Subject:
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Re: Click-Rotation Parts
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Newsgroups:
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lugnet.cad.dat.parts
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Date:
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Thu, 9 Sep 2004 09:31:38 GMT
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Viewed:
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4554 times
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gypsy_fly wrote:
> Huummm, I'll see if my Lego Camera can do some justice to the
> click-rotation parts. Otherwise, I'm going to have to wait till I
> can get back to the Portland State University Media Lab.
>
> I'm looking into the part at 10x and the wavy cogs on which the
> click-arm rides is going to be a whooper!
>
> This is where I wish we could have an authoring tool with a scripting
> language. In this case, I imagine making one smooth cog then calling
> a repeat function to create the rest of the cogs.
>
> Maybe that's another one for the L Prize.
The cogs weren't the problem. The problem ist the junction between
the primitive and the part. Where does the primitive end and where
does the part begins?
Not every part has the same junction to the
primitive. For example: The rotation-offset at 48171
(http://www.peeron.com/inv/parts/48171) has a little bit different
junction to the main-part as 48171 (http://www.peeron.com/inv/parts/48170)
Thats why I wanted to have pics from all parts and all perspectives.
Because I want to make most common primitives.
CU Bernd
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Message has 1 Reply: | | Re: Click-Rotation Parts
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| (...) Ah, I see! I'm observing a Knight at the moment. 48171 and 48170 represent the two ways that the cup-shaped cogged sub-part is rotated. Shoulder and hip joints are the same as 48170. Elbow and knees are like 48171. The one slightly different (...) (20 years ago, 9-Sep-04, to lugnet.cad.dat.parts)
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Message is in Reply To:
| | Re: Click-Rotation Parts
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| (...) Huummm, I'll see if my Lego Camera can do some justice to the click-rotation parts. Otherwise, I'm going to have to wait till I can get back to the Portland State University Media Lab. I'm looking into the part at 10x and the wavy cogs on (...) (20 years ago, 9-Sep-04, to lugnet.cad.dat.parts)
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