--- title: "Object Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/OSPLINECOGWHEEL-ID_OBJECTPROPERTIES.html" section_path: "Create Menu > Spline > Cogwheel Object > Object Properties" element_id: "OSPLINECOGWHEEL" group_id: "ID_OBJECTPROPERTIES" description: "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 …" --- ## Object Properties ### Legacy Mode Parameter ID: `PRIM_COGWHEEL_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 Parameter ID: `PRIM_COGWHEEL_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 Parameter ID: `PRIM_COGWHEEL_GUIDE_COLOR` Here you can set the color of the preview of the Diametral Pitch, Root, Pitch and Addendum Radius. ### Teeth Parameter ID: `PRIM_COGWHEEL_TEETH` · Range: [5..2147483647] This value determines the number of teeth of the cogwheel. ### Inner Radius Parameter ID: `PRIM_COGWHEEL_IRAD` · Range: [0..+∞m] ### Middle Radius Parameter ID: `PRIM_COGWHEEL_MRAD` · Range: [0..+∞m] ### Outer Radius Parameter ID: `PRIM_COGWHEEL_ORAD` · Range: [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. ![Image: 001681.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/001681.jpg)\ The three radii of a cogwheel ### Bevel Parameter ID: `PRIM_COGWHEEL_BEVEL` · Range: [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. ![Image: 001682.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/001682.jpg)\ Various Bevels 0%, 50%, 100% (from outside to inside) ### Plane Parameter ID: `PRIM_PLANE` Here you can define the layer on which the spline should come to rest. ### Reverse Parameter ID: `PRIM_REVERSE` Enabling this option will reverse the point order of the spline (see also [Spline Primitives](https://help.maxon.net/c4d/en-us/Content/html/5420.html.md). ### Interpolation Parameter ID: `SPLINEOBJECT_INTERPOLATION` ### Points Parameter ID: `SPLINEOBJECT_SUB` · Range: [0..5000] ### Angle Parameter ID: `SPLINEOBJECT_ANGLE` · Range: [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 ![Image: 001610.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/001610.jpg) 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 ![Image: 001611.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/001611.jpg) 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 ![Image: 001612.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/001612.jpg) 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 ![Image: 001613.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/001613.jpg) 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. ![Image: 012877.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/012877.jpg)\ 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 Parameter ID: `SPLINEOBJECT_MAXIMUMLENGTH` · Range: [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.