Three meshing gears turning at their gear ratios, 48 frames on EEVEE (MP4)

Three meshing gears turning at their gear ratios, 48 frames on EEVEE (MP4). A real render from the production GPU, the bpy script that produced it, the settings and the GPU seconds. Pass the script's URL as scene_url to get the same result.

Three meshing gears turning at their gear ratios, 48 frames on EEVEE (MP4)
PromptRender frames 1-48 of https://render.janction.jp/samples/ex24_gear_train.py at 1280x720 on EEVEE as an MP4, studio preset (edit TEETH for other ratios).
MCP callrender_final(scene_url="https://render.janction.jp/samples/ex24_gear_train.py", frame_start=1, frame_end=48, width=1280, height=720, samples=64, engine="eevee", output="mp4", fps=24, environment="studio")
GPU s / round trip54.8 s / 22 s
Price at 0.1 JPY per GPU-second5.5 JPY (0 while the free time covers it)
Rendered on2026-10-22
Blender5.0

Render this example with your AI

ChatGPT · Claude · Grok · Perplexity

Use JANCTION Render (MCP server https://render.janction.jp/mcp) to render this example: render_preview(scene_url="https://render.janction.jp/samples/ex24_gear_train.py"). Then suggest how to change the colors, shapes and camera for my own subject. Ask me before the final render.

Each link opens the app with the text below filled in (if it is not, copy and paste it). If JANCTION Render is not connected in that app yet, add https://render.janction.jp/mcp as a connector first.

Settings

frame_start1
frame_end48
width1280
height720
samples64
denoiseTrue
engineeevee
outputmp4
fps24
environmentstudio

Blender warnings

The script (bpy, runs as is)

ex24_gear_train.py. It builds the scene, the camera and the frame range; resolution, samples, denoising and the GPU are set by the service.

"""JANCTION Render example 24: three meshing gears turning at their gear ratios (48 frames, EEVEE, MP4).

Reproduce: render_final(scene_url="https://render.janction.jp/samples/ex24_gear_train.py",
                        frame_start=1, frame_end=48, width=1280, height=720, engine="eevee", output="mp4",
                        environment="studio")
Gears are built from a disc plus box teeth; each gear turns at -teeth_driver/teeth so the teeth stay
meshed (change TEETH to try other ratios). Linear keyframes, so the loop is seamless.
"""
import math

import bpy

for ob in list(bpy.data.objects):
    bpy.data.objects.remove(ob, do_unlink=True)
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 48
scene.render.fps = 24
bpy.context.preferences.edit.keyframe_new_interpolation_type = "LINEAR"

MODULE = 0.12          # 歯の大きさ(ピッチ円の半径 = MODULE * 歯数 / 2)
TEETH = [24, 12, 18]   # 左から: 駆動・小・中


def material(name, color, metallic=0.9, roughness=0.3):
    mat = bpy.data.materials.new(name)
    bsdf = mat.node_tree.nodes["Principled BSDF"]
    bsdf.inputs["Base Color"].default_value = (*color, 1.0)
    bsdf.inputs["Metallic"].default_value = metallic
    bsdf.inputs["Roughness"].default_value = roughness
    return mat


def gear(name, teeth, location, mat):
    r = MODULE * teeth / 2
    bpy.ops.mesh.primitive_cylinder_add(vertices=max(32, teeth * 4), radius=r - MODULE * 0.4, depth=0.25, location=location)
    body = bpy.context.active_object
    body.name = name
    parts = [body]
    for i in range(teeth):
        a = 2 * math.pi * i / teeth
        bpy.ops.mesh.primitive_cube_add(size=1, location=(location[0] + r * math.cos(a), location[1] + r * math.sin(a), location[2]))
        t = bpy.context.active_object
        t.scale = (MODULE * 1.1, MODULE * 0.75, 0.25)
        t.rotation_euler = (0, 0, a)
        parts.append(t)
    bpy.ops.object.select_all(action="DESELECT")
    for p in parts:
        p.select_set(True)
    bpy.context.view_layer.objects.active = body
    bpy.ops.object.join()
    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
    body.data.materials.append(mat)
    bevel = body.modifiers.new("Bevel", "BEVEL")
    bevel.width = 0.015
    bevel.segments = 2
    bpy.ops.object.shade_auto_smooth()
    # 軸は黒い別の部品(歯車の子にして一緒に回す)
    bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=r * 0.16, depth=0.36, location=location)
    axle = bpy.context.active_object
    axle.name = name + "Axle"
    axle.data.materials.append(AXLE)
    axle.parent = body
    axle.matrix_parent_inverse = body.matrix_world.inverted()
    return body


AXLE = material("Axle", (0.02, 0.02, 0.025), metallic=0.6, roughness=0.4)
mats = [material("Brass", (0.85, 0.62, 0.25)), material("Steel", (0.75, 0.77, 0.8)), material("Copper", (0.85, 0.42, 0.28))]
radii = [MODULE * t / 2 for t in TEETH]
x = [0.0]
x.append(x[0] + radii[0] + radii[1])
x.append(x[1] + radii[1] + radii[2])
center = (x[0] + x[2]) / 2
gears = []
for i, (t, xi) in enumerate(zip(TEETH, x)):
    g = gear(f"Gear{i + 1}", t, (xi - center, 0, 0), mats[i])
    gears.append(g)

# 噛み合わせ: 隣の歯車は逆回り、角速度は歯数に反比例。2 枚目は半歯ずらして歯と溝を合わせる
turn = 2 * math.pi / 4                       # 駆動の歯車が 48 コマで 1/4 回転
phase = [0.0, math.pi / TEETH[1], 0.0]
for i, g in enumerate(gears):
    speed = (TEETH[0] / TEETH[i]) * (-1) ** i
    g.rotation_euler = (0, 0, phase[i])
    g.keyframe_insert("rotation_euler", frame=1)
    g.rotation_euler = (0, 0, phase[i] + turn * speed * 48 / 47)
    g.keyframe_insert("rotation_euler", frame=48)

bpy.ops.mesh.primitive_plane_add(size=30, location=(0, 0, -0.14))
floor = bpy.context.active_object
floor.data.materials.append(material("Floor", (0.08, 0.085, 0.1), metallic=0.0, roughness=0.6))

bpy.ops.object.light_add(type="AREA", location=(2, -3, 5))
key = bpy.context.active_object
key.data.energy = 900
key.data.size = 4

bpy.ops.object.camera_add(location=(0.6, -11.0, 8.6))
cam = bpy.context.active_object
cam.data.lens = 50
target = bpy.data.objects.new("Target", None)
scene.collection.objects.link(target)
target.location = (0, 0, 0)
track = cam.constraints.new("TRACK_TO")
track.target = target
scene.camera = cam

All examples · 日本語

JANCTION Render v0.4.209 · JasmyLab Inc. · Updated 2026-10-26 · Tested with Blender 3.6 / 4.2 / 4.5 / 5.0 / 5.2, JANCTION Render 0.4.209 · 日本語