Showing posts with label CRC. Show all posts
Showing posts with label CRC. Show all posts

Monday, November 28, 2011

Cantilevered Coaster V3 Preview Video

I've been modeling a new chassis configuration for the cantilevered roller coaster. Here's a quick preview video. Sorry for the bad quality. Hopefully we'll have a full track layout next time.

Sunday, June 12, 2011

How does Harry Potter and the Forbidden Journey Work?

I constructed a recreation of a Kuka robocoaster in CATIA. I used the car from my cantilevered roller coaster simulations to save time. This is the same technology used on Harry Potter (although I'm not sure if they are actually Kuka robotics arms as I have heard Setpoint worked on them).



This is probably the closet you'll come to seeing a CAD model of the Harry Potter ride. Although I have yet to experience the Wizarding World for myself, I think the main differences between my model and Universal's is there's contains 47 robotic arms and is at a constant speed rate where my base speed is variable.



I made this in about a day so please excuse the lack of detail. The purpose was more to show proof of concept that this was possible to create with CATIA. To learn more about how Harry Potter and the Forbidden Journey works read Secrets of the Forbidden Journey.

Wednesday, January 26, 2011

Latest Cantilevered Coaster model video update

Check out the status on my Cantilevered roller coaster concept model. I completed some of the fine details for the main course like the cross-ties, support columns, and cement footers. I also attempted to make a banked track section, which turned out OK minus the rails which look bumpy, twisted, and are generally terrible. Refinement coming your way!

Tuesday, November 2, 2010

Cantilevered Coaster Update







Just a quick CRC update for you. I'm working on a new simulation with a longer length track and more realistic movement (more sweeping transitions). This are just a few quick screen shots so the quality isn't great. Video coming soon (hopefully)!

Thursday, August 26, 2010

Tuesday, August 17, 2010

Latest Cantilevered Roller Coaster Simulation

Here's my latest Cantilevered Roller Coaster simulation video done with CATIA V5. I redesigned the cantilevered I-beam into the current truss configuration. The upper track position has changed as well. Shown below is the "side knocker" effect, great for coasters or dark rides. Enjoy!

Tuesday, July 20, 2010

Cantilevered Coaster Catia Kinematics Trial #5

More work on my cantilevered coaster models. This one is different because the cantilevered beam is now fixed to the lower chasis. I have also begun playing with animating the viewpoints during the CATIA kinematics simulation. Next is to try and figure out how to do a POV video using the manikin's line of sight, and also adding the first curves to the coaster! Stay tuned...

Monday, July 12, 2010

Animating the Cantilevered Coaster

I've recently been enjoying playing with the kinematics workbench in order to simulate my Cantilevered Roller Coaster Model. What little experience I had with the kinematics workbench was well over a year ago so it has been baby steps all the way.

There are two methods of simulation within the DMU (digital mock up) Kinematics workbench.
Method 1: Hand Animation. I like to call this first method hand animation because I believe that to be what it is like, animating a CG character for a movie. You set the positions of your commands where you want them to be an when you want them to be there. Sometimes can be a challenge to get smooth transitions.


Method 2. Laws. The other method of simulation in Catia kinematics is to create a trace law. You do this by essentially drawing or sketching a graph with the x axis being time and the y or vertical axis being distance from the starting point. This method is much quicker but sometimes can be more time consuming if you're using trial and error to figure out your desired movements.

Now, in regards to the Cantilevered Roller Coaster system, method 1 allows you to set the distances from the starting point of the upper and lower chasis independent of each other.This enables you to be able to animate exactly how you want to but this may not necessarily be how the system will react and real life.


Method 2 , there are two different options. You can use the same graph for each chasis or you can create two separate (but similar) graphs. Creating two graphs with this system is tricky because they can only vary by so much at certain sections of track. It's doable but make take a lot of iteration. Using one graph is simple but again I am not sure the real world scenario would act this way.