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Introduction;
Gearotic Motion software was primarily designed as a 3D Gear Template generator but has developed into a utility
package for gear trains. Once the basic gear capabilities existed, escapements were added to aid clockmakers.
Having had success with two escapement designs, development moved on to our newest module called
Generalized Toothing Algorithm (GTA). While still young, GTA, our gear kitchen, appears to be the way to go in
solving many issues in odd shape gearing. Our goal continues to become that useful little utility program for all of
those odd jobs that otherwise can be quite complex to do in CAD. Currently, Gearotic can generate most gear types
found today in industry such as spurs, lantern, elliptical, imaginary, timing pulleys, sprockets, plating, bevels, root
blowers, escapement, deadbeat, and the new GTA gear kitchen allows for very odd gear designs.
All gears generated can be output in 3D format, bevel gears can be output in Straight, Helix or Zerol formats while
spur gears may also be set to use helical forms. These may output as STL files for 3d printing, 3d solids for various
CAD usage, and finally G-Code for mill users. All gears generated in Gearotic Motion can also be exported as 2D
into DXF format and 1:1 scale printouts should it be required. Some gear types, such as Helical or Bevels will be
limited in output to 4th axis Gcode, STL and 3d-dxf only.
In addition, it has a 3D graphic simulation built in that allows user to think about how to make a device, or
determine other factors he may want to consider. It provides statistics about gear ratio's, sizes, centering and such
and is a fun, easy to use, virtually drag and drop, for mechanism creation. This manual provides a variety of
information about all aspects of things you’ll find inside Gearotic Motion.
The first gear placed will be the master rotation gear and will appear at 0,0 location on the project screen. From
then on adding a gear will take it to the project screen to either fit a shaft or a gear always referencing to the
primary placed wheel. One important reminder about Gearotic Motion gear trains, you can only move forward to
the output manager or save your project file if you are licensed. Once your happy with your gear train created in
GM, go to the setting tab (question mark on the top menu), specify a location for your output folder, by default it is
in your C:\Gearotic Motion\GearData" folder. Next, select your gear for output by clicking on them (highlighted) or
use your (ctrl) key held down on your project screen to select multiple gears at one time, then select “Output
Manager”. From there you’ll see all gears you copied over destined for the output manager manipulation.
Selecting a gear on the output manger screen allows you to set various output options for that gear. You can either
do this for each gear, or , having selected the options you wish to be global, press copy to all gears to force each
gear to output those elected formats. The more gears or types you select the longer the output will take. Should you
have any issues along the way you may read through this manual or visit us on the forum for solutions at
http://gearotic.com/ESW/FavIcons .
Page 2)
It is our hope, that Gearotic Motion will allow you to do what in the past could only be done by dedicated
hobbyist. Our forum is meant for ideas and questions for anyone interested in making gears, and it has becomes a
gathering spot for many users to share ideas or results. Whether you are making Clocks, Window Openers, Whirly
Gigs or Rube-Goldberg machines, we hope you find a comfortable spot to meet and discuss such things.
We also hope this help file can provide you with a better understanding of all functions within Gearotic Motion
and we suggest you to view the video tutorials available on our web site at www.gearotic.com . While these videos
may have been done using older versions of Gearotic Motion, they continue to provide adequate information on
subject material, but the screen appearance may look different in various videos. Also it may be a good idea to
check once in awhile for updates, Gearotic Motion continues to grow and may have added new features that you
may not have on older versions. Remember our once licensed, always licensed policy allows you to upgrade at any
time as the program grows more useful while expanding its functionality.
1) File Icon:
11) Plating
12d) NC Parameters
1) Tool Diameter
2) Final Depth
3) Spindle Speed
4) Tool Number
5) Cut per Pass
6) Safe Z Height
7) Feed Rate
8) Plunge Rate
9) Stepover Ratio
10) Rounded Corners
11) Climb Mill
12e) Spur/Helical Only
1) Axis Parallel to Rotary
2) Chuck in ++ Direction
3) Evolute Segmentation
4) Use Involute Cutter
5) Convert Helical to Knuckle
14c) Roots
1) Roots blower
14d) Rack
1) Rack as pitch line
2) Tab right
3) Tab left
1) File icon:
The file icon is primarily used to customize file access, simply right click on the icon and it will prompt you with 3
option:
a) Customize quick access toolbar
b) Show quick access toolbar below ribbon
c) Minimize the ribbon
2 button mouse: Right click and hold will allow you to move gears on screen. Ctrl-shift-
left-mouse and click- will allow the rotate-function. Ctrl-left-mouse click
and hold will also allow you to move gears on screen. Shift-left click and
hold will allow zoom.
You can also rotate your gear from the design screen by using up/down arrow keys. Use the shift key in
conjunction with the arrow keys to increase rotation speed.
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Page 11)
Introduction;
The project database is used to identify all gears created inside your project, listing all gears, shafts, crank
handles and pointers within a project. When you create a project, you may only be able to save it if you’re a
licensed user, otherwise you are running the Demo version and option to save isn’t available. If licensed, all items
within your project database can be saved as a Gearotic project (gprj) file in the specified folder set with program
set icon. Assuming we have an active project open, selecting the top row in the tree with (arrow down) will display
the project name, shafts and all gears associated within that link. By double clicking, (arrow to the right) it will turn
off the list, double click again (arrow down) will return it back as shown in (fig 1). When mouse pointer is located
on the project name or any of the shafts in the tree of the project database, a right click of the mouse will allow 3
new options as shown in (fig 2). Of course depending on what type of gear you have selected, information detail
will change to best describe that particular gear, right clicking the mouse button while on a specific gear in the tree
will enable options renaming, delete train and set gear color as illustrated in (fig 4).
a) Rename Project
b) Select all
c) Delete all
d) Rename Gear
e) Delete Train
f) Set Gear Color
g)Run tool Wizard
Each one of the sub menus listed in the project database tree will also have features and functions. As with our
example, when shaft1 is selected both gears on that shaft will be highlighted and selected on the screen, double
click to hide sub tree as seen in (fig 3). If mouse pointer selects the shaft sub directory in the project database,
double clicking will activate and highlight the name in red which will temporarily disable the view of the shaft, or if
all parameters of the sub menu gets selected ,it will disable the gear, any train links and the shaft on your 3D screen.
This is a times used to easily view the remaining gears and have quicker access to them as seen in (fig 5). If mouse
pointer selects a gear icon in the project database, double clicking will activate a red “X” over the icon and
highlight the name in red which will temporarily disable the view of that gear and any train links it may have on
your 3D screen leaving the shafts visible to again easily view remaining gears and have quicker access to them as
seen in (fig 6).
Page 12) Project Database Icon (continued)
When mouse pointer selects any of the individual gears on the project database tree, the specifics of the gear will
appear on the main 3D screens above your design and could contains gear parameters data such as:
As an explanation, the Round Stock Diameter is the actual size of the stock your going to use. It defaults at
startup to the minimum size necessary and you can change it by selecting the actual stock size, then hit re-
calculate. The thickness percentage is the actual size of the bar that will be made. User must allow bar to be thin
enough to allow for the tool to properly cut the radial diameter of the tooth. As an example, 25% should work in
most instances for thickness percentage.
Collar Ratio is the length of the bar made. Its usually safe to be anywhere from 0 to 200% of the actual tooth
length, but the default setting is of 1.5 ( 150% of tooth depth) should work well for almost all tools. As to the
end tool thickness it is read-only and indicates the end bar thickness calculated. Tab also allows user to
reference some of the milling options such as the rotary axis with the option to face the opposite direction, feed
and plunge rate, step over ratio, Safe Z, Mill diameter and depth per pass to make your tool from the wizard.
