The 3D Raddict
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Meccano Web Ring

Meccano® World

My Interactive  Realtime 3D Meccano® Project
Page 1 :  This page....Beginnings, testing and feasabilities. 
Page 2 :  Building No.10 Set's  Lifting Shovel
Page 3 :  "Aunt Sally" Fun Machine
Page 4 :  MeccanoRAMA
Page 5 :  Meccano Mechanisms


Disclaimer: Trademarked names may appear on this webpage. Rather than use a trademark symbol with every occurence of a trademarked name, I use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

Beginnings, testing and feasabilities

As mentioned on the My Projects page, I've already built up a fair amount of virtual parts:
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Latest : 12/09/2010
I've now made HUGE headway on this project. I have all the parts for a No. 10 outfit......all of them with PhysX rigidbodies. However, I found, to my regret, that 3DRad was unable to cope with such a large volume. I have, therefore, used 3Impact which handles it all beautifully.
I have put together an application called  Meccano Display Box which presents the user with an open box containing a layout of all the Meccano parts. The user is free to move around the whole layout, and, using the mouse, he/she can pick up, move and rotate any selected piece of Meccano.
Here is a screenshot of part of the layout (with the Help instructions toggled on/off)
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And a YouTube video of the whole thing in action : Video Demo


Here is the actual program for free download. It only works with Windows operating system and requires DirectX 9.0c. A medium to high-end graphics card and a good size chunk of memory will  complete  the picture.

If one does not have the latest version of DirectX 9.0c, it is possible that, on running my program, one might receive an error message "The dynamic link library 'd3dx9_27.dll' could not be found"
To correct this, download and install the latest DirectX 9.0c from the Microsoft website


14/09/2010 : Bug Fix - Parts were able to be pushed through the floor. This is now fixed.
18/09/2010 : Update - Shadow of a selected part now displays on the other parts.
22/04/2011 : The AVG antivirus program was falsely indicating a Trojan virus in my software. I have since made a correction to the packing of my MeccanoDisplayBox software, so this should no longer be the case.
I can assure all users that my software definately, now or ever, does not carry any virus.
If you are running AVG as your anti-virus, then please download the latest MeccanoDisplayBox :

22/04/2011 : Latest download
meccanodisplaybox_installer.zip
File Size: 17056 kb
File Type: zip
Download File

29/09/2010

The Unicyclist

This is my first Meccano model using my set of virtual Meccano parts.
The user is free to navigate all around the model by using the keyboard [arrow] keys. By mouse-clicking the motor switch, one is able to stop/start the motor whose output is transmitted realistically via the pulley drive, up through the rotating driveshaft to the geared mechanism at the top of the tower. This in turn drives the wheel of the balancing unicyclist,and puts his legs into the pedalling action. Clicking the weights of the balance rods can demonstrate an off-balance position for the cyclist.

I would like to acknowledge Jean Max Esteve and John Evans as the originators of the real Meccano "Unicyclist", and Edmundo Veiga whose "VirtualMec" plan I used to assemble my virtual "Unicyclist".
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YouTube Video




30/09/2010 : Update - The mouseclick to the balance rod weights was changed to a short impulse, instead of the former prolonged force which could cause the unicyclist to behave erratically.
22/04/2011 : The AVG antivirus program was falsely indicating a Trojan virus in my software. I have since made a correction to the packing of my MeccanoUnicyclist software, so this should no longer be the case.
I can assure all users that my software definately, now or ever, does not carry any virus.
If you are running AVG as your anti-virus, then please download the latest MeccanoUnicyclist :

22/04/2011 : Latest Download
meccanounicyclist_installer.zip
File Size: 14469 kb
File Type: zip
Download File

06/10/2010
The Eiffel Tower
I'd like to test the capacity of my software to handle larger models. I've thus chosen the Eiffel Tower from the No.10 Outfit Instruction Leaflet. I am building the model in stages from the base upwards, optimizing as I go along. My expectations, at this stage, is that the polygon count may be just too much for realtime operation. Anyway, that remains to be seen. Here is the first stage.......the lower four legs and lower balcony. So  far, so good.
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08/10/2010

Added the centre section, and frame rate not looking too good (down from 34.6 frames/sec to 22.9 frames/sec)
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At this rate of speed reduction the final product will be operating at snail's pace. Anyway, I'm going to carry on and let's see. In the meantime, I will be re-strategizing the manner in which the parts are rendered in the software......possibly a much greater use of "software imposters" and LOD (Level of Detail)  is called for.
15/10/2010

