Object Properties

Legacy Mode

As soon as you load old (< Cinema 4D R16) gear projects, this option is activated and only the parameters that correspond to the old gear object are shown and evaluated.

Show Guides

If the Cogwheel radii (such as Addendum Radius, Root Radius, etc.) and Diametral Pitch are to be displayed, this option must be activated.

Guide Color

Here you can set the color of the preview of the Diametral Pitch, Root, Pitch and Addendum Radius.

Teeth[5..2147483647]

This value determines the number of teeth of the cogwheel.

Inner Radius[0..+∞m]

Middle Radius[0..+∞m]

Outer Radius[0..+∞m]

The size of a gear is determined by the Outer Radius (Addendum Radius), the tooth height is determined by the value for the Inner Radius (Root Radius). For mathematicians:

Tooth height = (Outer Radius - Inner Radius) / 2

The third, middle radius (Pitch Radius) determines the height of the tooth bevels (Bevel; see below). The following figure illustrates the relationship between the three values.

The three radii of a cogwheel

Bevel[0..100%]

As already indicated, the teeth can still have a Bevel. This is given as a percentage and ranges from 0% = no Bevel to 100% = maximum pointed teeth.

Various Bevels 0%, 50%, 100% (from outside to inside)

Plane

Here you can define the layer on which the spline should come to rest.

Reverse

Enabling this option will reverse the point order of the spline (see also Spline Primitives.

Interpolation

Points[0..5000]

Angle[0..90°]

Here you set how the spline is to be subdivided during further processing. This is always important when you generate meshes with the help of generators. Depending on which type you select from the menu for Interpolation, you have further options.

Off

This type of interpolation uses the interpolation points of the spline directly and connects them via straight lines without setting additional intermediate points.

You cannot make entries in the fields for Points or Angle.

Natural

This type of interpolation divides the spline in such a way that a corresponding number of Points are used per interpolation point. The inserted points follow the natural course of the spline directly, i.e. they are closer together at support points than in between. The curve resulting from this interpolation does not necessarily pass through the interpolation points. If a spline has several segments, the value for Points applies to each interpolation point of each segment.

You cannot make any entries in the Angle field.

Uniform

This interpolation type divides the spline so that the selected number of Points is used for each interpolation point. The points are exactly the same distance apart. The curve resulting from this interpolation does not necessarily pass through the interpolation points. If a spline has several segments, the value for Points applies to each interpolation point of each segment.

You cannot make any entries in the Angle field.

NoteFor the two Interpolation types Natural and Uniform, the new number of points is calculated as follows:
Opened spline: ((Points + 1) * (number_of_base_points - 1)) +1
Closed spline: (Points + 1) * number_of_base_points

This means, for example, that an open spline with four support points and a Points value of 2 is divided into a total of ((2+1)*(4-1))+1 = 10 points. If you close this spline, (2+1)*4 = 12 points are used. This procedure prevents, for example, a spline from being split more roughly after it has been closed.

Adaptive

This type of interpolation always sets intermediate points if the angular deviation of the curve is greater than the value entered under Angle. The curve resulting from this interpolation passes exactly through the interpolation points. If a spline has several segments, the value for Angle applies to each segment.

In contrast to the other interpolation types, different interpolations result if you change the interpolation point sequence of the spline.

The subdivision, also known as Adaptive, produces the best results in rendering. This is therefore the default Interpolation method.

You cannot make any entries in the Points field.

Subdivided

Subdivided is similar to the Adaptive type. In addition, intermediate points are inserted until the segments in between are shorter than the length defined under Max Length. This does not necessarily mean that the point distances correspond exactly to Max Length. Smaller values lead to higher quality, but as is so often the case, they also have the disadvantages associated with high point counts (slower redraw speed in the editor, etc.).

This enables significantly better rendering quality, especially with deformed text. If you enter the same value for Max Length as for Size in the Extrude object (Caps tab, Regular Grid option activated), you will get fairly perfect cap areas and edges without shading errors, as the subdivisions of letters and their caps fit together and triangles do not have to be inserted arbitrarily to connect the two mesh elements.

On the left Adaptive, on the right Subdivided Interpolation in combination with a Formula deformation object. Note the clearly defined edges on the right-hand side of the illustration.

Max Length[0..+∞m]

This parameter, which is only effective in Subdivided Interpolation mode, controls the maximum spline segment length without an intermediate point (see above for Subdivided) must be inserted.