Fig 7
The program settings tab consist of configurable parameters such as set of data folder, resolution and display
characteristic of gears while using Gearotic Motion seen in fig 7. It provides a selection for data folder to which you
export gear data or save a project, the resolution of a gear via point distance to be displayed, meaning how many
points per unit of measurement you specify to draw your gear on the simulation screen, a selectable screen
background color and Alpha settings for transparency of gears while placing new gear on the screen.
3c) Simulation
The simulation background color allow user to change the color of the background while
using Gearotic Motion. Colors can be selected via a color palette by selecting “Clr Select”
or input as RGB values. Default settings are R0.502,G0.502,B0.502
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Page 17)
(fig 8)
The “About button” was designed to advise user of version level they are currently using and a
certificate verification tool for licensed users as seen in fig 8. If you have purchased a licensed, your name and
email should appear in the “registered to” box after you have copied your license file into Gearotic Motion primary
folder. Licenses can be purchased from www.Gearotic.com which will allow all outputs to be activated and also
the ability to save any projects created within Gearotic Motion. The Help file tab allows user to open and view the
latest version help file (pdf) tutorial.
Page 18)
Introduction:
The Spur Gear Tab was really designed to simplify the process of creating a gear. In general Gearotic Motion
opens two window screens when Tab is selected. The left screen is called Gear Parameter Tools (fig 9), which
is used to configure and generate any spur related gears and the right window is called the Design Screen
(fig10) where the gear you design actually gets displayed. By definition Spur gears or straight-cut gears are the
simplest type of gear and consist of a cylinder or disk with the teeth projecting radially following an involute
curve aligned parallel to the axis of rotation. They conclude with that they only mesh together correctly if they
are paired and fitted to a parallel axles. Gearotic Motion begins the spur gear generation process by configuring
it first using the Gear Parameter Tools tab (fig 9) and gear should automatically appear on the Design Screen
(fig 10) custom to all parameter you’ve just included. Perhaps getting into the habit of clicking the “Regen”
button after any change may be good practice since not all gear types get updated automatically.
Moving on, many options are available within the Spur Gear tab so care should be taken while selecting. The
Design Screen offers visible data such as red markers to identify shaft centers and gear diameters, while the white
text data reflects more towards the gear specifics. Once a gear is created, the “add Wheel/Pinion to project” button
will add that gear to the simulation screen and project database. Once on the simulation screen gears may be spun
forward, backwards, aligned, recorded or viewed from different angles using the orientation tabs. It is important to
know whenever you create a gear that they are generated as a set, with a primary gear (Wheel) on the left and the
secondary gear (Pinion) on the right only as a arbitrary designations in Gearotic Motion. It isn’t required that you
add both gears to the simulation screen but what is important is you know which button controls what gear when
they are updated on the Design Screen. You can also rotate your gear from the design screen by using up/down
arrow keys, use the shift key in conjunction with the arrow keys to increase rotation speed. The Gear Parameter
Tools Tab (fig 9) consist of tools to assist you in making a gear such as metric or imperial units, pressure angle,
stubbing alteration for timing gears, simply save or pick them from library, internal or external teeth orientation,
shaft diameter, spokes, cycloidic teeth and more. Once gear is defined and added with “add Wheel/Pinion to
project” button, another menu expands once again called “Create Solid Gear Dialog”. This is the standard spur
creation dialog, which allows the name to be changed and also the gear thickness size . The dialog offers other
features such as Helical, Bevel or 4Bar Linkages to be added to the simulation screen too. These gear types are very
complex mathematically and may take a little more time to generate within Gearotic Motion, so quantity of gears
simulated on the screen will have an effect on your pc performance.
Page 19) Spur Gears Tab (continued)
Gear Calculator
Gearotic motion also supplies a built in gear calculator. To activate, select the “??” icon found on the spur gear
tab and double click. Here you may enter gear specifics for your wheel and pinion and select calculate. Gearotic
Motion will apply your settings and get as close as possible to your gear specifics. Should you be happy with
results, select the send to design to include in your project database.
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Page 21) Spur Gears Tab (continued)
5) Spur Gears
5a3) Regenerate
This feature will regenerate gears on the design screen using parameter from the Gear Parameter
Tools. Usually any changes made to Spur gears on the Gear Parameter Tools tab while using
Gearotic Motion will be automatically updated.
5a4) Rotate
The rotate button will allow your created project (gear assembly) to rotate on the Project control
screen. By checking off the reverse check box, your gear assembly will now begin to rotate in the
opposite direction. Speed of the rotation is controlled via the slider or input edit box for Master
RPM.
5a5) Library
This library contains a collection of predefined timing gears presently available and used
throughout the world . The idea behind the design was to supply a fast and easy access to
most popular timing gears using Gearotic Motion template generator.
.
(Fig 10a) (Fig 10b)
5b5) Spokes on
With select box checked, gear to be generated will contain spokes, unchecked will not.
5b6) Default
Default is a reset function will reset the gear parameter to the original no modification parameter
within Gearotic Motion in the event parameter changes were done while stubbing a gear. It is a quick
and easy way to restore default standard settings while using spur gears.
Page 23) Spur Gears Tab (continued)
5b8) Stub
Stubbing a gear tooth is shaving off the top of a tooth leaving a gear tooth with less than original
working depth. Stub teeth have more strength than a whole depth gear, but contact ratio is reduced
5b9) Width
The Width control of a tooth is to basically alter the actual size of the tooth verse root. Default
setting is 0.50 to equal tooth spacing evenly. These width numbers can be adjusted from 0.1 to 1,
where the lower number will shrink the actual size of the tooth and increase this number will enlarge
the tooth size.
The cycloidal gear profile is a form of toothed gear primarly used in mechanical clocks. The gear
tooth profile is based on the epicycloid and hypocycloid curves, which are the curves generated by a
circle rolling around the outside and inside of another circle, respectively.When two toothed gears
mesh, an imaginary circle, the pitch circle, can be drawn around the centre of either gear through the
point at which their teeth make contact. The curves of the teeth outside the pitch circle are known as
the addenda, and the curves of the tooth spaces inside the pitch circle are known as the dedenda.
An addendum of one gear rests inside a dedendum of the other gear.In cycloidal gears, the addenda
of the wheel teeth are convex epi-cycloidal and the dedenda of the pinion are concave hypocycloidal
curves generated by the same generating circle. This ensures that the motion of one gear is
transferred to the other at locally constant angular velocity.Usually the pinion radius is made equal to
twice the generating circle diameter since this gives radial dedenda which are convenient to
manufacture on a hobbing machine. Some contraversy may exist with what some call “standard”
epicycloids, and it may simply be the difference between gears made using hobs verse gears made by
cnc to the math spec. But each tooth count has a different pitch diameter, and rather than have a tool
for each involute curve, you make a tools that will approximate a proper curve.
Page 24) Spur Gears Tab (continued)
Results will be several gears of differing tooth count provided you allow a certain deviation. This
works fine but doesn’t really follow the math, the addendum will actually grow larger as the tooth
count grows. If manufacturers are using hobs to cut their gears, it cannot be expected of them that
the cutting tool will change its shape by tooth count, so they often modify the math to adapt
accordingly. Gearotic Motion however follows the math, which dictates they must be for the proper
curve. This means the end diameter will be different. Results shouldn’t have a huge difference, but
there will always be a certain difference from gears that are ordered from a manufacturer of gears.