Added the centre balcony, bringing the framerate down to 18.8 frames/sec
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For the software techies amoungst you :
My development system is pretty middle-of-the-road (DELL Inspiron9400 with Intel T2300 1.66GHz x 2 with 1Gig memory, ATI Mobility Radeon X1400). All PhysX is handled in" softvare mode".
As far as the above Eiffel Tower development is concerned, it is comprised of four main meshes (front section of the leg base,front section of the lower balcony, front section of the centre tower, and front section of the centre balcony). Using these meshes as "masters",  the "imposter" meshes for the side and back sections have been derived.
16/10/2010

Added the bottom half of the top section of the tower...............with only a small drop in framerate (18.8 to 17.6 frames/sec). This was a pleasant surprise for me, as I was expecting a far greater drop!
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18/10/2010

Top half of the top section added and framerate down to 14.8 frames/sec. The tower only looks smaller due to perspective......I had to take a few steps backward to encompass the whole tower. Only the pinnacle to now be added to complete the exterior construction. I'm still experimenting with increasing the framerate.......if I can get it up to about 24fps then I'll add the moving elevators to the interior of the tower.
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21/10/2010

Wow......I'm really surprised!
I add the final top balcony and pinnacle, and the framerate shoots UP to 21.1fps. I really thought when I started this project that, at this stage, I'd be chugging along with framerates under 10fps.
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The challenge for me now is to optimise further to squeeze up the framerate, and to give you, the viewer, a chance to hop in the elevator and take a ride to the top of the Eiffel Tower!

30/10/2010

All the hoisting machinery is now in place on the central balcony........but not yet operational.
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08/11/2010

The hoisting motor and its reduction gearing are now operational in realtime. The gears are all driven through physical interaction with each other, using PhysX rigidbodies. Here is a short video of the action.
NOTE: The poor quality of the video does not give full justice to the actual operation, however one can get an overall picture of what is happening.......just ignore the poor synchronisation.
My next task in this project is to add the moving elevators.

20/11/2010

There is a light low-hanging mist over the site of the Eiffel Tower. You have been reduced to Meccano size, and are now anticipating the exciting lift ride to the top, where you will get a magnificent 360 degree clear view of Paris!
Just remember......you are in a virtual make-believe Meccano world, so anything is possible!
For instance, you will be able to pass through certain pieces of Meccano......but not to worry, you will be kept confined to the balcony interiors.

Enjoy!

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meccanoeiffeltower_installer.zip
File Size: 21838 kb
File Type: zip
Download File

03/01/2011

"Mike Blayney's walking Machine" by EDV (from VirtualMec website)

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This will be my next model.........lots of jointed moving parts.......a real test for the PhysX physics engine which I use in my software applications.
Before going ahead with the full model I wanted to test just one leg. So I  rigged one up on my Virtual Workbench. Here is a video of it in action:-

26/02/2011

This was a very challenging model to assemble as all the pivot points had to be exactly right, so that all the eight legs synchronized correctly. The legs do tend to lose synchronization after a while of operation but, hey, nothing is perfect.......especially a simulation such as this.
There is no trickery here.....the walking machine is actually propelled forward/back via the physical interaction of its legs with the ground.
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And a YouTube video of the whole thing in action : Video Demo
meccanowalkingmachine_installer.zip
File Size: 14220 kb
File Type: zip
Download File

22/04/2011

Interactive Gear Demonstration

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As mentioned in my blog, I am now using a new 3D PhysX-based graphic engine to program all my 3D applications. I thought that this would make a rather good project to test out the physics side of things. The gears all interact with each other through actual collisions of their teeth (as in real life) and not through any software rotation algorithms.The instructions for use can be found by holding down the [F1] key when the demo is running, but I list them here, so one can get some idea:
        1ST PERSON CAMERA CONTROLS:
         [Left][Right]=Turn left/right
         [SHIFT][Left][Right]=Move left/right
         [Up][Down]=Move forward/back
         [PgUp][PgDn]=Look up/down

          T0 MOTORIZE ALL GEARS ON/OFF:
           Key [M] toggles all gear drives on/off

          T0 ROTATE A GEAR MANUALLY:
           When the mouse cursor is over a selectable gear, the mouse cursor will change from white to green.
           With RMB depressed, the mouse cursor will change to a "pushing hand" image and
           and key[1] or key[2] will rotate the selected gear anticlockwise or clockwise, respectively.
meccanogears_installer.zip
File Size: 7948 kb
File Type: zip
Download File


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