This is a puzzle I'm building for an escape room.
The players will find 5 gears. There is only one way to fit all 5 gears. Once all 5 are in, 3 rotations will turn off a maglock, granting them access to a locked box or similar.
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https://www.youtube.com/watch?v=Xra_Xky5fTc
I'm trying to make a grass shader for Ghost Racing VR. I can get the shader to work in the editor but it does not show up in the game. Why?
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https://www.youtube.com/watch?v=jfpZ5sc0Zx4
Now with much more weight on the foliot. This increases the moment of inertia of the foliot which makes it accelerate/decelerate more gradually.
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https://www.youtube.com/watch?v=vMlZrNXFCKA
Github project: https://github.com/jes/meshmill
AppImage: https://github.com/jes/meshmill/releases/tag/v0.1.1
If you use Linux and are interested in 3D CAM, hopefully this video tempts to you to try out Meshmill. Currently only available for x86_64. If you want to build it for another platform please get in touch and I'll gladly assist.
In hindsight I should have gone for a simpler part and done several iterations before trying to share it. This part is many hours of machining, and it isn't perfect:
- The top surface is gouged because the travel moves sometimes follow the part geometry exactly instead of hopping up to the "rapid Z clearance", & I had zeroed the Z axis too low.
- The plywood flaked off in the bottom right because there were voids in it - I have captured these pieces and intend to glue them back on.
I'm going to cover it in black flocking and build a box around it to store a jug and 4 little drinking cups.
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https://www.youtube.com/watch?v=lPOzEK2OKvY
This one has the pivots proportionally closer together, and a sharper angle on the escape wheel teeth, and the balance wheel balanced better, and a "proper" hairspring.
It actually seems less isochronous than the old one. I'm not yet sure if that's because the reduced scale makes errors more significant, because the pivots are worse, or because this design is more finnicky about tolerances.
In the old one the tick rate only changed by 7% as the drive torque changed by about 4x: https://www.youtube.com/watch?v=HvCGK8nU7pY
Whereas in this one the tick rate changes by 32% when the drive torque changes by 2x.
It seems as though the hairspring is underpowered for the moment of inertia of this balance wheel, so maybe it would work better with a stronger spring.
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https://www.youtube.com/watch?v=Jvf0xXi8Ryg
Shit video quality, but it works. Printed in PLA. There's a wire on each side, and a thick wire through the springy bit. When you press the switch the thick wire forms a connection between the other 2 wires. A problem with this design is that sometimes the thick wire only touches 1 of the other wires. You get the tactile feedback that the switch is closed, but it isn't fully closed yet and you still need to press harder.
My eventual plan is to produce a working keyboard switch and then print lots and make a keyboard with them.
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https://www.youtube.com/watch?v=m2ko-DP1m60
The gibs are polycarbonate to reduce friction. One side is glued on, the other side has adjustable gib screws. On the top of there is a strip of teflon tape to reduce friction.
The nut falls out because it is only pressed into a round hole.
Apart from the poor nut attachment it works OK. The biggest weakness is that it's very difficult to cut dead straight parallel mitres which leaves tight spots and loose spots. I think the way to go would be to temporarily glue sandpaper to the polycarbonate surfaces and rub the carriage back and forth until it slides smoothly all the way along, then remove the sandpaper and tighten the gibs,
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https://www.youtube.com/watch?v=YY03T6H3m3c