Irony is that some will think Gearotic Motion gears are then somehow less valid than ones you
might order, but in truth it can be said that Gearotic Motion gears are actually closer to the true
mathematical model of the perfect gear of that size than the ordered one. The Epicycloids should
mesh quite nicely since we added more clearance but leaves user precaution active, and cycloidics
of the Cage internal to Spur should now be similar to spur internal to cage.
5e) Helical
Introduction;
Helical gears can only be selected while in the Spur Gear Tab and will only be generated as a final
output stage of Gearotic Motion. To begin selection, configure your spur gear to your needs with # of teeth
and MOD/DP from the Spur Gear Tab, then add primary(Wheel) or secondary(Pinion) to the screen. A new
window called the Solid Gear Tab will open up allowing input selection. Activate checkbox to enable
Helical and configure your gear with Helix angle, LH (left hand) or maintain standard spur size. By
clicking “OK” your new helical created gear will appear on the simulation screen.
5e1)Helical Angle;
Helix angle by definition is the angle between any helix and an axial line on its
right, circular cylinder or cone.The helix angle denotes the standard pitch circle
unless otherwise specified. Application of the helix angle typically employs a
magnitude ranging from 15° to 30° for helical gears, with 45° capping the safe
operation limit as seen in (fig.10b). The angle itself may be cut with either a
right-hand or left-hand orientation. In its typical parallel arrangement, meshing
helical gears requires that the helix angles are of the same magnitude but cut in
opposite direction as seen in (fig.10c).
(fig.10b) (Fig.10c)
Page 25) Spur Gears Tab (continued)
5e) Helical
5e2) Left Handed
Left hand tread (LH) will allow user to cut opposite tread direction in order to
have two helical gears mesh and roll properly. As previously stated, parrallel arrangement
of helical gears require the helical angles are the same magnitude but cut in opposite
directions. See (fig.10c)
Introduction;
Bevel gears by definition are gears where the axes of the two shafts intersect and the tooth-
Bearing faces of the gears themselves are conically shaped. Bevel gears are most often mounted
on shafts that are 90 degrees apart, but can work at other angles as well. Gearotic Motion allows
for this shaft angle change by allowing user to specify the angle. Helical gears can only be
selected while in the Spur Gear Tab also and will only be generated as a final output stage of
Gearotic Motion. To begin selection, configure your spur gear to your needs with # of teeth and
MOD/DP from the Spur Gear Tab, then add primary(Wheel) or secondary(Pinion) gear to the
screen. A new window called the Solid Gear Tab will open up allowing your input selection.
Three types of bevels will be available in Gearotic Motion, straight, helix or zerol. Select type
prefered, input shaft angle and click OK to see your bevel gear appear on the simulation screen.
Bevels gear types can be viewed in (fig 10d,e,f)
4 Bar Linkage
(Fig 10g)
Page 28) Spur Gears Tab (continued)
Introduction
Timing Pulleys also known as (toothed, notch, cog, synchronous ) are a positive transfer for a
belt and can track relative movement. These pulleys have teeth that fit into a matching toothed
belt. When correctly tensioned, they have no slippage, run at constant speed, and are often used to
transfer direct motion for indexing or timing purposes (hence their name). They are often used in
lieu of chains or gears, so there is less noise and a lubrication bath is not necessary. Camshafts of
automobiles, miniature timing systems, and stepper motors often utilize these pulleys and belts
combination. Timing belts need the least tension of all belts, and are among the most efficient.
Disadvantages can include a relatively high purchase cost, less protection from overloading and
jamming, and the lack of clutch action. Timing pulleys mate with same-pitch timing belts in
synchronous drives. Although many Timing pulleys types are available today, most are used in
power transmission systems where maintenance of speed ratio is an important design
consideration. These synchronous belt drive systems are durable, highly efficient, and suitable for
many different applications. Gearotic holds many preset types in our library to directly match
existing timing gears and pulleys including the GT series.
(fig.10b)
Introduction:
A sprocket can be defined as a profiled wheel with teeth, cogs, or even a sprocket that meshes with a
chain, track or other perforated or indented material .The name 'sprocket' applies generally to any wheel
upon which are radial projections that engage a chain passing over it. It is distinguished from a gear in that
sprockets are never meshed together directly, and differs from a pulley in that sprockets have teeth and
pulleys are smooth. Sprockets are used in bicycles, motorcycles, cars, tracked vehicles, and other machinery
either to transmit rotary motion between two shafts where gears are unsuitable or to impart linear motion to
a track, tape etc. Perhaps the common form of sprocket is found in the bicycle, in which the pedal shaft
Page 30) Spur Gears Tab (continued)
carries a large sprocket-wheel which drives a chain which in turn drives a small sprocket on the axle of the
rear wheel. Sprockets can be of various designs and typically do not have a flanges, but some do if used
with timing belts to keep the timing belt centered. Sprockets and chains are also used for power transmission
from one shaft to another where slippage is not admissible and can be run at high speed however high speed
chain specially constructed to be noiseless. In Gearotic Motion we allow users to create a sprocket only
from a list of chain specifications to maintain standards for design, dimensions, and interchangeability of
chains, so anyone can easily come up with a direct replacement. Sprocket menu selction is found in fig 10c,
sprocket list in fig 10d and your GM sprocket tab fig 10e.
Chain number is a list of standard chain types drawn up from organizations in maintaining
standards for design, dimensions, and interchangeability. As an example a typical bicycle
chain uses the 40 series chain to have a minimum tensile strength of 1,417 kg (3,125 pounds)
and a working load of 367 kg (810 lb), remembering that the width of the chain is variable
and does not affect the load capacity. Selecting a chain number from the list does provide
quick and easy access for users
5i2) Pointed
Pointed selection allows users to select the Chain Standards definition of a pointed sprocket
where the tooth tip ends at the involute intersection. Curve of tooth on sprocket is calculated
from the Sprocket Standards used in current industry.
Page 31) Spur Gears Tab (continued)
5i3) Pitch
Pitch is a term used to take measurements of the diameter of a gear using pitch points. Pitch
points on a sprocket could be found if a straight line were drawn up from two of the sprocket
teeth located side by side and the two lines were connected by a curve. Therefore pitch
basically measures the distance between teeth and is important for proper meshing on your
sprocket.
5i4) Thickness
Thickness represents the tooth thickness on the sprocket. This value will automatically fill in
the gear thickness dialog at generation time.
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Page 32)
Introduction
Lantern and Pinion gears are also known as cage gears with cylindrical rods for teeth, parallel to the axle and
arranged in a circle around it, much as the bars on a round bird cage or lantern. The assembly is held together by
disks at either end into which the tooth rods and axle are set. Lantern and Pinion gears also consist of two
different window screens when selected. When Lantern and Pinion is selected from the tab menu, all available
parameters of both Lantern or Pinion gears to be selected or edited to match your needs. When you create a
Lantern or Pinion gear, a new Lantern or Pinion will only be updated to the design screen (right screen) bearing
all parameter information when the “Regen” key is clicked. Options are outer or inner ring for Lanterns with
number of pins around the disk and pin diameter. Pinion on the other hand have option such as standard or inner
ring gear shape, number of teeth and may have spokes for a decorative look. Again it is important to remember
whenever you create Lantern or Pinion gears that they are generated as a set, with the primary gear (Wheel) on
the left and the secondary gear (Pinion) on the right only as a arbitrary designations. You can also rotate your
gear from the design screen by using up/down arrow keys, use the shift key in conjunction with the arrow keys
to increase rotation speed. It isn’t required that you add both gears to the simulation screen but what is
important is you know which button controls what gear when they are to be generated.
