Paper plane folding software
Difficulty Easy Medium Hard Expert. The Basic Easy time aloft. The Stable Easy time aloft, acrobatic. Medium distance, time aloft. The Sprinter Medium distance, acrobatic. The Sea Glider Medium decorative. Hunting Flight Medium distance, time aloft.
Heavy-Nosed Plane Hard distance, time aloft. Royal Wing Hard acrobatic. Gliding Plane Hard time aloft, acrobatic. Tailed Plane Medium distance, time aloft. Star Wing Medium acrobatic, decorative.
Water Plane Easy time aloft, acrobatic. The UFO Medium time aloft, acrobatic. Cross Wing Medium distance, time aloft. Stunt Plane Hard acrobatic. The Square Medium distance, time aloft. If the application is not installed on this machine, please download and install Fusion All use of this Service is subject to the terms and conditions of the applicable Autodesk terms of service accepted upon access of this Service. This Service may incorporate or use background Autodesk technology components.
Autodesk, the Autodesk logo, and Fusion are registered trademarks or trademarks of Autodesk, Inc. Portions copyright c Engine Yard and Andre Arko. The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Portions relating to lightbox are licensed under Creative Commons Attribution 2. Lightbox was authored by Lokesh Dhakar lokeshdhakar. Paper Airplane Folding Machine. Description This is the CAD conceptual drawing for a machine we later built to fold a flat sheet of paper into a plane shape and eject it.
Can anyone say How to make paper airplane folding machine and working of it. For this to work, you must first use a WebVR enabled browser : currently only an experimental build of Chromium with enable-webvr and -enable-gamepad-extensions flags and the latest Firefox for Windows are supported by this app.
Clicking this will put the app into an interactive VR mode. The hand controllers will allow you to grab the origami mesh and pull on it. This is especially interesting if you set the Mesh Material to Strain Visualization so you can see how your interactions change the internal strains in the material.
The origami should load up in the center of your playspace. If things load way off in the distance, you may need to reboot your headset and controllers and refresh this app.
I do this through SteamVR. If you hand controllers are not appearing, try clicking the System Button Vive to get them to wake up. If you still have trouble connecting, try refreshing this app.
WebVR is changing rapidly, if you cannot connect be sure you have the latest browser version and install any firmware updates on your headset, controllers, and sensors. The time step size for this animation is calculated automatically based on the material stiffnesses set in the Simulation Settings section: more stiff settings require shorter time steps to solve and will slow down the simulation. Num simulation steps per frame allows you to control the number of tiny time steps forward to take on each render cycle.
If the simulation looks choppy to you, you might consider lowering this setting. Lowering the number of steps per frame will slow down the simulation, but will result in a more smooth animation. The error at each vertex is evaluated by averaging the percent deviation of all its distance constraints with adjacent vertices. This error is reported as a percent of the total length of the distance constraint to remove scaling effects.
This measurement is equivalent to Cauchy strain or engineering strain of the distance constraints on this system. Increasing the Axial Stiffness will tighten these constraints and lower the error in the simulation.
To visualize the error of each vertex graphically, select Strain Visualization under Mesh Material in the left menu. The simulation sets up several types of constraints: distance constraints prevent the sheet from stretching or compressing, face constraints prevent the sheet from shearing , and angular constraints fold or flatten the sheet.
Each of these constraints is weighted by a stiffness - the stiffer the constraint, the better it is enforced in the simulation.
Axial Stiffness is the stiffness of the distance constraints. Face Stiffness is the stiffness of the face constraints, which help the axial constraints prevent deformation of the sheet's surface between the creases. Fold and facet stiffnesses correspond to two types of angular constraints. Fold Stiffness is the stiffness of the mountain and valley creases in the origami pattern. Facet Stiffness is the stiffness of the triangulated faces between creases in the pattern.
Increasing facet stiffness causes the faces between creases to stay very flat as the origami is folded. As facet stiffness becomes very high, this simulation approaches a rigid origami simulation , and models the behavior of a rigid material such as metal when folded.
Internally, constraint stiffnesses are scaled by the length of the edge associated with that constraint to determine its geometric stiffness.
For Axial constaints, stiffness is divided by length and for angular constraints, stiffness is multiplied by length. Since this is a dynamic simulation, vertices of the origami move with some notion of acceleration and velocity. In order to keep the system stable and help it converge to a static solution, damping is applied to slow the motion of the vertices. The Damping slider allows you to control the amount of damping present in the simulation.
Decreasing damping makes the simulation more "springy". It may be useful to temporarily turn down damping to help the simulation more quickly converge towards its static solution - especially for patterns that take a long time to curl. A Numerical Integration technique is used to integrate acceleration into velocity and position for each time step of the simulation.
Different integration techniques have different associated computational cost, error, and stability. This app allows you to choose between two different integration techniques: Euler Integration is the simplest type of numerical integration first order with large associated error, and Verlet Integration is a second order integration technique with lower error and better stability than Euler. The Strain Visualization illustrates the strain across an origami sheet by mapping it to a color from blue no strain to red max strain.
When enabled, mousing over the model will display a highlighter; clicking and dragging allows you to interact with the model in real time. Very vigorous interactions with the model may cause it to pop into a strange configuration that it can't escape - use the Reset button to start the simulation again from a flat state.
You can get these codes using a color picker. It is recommended to keep this number above zero. For curved folding crease pattern contains curves Check this box if the crease pattern contains curves. Intervals of vertices for discretization px : Curves and borderlines are divided into segments by this value. Approximation tolerance of curves px : Curves are approximated by polylines.
The smaller the value, the higher the quality of the approximation. Drag to rotate the model, scroll to zoom. Import other patterns under the Examples menu. Visualize the internal strain of the origami as it folds using the Strain Visualization in the left menu of the Advanced Options.
0コメント