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Let me explain what I am building and the use case first!

I am recreating a mural done by my father, as you can see there are many mechanical parts here that I want to animate, however, I am sure he was not so bothered by the actual functionality, but I would like to bring it to life and to do that I have to do something he probably did not do while creating this ... Use math!!enter image description here

This will require custom unique gears, as you can see from the reference above, so I can't use any generator online since I want a lot of different gear designs with very high fidelity and most scripts or tools limit the design of the gears or output low quality geometry that I would rather not use 😥.

To solve this I have decided to fit each gear myself and use Geo Nodes to run the animation since keyframing all this would be a pain. In addition to that I will be instancing collections that contain single gears ( this way I can keep the rotational arrays active and make any adjustments needed ). Once I have done this in Blender I will make an accurate overlay that I will then bring into Plasticity so that I can make VERY high quality gears that I will then port back into Blender to replace my functional gears ⭐🌈✅🌞🔥.

The part I need help with is the geo nodes bit, the challenge with gears is they of course need to stay in sync, but I also have the challenge that these gears are all over the place. I want to use a system that essentially generates a point, that we can generate an orbit from, then we want to generate a new point on that orbit to then repeat the process. In theory this would allow you to make as many gears in any direction as you wanted ( which would be very helpful since you could just increase the orbit size to move gears over and then adjust their scale and teeth by going to the appropriate collection ) and by using some basic formulas you could keep the gears in sync while rotating them around each other to get perfect placement, perfect sync, and a perfect look ( by switching them out with high end counter parts ).

I can work the math on how to calculate the rotation of the gears but I can't figure out how to keep generating these new orbits with new points ... I have tried messing with it for hours ( mainly using mesh circle, sample curve, set position nodes ) but can't get anywhere, I just can't seem to generate orbit number 2 and succesfully branch off from there. I have made a draft image below and also my current node setup is below.

THANK YOU ALL!!🙏

enter image description here

enter image description here

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    $\begingroup$ can u provide blend file so we don't have to do that manually? $\endgroup$
    – Chris
    Commented Dec 29, 2023 at 17:38
  • $\begingroup$ While there is a lot of context the problem is pretty straight forward. Can you create a point, make some sort of circle/orbit that uses this point as it's center, then generate a new point somewhere on this circle/orbit From there you would basically repeat those steps. I appreciate your interest and help! $\endgroup$
    – MASTER_2E
    Commented Dec 30, 2023 at 12:37
  • $\begingroup$ To provide more clarity if you just look at the diagram I created, you can see I am mainly just wanting to keep generating single controllable points on another points orbit. $\endgroup$
    – MASTER_2E
    Commented Dec 30, 2023 at 14:31
  • $\begingroup$ Also if I get help with the solution I will post the results here as well so hopefully others can use this $\endgroup$
    – MASTER_2E
    Commented Dec 30, 2023 at 14:32

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