6d) Diameters
1)Shaft diameter
2)Pin diameter
3)Internal Lantern
4)Internal Pinion
Page 33) Lantern and Pinion (continued)
6a3) Regenerate
This feature must be selected whenever any changes is applied to the Primary (Wheel) gear when
using non circular’s as it isn’t automatically generated, since the secondary gear is only calculated
from the results of the primary.
6a4) Rotate
The rotate button will allow your created project (gear assembly) to rotate on the Project control
screen. By checking off the reverse check box, your gear assembly will now begin to rotate in the
opposite direction. Speed of the rotation is controlled via the slider or input edit box for Master
RPM.
Page 34) Lantern and Pinion (continued)
or
Diametral pitch
Diametral Pitch is defined as imperial gears and directly proportional to the
Module system found in metric units, except that the Module is of direct dimension,
whereas the diametral pitch is an inverse of dimension. The Diametral Pitch is the
number of Teeth Per Inch of the Pitch Diameter and the number of teeth given per inch
of a gear's pitch diameter. Diametral pitch is a common method of classifying gears.
(Fig 13)
(fig 14)
Page 36)
Introduction:
Gearotic Motion offers the ability to create non circular gears by selecting this tab. Non-circular gear are
special gears designs with complex mathamatical characteristics. While a regular gear is optimized to transmit
torque to another engaged member with minimum noise and wear and with maximum efficiency, a non-circular
gear's main objective may be ratio variations, axle displacement or oscillations. A regular gear pair can be
represented as two circles rolling together without slip. In the case of non-circular gears, those circles are
replaced with anything different from a circle. This is also the reason in most cases they are not round, however
round looking like regular gears are possible too when eccentricity reaches close to 0. When generating non
circular gears the pressure angle changes at different location along the curves of the non circular gear, therefore
caution must be observed from user when creating gear to exceed a nax pressure angle greater than 45 degrees,
otherwise rolling action of two non circular gears may be jepordized. Based upon different factors, non circular
gears can be classified as geometrical character of enclosed type non circular gears or open type non circular
gears. These would include elliptical gears, triangular gears, square gears, multi speed gears, oval gears,
eccentric gears, logarithmic spiral gears and cam gear. You can also rotate your gear from the design screen by
using up/down arrow keys, use the shift key in conjunction with the arrow keys to increase rotation speed.
7a3) Regenerate
This feature must be selected whenever any changes is applied to the Primary (Wheel) gear when
using non circular’s as it isn’t automatically generated, since the secondary gear is only calculated
from the results of the primary.
7a4) Rotate
The rotate button will allow your created project (gear assembly) to rotate on the Project control
screen. By checking off the reverse check box, your gear assembly will now begin to rotate in the
opposite direction. Speed of the rotation is controlled via the slider or input edit box for Master
RPM.
Page 38) Non Circular Gears (Elliptical) (continued)
7c4) Eccentricity %
Eccentricity can be simply described as a squashed circle, where the level of squash is the
eccentricity percentage. In other words the orbital eccentricity of an astronomical body is the
amount by which its orbit deviates from a perfect circle, where 0 is perfectly circular and 1.0 is
a parabola and no longer a closed orbit. Increasing eccentricity in Geraotic Motion while
creating a gear will obviously increase your pressure angle, again it is very important for user
never to exceed 45 degrees of you want gears to roll nicely, otherwise the rolling action of the
two non circular gears will be jepordized The default value of 0.6 eccentricity is approaching
the upper limits of pressure angle, so care should be taken not to exceed the max pressure angle
of 45 degrees when designing non circular gears.
Page 40) Non Circular Gears (Elliptical) (continued)
8) Imaginary Gears
Introduction:
Imaginary gears were added into Gearotic Motion for the ability to create that artistic look in gears only,
and serve no other purpose other than they can look cool as an add on for lets say the clock builder or perhaps
that whirly gig apparatus. Although they will roll, the varying pressure angle will class these babies into their
own class of kinetic art without any mechanical advantages. When first generated, the primary wheel gear will
be displayed missing its pinion. At this point user can accept the look of existing displayed gear or may
regenerate gear using the automatic random generator until one is liked. Once satisfied, user may select the ratio
order for the pinion gear desired and generate pinion. Because of the random nature and artistic class of these
gears, users must pay close attention to the pinion results by allowing a full rotation on the simulate screen to
verify the roll is successful and correct. Once satisfied, please save a copy as these gears as they are randomly
generated, and to recreate them again later on may be impossible. Since imaginary gears are designed for ART
only, no spokes are allowed or can be added.
9) Ratchets / Gadgets
Introduction:
In this selection we tried to provide the user with as many useful items as possible often found in gear
boxes or clocks. The ratchets and recoils are typically used to limit motion to one direction such as in
winding mechanisms. The gadgets included in this section are used graphically to show a gears rotational
position on the simulation screen. You can rotate your gear from the design screen by using up/down
arrow keys, use the shift key in conjunction with the arrow keys to increase rotation speed. Clock
escapements are also part of this chapter but will be covered intrinsically in Chapter 13 to separate from
the basic elements of ratcheting and gadgets.
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Page 47)
Introduction:
Spokes have been a rudimentary success within Gearotic Motion, allowing for multiple spoke types in each of
the following category such as standard, circle1, circle2, triangle, damper, straight, taper, curved and foam. Each
type allows for farther customization to achieve that unique look by a simple click of your mouse button. It is
advised when altering any of the spokes parameters in any way shape or form, the math can create a reverse loop
making the spokes render less and unusable. It was a decision made earlier as per user request to allow for this to
happen, giving the user much greater flexibility and control with their own design. Therefore users must pay close
attention in not allowing for this process loop to occur by viewing all results on the project screen and correcting if
necessary, otherwise problems can occur with spoke continuity or strength of gear itself supported by generated
spokes. By default, Rim, Leg and Boss ratios are set to 10 as normal settings. It is our hope that you enjoy all of the
spokes type and features available within Gearotic Motion as we feel it is a great tool for custom designing any
wheel or gear.
11) Plating
Introduction:
Plating was introduced in version 4.6xx as an essential tool to finalize any project. The concept was to allow
users to build a box around their gear assembly created in Gearotic Motion. It was designed in such a way that the
plating box would wrap itself around your created gear set, and would automatically contain all shaft holes and in
the proper plane. As we all know GM is a true 3D gear generator, so it is possible to have shafts pointing in any
directions, so for now GM limits the shaft holes plating to any of the six sides of the box only, until evidence can
show more is require or essential. Our thoughts were to allow users to manually input some specifics about plating
such as case sizing, plate selection, tabbed links and material thickness. In order to first generate a plating box, “Get
From Project” button must be pushed allowing a new automatically sized case to appear on the screen. Once
generated, user may alter sizing of box with entry to the width, depth and height entry in Case Size dialog. Looking
at the basic fundamentals of a box, six sides exist, therefore we allowed user to individually pick any of them under
“Plate Selection” of Plating. It was also determined that a tabbed mechanism would be kind of nice to have in order
to keep everything linked and locked keeping true square of the gearbox, so Tabs dialog was created. Everything
under Tabs is automatically set with the exception of Tab Width, which allows the user to set the distance between
tabs themselves if so required. We also wanted to help and adapt to clock building, so the “clock faced” was added,
which basically rounds off the top of the box. These round edges are for cosmetic purposes only and are selectable
by user. Should Clock face and tabbed both be selected, a reminder that no tabs will appear on the rounded clock
face area. While in plating mode, you can move the position of the plate using your mouse and the shift key, over
your gear train assembly to better suit your needs, just another one of those features you get to play with in a 3D
environment. We hope you find our plating utility useful and remember exported plates from output manager are
generated in dxf format only, allowing user again to farther modify each plate if so desired.
