2013, 02:35:56 AM »
continue from above post
 
 XXX-XI. trying my hands on wm2d, test using 24 by 24 arms

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #191 on: October 20, 2013, 10:53:22 AM »
XXX-XII. trying my hands on wm2d, fun with magnet, a railgun shoot

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #192 on: October 21, 2013, 02:13:27 AM »
XXX-XIII. trying my hands on wm2d, an unsuccessful try at implementing magnet to wheel, intention is to achieve self-looping

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #193 on: October 22, 2013, 02:44:42 AM »
XXX-XIV. trying my hands on wm2d, a model of Alan Bauldree ANA AB Hammer's Abspiral Ball
 
 XXX-XV. trying my hands on wm2d, Abspiral Ball 2.0 having addition of another layer/disk to double its arm/weights
 
 XXX-XVI. trying my hands on wm2d, Abspiral Ball 2.0 increase to quad layers
 
 Take note:
 as the Abspiral Ball's motion concept require the ability to shift the balls along the z-axis, so using wm2d for simulation isn't suitable. For some form of testing, there will be undesired results eg. the ball will drop out of wheel

helloha

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Re: CG Showcase of Overbalanced Wheel
« Reply #194 on: October 23, 2013, 02:13:28 AM »
simple testing for the add-on XII, pushing the weight sideways