11) Plating
11) Plating
Fig 22s
Get From Project and Regenerate Icons
11e) Tabs
1)Tabbed
When “ Tabbed” is selected, a series of tabs will be generated around the casing
allowing all six sides of box to properly mesh and align, thus keeping true square
within your gearbox..
2)Tab Width
Tab Width entry allows the user to determine and set the distance between tabs.
3)Clock Faced
Clock Faced check box allows the rounding off motion on the top of the box to ease
with clock building and are for cosmetic purposes only and a reminder that no tabs
will appear on the rounded surface area even if Tabbed is selected.
11f) Material
1)Material Thickness
This entry allows user to manually set his material thickness viewable on screen.
Page 54)
Introduction:
The output Manager is where all created gears become a reality. It offers many options that will help you
conform your gear into most popular export protocols such as 2D Dxf ,3D DXF,3D STL, 2.5D milling
Gcode,1:1 Scale print for scroll saw users and also 4th axis Gcode. To begin process you must have at least one
gear or more on Gearotic Motion simulation screen in order to extract the data to the output manager and is
done by selecting any gear from the project database tree. When gear name is selected via mouse, it becomes
highlighted in blue or you may right click and select all gears from the tree or you may hold the ctrl key and
mouse click to add one at the time. Once you have selected your gears, click the output manager icon and that
will open up the output manager menu as seen in fig 21. All selected gears will appear in the output manager
window under selected gears. Here you may rename your project to something else rather than untitled if you
wish and it will export your data to that folder once complete. Using mouse, select a gear from the output
manager tree and pick your option(s). Please be aware that Output Manager can be very process hungry with
task at hand and may take awhile to complete depending on what you ask it to do, so remember only to select
what’s needed as output.
Gearotic Motion will export 2D Dxf file, a common contour drawing protocols accepted by most CAD/Cam
programs available today, 3D DXF files, 3D STL for 3D printer, 1:1 Scale printing where it will print out a gear
onto one or multiple sheets of paper with legend to later re-assemble matrix if gear exceeds size of paper so
sheets may be aligned and stuck together so they can be cut with a scroll saw or similar cutting tool. Gearotic
Motion also exports 2.5D Milling GCode as tap files and will export in the correct order being shaft first,
spokes next then gears itself. With 2.5D milling you will require the NC parameters in order to meet your setup
needs. This leaves us with Gearotic Motion last export possibility, which is 4th axis Gcode. The 4th axis GCode
can be generated for spur gears, helical and bevel gears. With that in mine both NC parameters and Spur/Helical
tabs will be used for this option and must be set accordingly. More information is available on all of these
setting later on in this chapter. We also have added a shaft report.txt file to the output steam to assist users with
shaft location and sizes.
Page 55) Output Manager (continued)
(Fig 23)
12d) NC Parameters
1)Tool Diameter
2)Final Depth
3)Spindle Speed
4)Tool Number
5)Cut per Pass
6)Safe Z Height
7)Feed Rate
8)Plunge Rate
9)Stepover Ratio
10)Rounded Corners
11)Climb Mill
12h) Exit
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Page 57) Output Manager (continued)
12c1) 2D dxf
If selected a 2d DXF will be put out in the gears name at the exact size of the gear.
12c2) 3D dxf
If selected a 3d DXF will be put out in the gears name at the exact size of the gear.
12c3) 3D STL
This creates an STL file ( 3d triangulation ) of the gear.
12d) NC Parameters
12d1) NC Parameters Tool Diameter
These are the NC parameters for the Gcode files to be produced. Note: some settings are
used only in 2d , others only in 3d. For example, final depth is used only in 2d, 4th axis
gears are always cut to root depth.
Introduction:
The clock feature was introduced in Gearotic Motion version 4.xx through user requests, and was developed to
help clock builders or simply anyone wanting to build one. Since then we now provide the Graham and
Grasshopper Escapement as two separate entities by a click of a button. We have added for thicker pallets in
escapements to ease with the possible sway of the deadbeat.
The idea here was to provide users with many useful tools to help them set up and design a clock while
maintaining specifics about the clock such as gear ratio’s and escapements to make it all tick properly in the end.
An escapement typically can be explained as a transfer of energy to the clock's timekeeping element, and must
make up the energy lost during a cycle since without the energy transfer, the oscillation would cease. Most often
energy comes from a coiled spring or a suspended weight to keep it going. The escapement also permits each cycle
of the timekeeping element to be counted. During each cycle, the escapement permits a gear train to advance or
"escape" slightly. The periodic advancement results in moving the timepiece's hands forward at a steady rate.
With each swing of the pendulum, one of its arms releases one tooth of a gear, making it change from a "locked"
state to a "drive" state for a short period that ends when another tooth on the gear strikes the opposite arm of the
pendulum, which locks the gear again. It is this periodic release of energy and rapid stopping that makes a clock
"tick;" it is the sound of the gear train suddenly stopping when the escapement locks again with the “tock”. With
that in mind we chose to add our clock mechanism in the ratchet section of Gearotic Motion since a deabeat gear
after all is a function proportional to a ratchet, typically used to limit motion in one direction such as in winding
mechanisms. It is called a deadbeat since it keeps time and the dead portion refers to the fact it has no recoil and
shouldn’t be rotated backwards unless a recoil type is added.
In Grahams the pawl is also a crucial part of the clock that can be considered a type of gear meshing with the
deadbeat ,the main objective being locking and releasing the deadbeat gear to keep time while adding energy to the
pendulum swing in the process. The centre distance between the pawl and the deadbeat gear is absolutely critical
and users should use the front plate template generated by the output manager to assign the shaft holes of your
clock.
Once the Escapement type checkbox is checked on the project screen, it reformats and includes the deadbeat
gear with a pawl or boot and claw if grasshopper is selected which is then attached to create an escapement
mechanism. We have added pendulum length display to ease with the calculation required to make your clock work
to your specification also. With escapement type selected, you will set the parameters of your deadbeat gear to
size, number of teeth and pawl length by altering parameters such as tooth span,drop/lock angle,shaft diameter and
boss ratio. Many pawl variables exist but we simplified it to four basic rules, but caution must be followed not to
exceed limits as your clock may never work if you do. It is important to remember that once “create ratchet” is
selected, no alteration from this point forward is possible to your escapement unless you recreate the escapement
from scratch.
Page 61) Clocks with Graham or Grasshopper Escapements (continued)
Escapement can be generated to such angles and conditions that would be unpracticle and would never work, so
user must verify his selection. Limits could have been set to prevent this scenerio from happening but large user
request prefered rule to be rather slack to allow experience users to use extremes. User should also note that once an
escapement is created, the project tree will only show the escapement in the tree, with no direct link to the pawl,
claw or boot itself. It is only when you select “Output Manager” and generate 2D dxf or Gcode where you will see
the items drawn including the pawl.
As to building a clock, most typical clocks will use a deadbeat gear of 30 or 60 teeth to simplify the ratios
required for hand timing. The length of the pendulum will determine the speed of the clock, while weight on the
pendulum will only damper vibrations within the clock and nothing else. A tooth span of 7.5 is typical on a 30 tooth
deadbeat but if increased the centre distance between the pawl and deadbeat will also increase changing the pallet
angle. The drop and lock angle typical set at 1.5 degees and is the amount of degrees the deadbeat will move
unrestricted when one tooth leaves its pallet. Should you increase the drop lock angle, the pawl will be much
thinner and weaker and you will loose efficiency in energy tranfer to the pendulum. Rule of thumb. Try to keep
paramters within typical region if possible. Boss ratio is the thickness ratio around the shaft hole of the pawl and the
shaft is simply the diameter of the pawl’s shaft. There is an entry in the Output Manager to allow one to modify a
shaft size for output in the event shaft sizes change due to contruction changes.
By clicking on a gear in the project tree, the time of rotation will be displayed. You can use this to figure out your
ratio’s in order to dermine seconds, minutes and hours. Also if your design consist of placing gears on same shaft,
you may click on two of the gears in question which will give you the centre distance between them. Knowing this,
you may now create a new ratio and look at the centre distance beween them, to match your need, simply increase
or decrease MOD orDP to get proper centre and create gears. When you place them, a message box will appear
asking shaft was found, do you want to join? Say no since you do not want gear to weld itself to that shaft, but
results will be gear on the same shaft but not glued. This is simply necessary to allow for the placing of hands or
indicators on a shaft which cannot be done for shafts with multiple gears on them. I hope this explanation was
useful but advise that a useful set of videos can be watched on Youtube at the following link
http://www.youtube.com/watch?v=gzYQOTOtVIQ which better explains many of the Clock’s functions and
features while using Gearotic Motion.
As to the Grasshopper escapement, invented by John Harrison in 1722 who used it in his regulator clocks, and also
in the first three of his marine timekeepers.Two advantages of the grasshopper escapement described on the internet
are the repeatability of its operation and its freedom from the need for lubrication according to online literature. The
repeatability of its operation is inherent in its design. One pallet s released only by the engagement of the other; the
impulse given to the pendulum is thus completely regular in its timing. Using his clean and absolutely stable
grasshopper escapement. Harrison began a series of long-term investigations into the performance of clocks,
leading to his invention of the gridiron pendulum which nullified the effects of changing temperatures. The
performance of his improved clocks in turn gave him an accurate, convenient standard against which to test his
marine timekeepers. The grasshopper escapement is an unusual, low-friction escapement for pendulum clocks is the
mechanism that causes the clock's gears to move forward by a fixed distance at regular intervals and also gives the
pendulum (or the balance wheel) periodic pushes to keep it swinging. The term "grasshopper" in this connection,
apparently from the kicking action of the pallets, first appears in The Horological Journal in the late 19th century.
Page 62) Clocks with Graham or Grasshopper Escapements (continued)
Escapement types
Grasshopper escapement Graham escapement
13a2) Regenerate
This feature must be selected whenever any changes is applied to the deadbeat gear or
pawl while in the design screen to ensure proper recreation of moving parts.
The verge ( or crutch) can be placed further up or down the shaft to change the
pendulum arc limit, but generally this doesn’t change the graviton constant which really
dictates the timing as the verge should be set just far enough down to ensure the pawl
pivots the full amount it should, which is the point at which the deadbeat hits a lock face
on each pallet when the drop occurs. The deadbeat should not hit the pallet directly, if so,
the verge is too far up. Should it be too far down the pawl will be forced too far into the
tooth, so you must pick a point at which the deadbeat pins safely hit the lock face before
sliding down onto the pallet. Try to stay within an appropriate pendulum length though, as
this adjustment will not affect timing. The period of swing will be the same no matter the
arc of the swing. A verge is very helpful to beat in a clock., due to level mounting
impurities.
( Fig 27 )
End
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Page 67)
The generalized toothing algorithm module is a bit different in methodology from the other screens. Its
developed with the idea of creating functional gears of noncircular design. We like to call this module the “gear
kitchen” since you basically cook up a shape and let Gearotic apply the teeth. Due to the complexities involved
in doing such a thing, user must take into consideration some shapes are possible to roll while others are not.
Gear researchers have determined that all gears that can mesh are really ellipses of one sort or another. Ellipses
come in a great many flavors and the one GM uses is an equation that ensures pitch curves are scaled for proper
meshing between the greatest variety of shapes and orders. It also allows for asymmetrical ellipsoids that make
for the most decorative types of gears weve been able to create.
Since all proper gears are ellipses, at the moment GTA only allows for an elliptical shape to be used for our
toothing purpose. We do however allow the user to modify this elliptical in various ways by adjusting the
eccentricity, modification coefficient, planetary and the order number all the way up to 9th order for both wheel
and pinion. One should remember that non modified elliptical may roll wheel on wheel or pinion on pinion,
however a modified elliptical using modified coefficients, will no longer roll wheel on a wheel or pinion on a
pinion since math dictates they are no longer the same gear pitchline match.
In a nutshell, just as a factory would, GTA virtually rolls a shaper cutter continuously all the way around the
object, leaving behind synchronized asymmetric teeth. Since iterations of rolling a shaper around an object may
be billions of calculations, a resolution selector was added to the menu. The lower the resolution, the faster it
can generate teeth, however it may lack detail and may contain jagged lines in the tooth profile. Hi to Extreme
resolution on the other hand will definitively smoothen things out, the drawback being it can be slow and will
take several minutes to do. You can rotate your gear from the design screen by using up/down arrow keys, use
the shift key in conjunction with the arrow keys to increase rotation speed.
The GTA shaper allows for one of two tooth styles to be used, one being an involute curve while the other is
hypocycloidal. The Shaper may also be adjusted to a specific number of teeth to fit your design optimally. Too
many teeth on the shaper could interfere with the convex area of the tooth while not enough may interfere with
the concave area of the curve. It is always at the user discretion of what will work best, please carefully check
curves and interactions of teeth to ensure proper and smooth roll prior to generating any output. You may want
to experiment with many of the settings, their effect does get more intuitive as you use them and discover their
effect on the end product. We also added a profile shift to the shaper control to add width to the teeth generated
in the event more strength is required in the gear, however most often this should be left at 0 if not required or
understood. You will also find a Roots and a Rack check box on the tab, these are non relevant to the GTA
elliptical shaper, however GM uses GTA’s technology to generate the Root Blower and Racks.
With racks, users must take in consideration that the root of the rack teeth will have a radius to simplify
machining, and that you may add tabs to the rack to allow interconnect between rack sections if desired. The
rack tooth count will dictate the actual length of the rack while the MOD or DP will dictate sizing. Because of
the complexities involved in adding racks into GM’s simulation, we determined that the original physics engine
needs re-writing in a more powerful way to implement and account for many new features and ideas down the
road. However for now, while development continues, user must be aware that GM can only output 1 rack at a
time, and rack can never be added to the simulation screen for simulation purposes, simply for output purposes.
Page 68) Generalized Toothing Algorithm (continued)
Also on this page an “angle” button can be used to generate a table of angular values for use in various
situations where one needs to analyze the gears position over time. This table is saved to a file in comma
delimited form into your output folder. This concludes the introduction of GTA, we hope you’ll find this
module handy, useful and intuitive.
End
---------------------------------------------------------------------------------------------------------------------------------
14c) Roots
1) Roots blower
14d) Rack
1) Rack as pitch line
2) Tab right
3) Tab left
Page 69) Generalized Toothing Algorithm (continued)
Fig 28 shows radius in the root of the rack teeth, while Fig 29 displays a typical rack. Fig30 shows rack using
both tabs for interconnect while Fig 31 only shows the rear tab being used. Fig 32 shows extreme elliptical
eccentricity modification to shape an object, Fig 31 shows teeth generated from GTA’s engine while Fig 34
shows 5th order elliptical using modified coefficients.
(fig 34)
Page 70) Generalized Toothing Algorithm (continued)
Eccentricity can be simply described as a measure of how much a conic section (Ellipse) deviates
from being circular. In GTA, eccentricity adjustment allows for an elliptical shape to be altered
in form to become a pitchline for a gear profile. (fig 30) shows eccentricity of near 1 while (Fig 30a)
displays a perfect circle with eccentricity near or to equals 0.
2) Modification Coefficient
The modification coefficient injects asymmetry into an ellipse. Simplified, the coefficient will change the curve and
GTA will implement this change to vary the shape of your elliptical. (Fig 31) shows a modified coefficient of 1
causing no change to an elliptical while (Fig 31a) shows the same elliptical with a modified coefficient of 8 allowing
a new shape to take place. Be aware that a higher modification coefficient value may not be suitable or possible for a
gear to roll all the way around. It is non-intuitive when using a modified elliptical as to whether a wheel or pinion
will mesh with a differing wheel or pinion. Caution is advised when placing these gear types on the project screen
to validate their meshing visually as the program will assume they are meshed correctly.
Page 71) Generalized Toothing Algorithm (continued)
Since Iterations of rolling a shaper around an object may be billions of calculations, a resolution selector was
added to menu so that the lower the resolution, the faster it can generate teeth, however it may lack iterations
and may contain jagged lines in the tooth profile. Hi to Extreme resolution on the other hand will definitively
smooth things out, however drawback is it can be slow to calculate and take several minutes to do.
7) Wheel Order
All gear shapes are elliptical. They begin with a circle, which is an ellipse with no eccentricity. A circle is a
1st order ellipse, an ellongated circle is 2nd order, a triangle 3rd, a square 4th..ect. A second order ellipse is exactly
twice the size of a first, a fourth is twice the size of a second..etc. Keep tis in mind as you set orders as this ratio
is also true of the number of teeth youll get on a pinion and the driving ratio between the two gears.
8) Pinion Order
Pinion order in theory is identical to the wheel order other than it is on the pinion
gear instead. The first order elliptical will be the only elliptical to offset the centre.
Page 72) Generalized Toothing Algorithm (continued)
The planetary ring offers an entry for internal or non-internal gears to roll within the elliptical.
When box is uncheck, all gears generated will be standard and rolling to the exterior side. With it checked on,
the orientation of the gears will be internal to itself. Another way to describe an Internal Gear may be the
opposite of an external gear in that the teeth point towards rather than away from the center, and addendum
and dedendum take reverse positions. An example
of an internal gear generated from GTA can be seen in (fig 32 and Fig 32a).
1) Tooth Wheel
2) Tooth Pinion
The tooth wheel and pinion buttons is how you get your shape to acquire teeth. Just as a factory
would, it virtually rolls a shaper cutter continuously all the way around the object leaving behind
asymmetrical teeth.
Tooth count sets the amount of teeth your shaper will have. Too many teeth on the shaper could interfere
with the convex area of the pitchline while not enough teeth may interfere with the concave area of the curve.
It is always at the user discretion of what will work best and optimal, carefully check curves and interactions
of teeth to ensure proper and smooth rolling.
Page 73) Generalized Toothing Algorithm (continued)
4) Involute
An involute gear profile is the most commonly used system for gearing today and can be looked as
the spiraling curve traced by the end of an imaginary taut string unwinding itself from that stationary
circle called the base circle. With this selection shaper will have involute teeth as seen in fig 33.
5) Hypocycloidal
In geometry a hypocycloid is a special plane curve generated by the trace of a fixed point on a small
circle that rolls within a larger circle. It is comparable to the cycloid but instead of the circle rolling along
a line, it rolls within a circle. With this selection applied, shaper will use hypocycloidal teeth seen in fig 34.
6) Profile Shift
Consider the Profile shift to mean a variation of the pitch line towards the addendum or deddendum
of generated teeth. It will often be used to beef up the integrety of a tooth to make it stronger or weeker
by specifying a percentage.. On pitch indicates the pitch circle and shouldn’t be altered unles it is nessessary.
It is used basically to specify the tooth thickness, (fig35) indicates in pitch, (fig35a) with +50% shift while
(fig35b) displays a –50% pitch.
7) Angle
The angle button was designed be used to generate a table of angular values for use in various situations,
where one needs to analyze the gears position over time. This table will be saved to a file of
(comma delimited form) into your output folder.
( Fig 33 ) ( Fig 34 )
14c) Roots
Roots Blower
Roots blowers is a positive displacement lobe pump, which operates by pumping a fluid with a pair
of meshing lobes. Fluid gets trapped in pockets surrounding the lobes and carried from the intake side
to the exhaust. It is often used as a supercharger or fluid flow control.
1 Rotary vane 1
2. Pump body
3. Rotary vane 2
a. Intake
b. Pumping
c. Forced air or air-fuel mixture into intake manifold
14d) Rack
1) Rack as pitch line
Once the Rack as pitch line check box is enabled, rack will be automatically generated from your
pinion’s parameters and pitch line, matching perfectly to create your rack, Roots of the rack teeth will
have a radius in order to simply maching and rack tooth count will dictate the actual length of the rack
while the MOD or DP will dictate sizing.
2) Tab right
3) Tab left
Tabs generator for the right or left side is also available in GM. This option was implemented to
allow making of short rack sections so they may be used to double thicken while offsetting the tabs for
strength or to simply just extend the rack. Tabs are activated once the check box is enabled for both left
or/and right side.
End
Page 75)
Introduction;
Gearotic Motion Simulation screen is a true 3D active display of your gear creation. It offers a configurable
background and transparency using the program setting icon settings covered earlier. It is also equipped with a
Wizard, which sits between the simulation screen and simulation tab. It will display mouse x,y,z coordinates
while idling and will report any problems such as wrong gear size or any errors type in red to guide you along in
your creation and is wise to look there for any messages in the event of difficulty. While placing a gear on the
simulation screen, we must remember that the very first gear added will be the active gear or reference gear,
meaning gear where everything will rotate from. From version 3.5 onward, primary gear will be displayed in a
checkered pattern profile for quick and easy reference (fig.24). Once a gear is added the Simulation control tab
offers the ability to control reverse direction, rotate a gear on a shaft, record a gear train and to oscillate forward
and reverse direction of all gears on your screen. If gear is attached to a shaft, Gearotic Motion will offers the
ability to rotate that gear on its shaft without moving anything else, in order to align a gear to a specific
location.
Simulation Screen
(Fig 28)
Page 76 Simulation Control Screen (continued)
(Fig 29)
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Page 77 Simulation Control Screen (continued)
General information on Gearotic Motion Software
Design Screen
Gear Tab
View Tab
Page 78 Simulation Control Screen (continued)
Solid Wire
Selecting this icon from the View Points Tab will allow user to view gears from a solid finish to a
wire frame assembly.
Selecting this icon from the View Points Tab will allow user to view gears from an ISO view
direction.
Selecting this icon from the View Points Tab will allow user to view gears from the top looking
down.
Selecting this icon from the View Points Tab will allow user to view gears from the left side looking
right.
Page 79) Simulation Control Screen (continued)
Selecting this icon from the View Points Tab will allow user to view gears from the back looking
towards the front.
Selecting this icon from the View Points Tab will allow user to view gears from the front looking
towards the back.
Page 80) Appendix
Pitch Diameter:
Pitch diameter is a term used to take measurements of the diameter of a gear using pitch points. Pitch points on a
gear could be found if a straight line were drawn up from two of the gear's teeth located side by side and the two
lines were connected by a curve. In the case of a gear or sprocket, pitch basically measures the distance between
teeth and is one of the most important dimensions for proper meshing.
Addendum:
The addendum is the height by which a tooth of a gear projects beyond the standard pitch circle or pitch line, the
radial distance between the pitch circle and the addendum circle. See fig 100
Fig 100
Dedendum:
Dedendum is depth of a tooth space below the pitch circle. See fig 100
Shaft Diameter:
Shaft Diameter is either measured in mm or inches
Gear Diameter:
Gear Diameter is the maximum diameter of gear measured from top of tooth to top of tooth but opposite direction.
Gear Thickness:
In Gearotic Motion the gear thickness is the actual thickness of gear measured at the pitch circle. It does not take
into consideration any set screw shanks that may be added on gear which may be used to fasten gear on to a shaft.
Number of Teeth:
Number of Teeth is a direct relation to gear size and (MOD or PD)
Page 81) Appendix
Current Angle:
The current angle in Gearotic Motion is the angle at which the center of a gear is facing when placing gear with
another.
Location x.y.z:
The location X,Y and Z in Gearotic Motion is the location of your mouse pointer on the simulation screen. It can be
very useful when placing a gear in a 3d environment.
Wheel ratio:
In Gearotic Motion, Wheel ratio is always calculated from the first gear set into the project, all added gears from
that point forward will inhibit a ratio depending on number of teeth and size compared to the Wheel.
Base Circle
In an involute curve, the circle from which the curve is unwound in a spiral shape
Root Circle
The root circle coincides with the bottoms of the tooth spaces.
Tip circle
The outside diameter of a gear is the diameter of the addendum also known as the tip circle
Pitch Circle
An imaginary circle on a gear that divides the gear teeth into top lands and bottom lands, and into addendums and
dedendums. The pitch circles of two gears in correct mesh contact each other at the pitch point.
Backlash
Backlash is any non-movement that occurs during axis reversals. Backlash in the X or Y axis of machining centers
is most obvious when milling full circles. If any backlash exists, there will be a nasty witness mark on each
quadrant line. As you probably know, backlash is caused by normal usage, and checking for backlash should be
part of your preventive maintenance program.
Page 82) Appendix
Backlash Compensation
Backlash compensation usually means electronically compensated for backlash. However, this feature is commonlyset by
parameters to add the amount of backlash required to each axis usually in the reversal direction. While this improves
positioning accuracy, it does nothing to minimize the vibration a machine will experience when performing powerful
machining operations if the axis drive systems are not rigid .
The verge
The verge (or crown wheel) escapement is the earliest known type of mechanical escapement, the mechanism in a
mechanical clock that controls its rate by advancing the gear train at regular intervals or 'ticks'. The name verge comes from
the Latin virga, meaning stick or rod.
Grandfather Clock
The Dictionary states that the 1876 song, My Grandfather's Clock, is responsible for the common name
"grandfather clock" being applied to the longcase clock we see and hear about today.
Comtoise clocks
Comtoise clocks, also known as Morez clocks are a style of longcase clock made in the French region. Features
distinguishing this style are a curving "potbellied" case and a greater use of curved lines. Often a heavy, elongated,
highly ornamented pendulum bob extends up the case.
Bornholm clocks
Bornholm clocks are Danish longcase clocks in the form of a tall wooden box and driven by a pendulum and made
on Bornholm from 1745 to 1900.
Gear
A gear is a rotating machine part having cut teeth, or cogs, which mesh with another toothed part in order to
transmit torque.
Transmission
Two or more gears working in tandem are called a transmission and can produce a mechanical advantage through a
gear ratio and thus may be considered a simple machine.
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Rack
Rack is the most common situation is for a gear to mesh with another gear, however a gear can also mesh a non-
rotating toothed part, called a rack, thereby producing translation instead of rotation.
Spur
Spur gears or straight-cut gears are the simplest type of gear. They consist of a cylinder or disk with the teeth
projecting radially, and although they are not straight-sided in form, the edge of each tooth is straight and aligned
parallel to the axis of rotation. These gears can be meshed together correctly only if they are fitted to parallel shafts.
Hypoid
Hypoid gears resemble spiral bevel gears except the shaft axes do not intersect. The pitch surfaces appear conical
but, to compensate for the offset shaft, are in fact hyperboloids of revolution. Hypoid gears are almost always
designed to operate with shafts at 90 degrees. Depending on which side the shaft is offset to, relative to the angling
of the teeth, contact between hypoid gear teeth may be even smoother and more gradual than with spiral bevel gear
teeth. Also, the pinion can be designed with fewer teeth than a spiral bevel pinion, with the result that gear ratios of
60:1 and higher are feasible using a single set of hypoid gears.This style of gear is most commonly found driving
mechanical differentials; which are normally straight cut bevel gears; in motor vehicle axles.
Crown
Crown gears or contrate gears are a particular form of bevel gear whose teeth project at right angles to the plane of
the wheel in their orientation the teeth resemble the points on a crown. A crown gear can only mesh accurately with
another bevel gear, although crown gears are sometimes seen meshing with spur gears. A crown gear is also
sometimes meshed with an escapement such as found in mechanical clocks
Worm
Worm-and-gear sets are a simple and compact way to achieve a high torque, low speed gear ratio. They can vary
speed ratio’s from 10:1 to 500:1. A big disadvantage though is the potential for considerable sliding action, leading
to low efficiency.
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Non-circular
Non-circular gears are designed for special purposes usually. While a regular gear is optimized to transmit torque to
another engaged member with minimum noise and wear and maximum efficiency, a non-circular gear's main
objective might be ratio variations, axle displacement oscillations and more. Common applications include textile
machines, potentiometers and continuously variable transmissions.
Epicyclic
In epicyclic gearing one or more of the gear axes moves. Examples are sun and planet gearing and mechanical
differentials.
Harmonic drive
A harmonic drive is a specialized gearing mechanism often used in industrial motion control, robotics and
aerospace for its advantages over traditional gearing systems, including lack of backlash, compactness and high
gear ratios.
Bevel
A bevel gear is shaped like a right circular cone with most of its tip cut off. When two bevel gears mesh, their
imaginary vertices must occupy the same point. Their shaft axes also intersect at this point, forming an arbitrary
non-straight angle between the shafts. The angle between the shafts can be anything except zero or 180 degrees.
Bevel gears with equal numbers of teeth and shaft axes at 90 degrees are called miter gears.
Double helical
Double helical gears, or herringbone gears, overcome the problem of axial thrust presented by "single" helical
gears, by having two sets of teeth that are set in a V shape. A double helical gear can be thought of as two mirrored
helical gears joined together. This arrangement cancels out the net axial thrust, since each half of the gear thrusts in
the opposite direction. Double helical gears are more difficult to manufacture due to their more complicated shape.
Skew gears
For a 'crossed' or 'skew' configuration the gears must have the same pressure angle and normal pitch, however the
helix angle and handedness can be different. The relationship between the two shafts is actually defined by the helix
angle of the two shafts and the handedness.
Helical
Helical gears offer a refinement over spur gears. The leading edges of the teeth are not parallel to the axis of
rotation, but are set at an angle. Since the gear is curved, this angling causes the tooth shape to be a segment of a
helix. Helical gears can be meshed in a parallel or crossed orientations. The former refers to when the shafts are
parallel to each other; this is the most common orientation.
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Centroid
The centroid of a plane figure or two-dimensional shape X is the intersection of all straight lines that divide X into
two parts of equal moment about the line.
GTA
GTA, generalized toothing algorithm is a new methodology to produce teeth to various shaped objects. As
development continues, we hope to soon allow a user to import any shape into GTA’s engine and have it generate
appropriate teething while following all rules of centroid geometry.
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