query: Dynamic Epicycles
positive_passages.docid: 84336
positive_passages.text: Dynamic Epicycles
negative_passages.docid: 83535
negative_passages.text: Real-time symmetrical modeling with distinct objects in Blender
negative_passages.docid: 93088
negative_passages.text: Improving Rigidbody collision between real-time movable object and other Rigidbodies
negative_passages.docid: 20847
negative_passages.text: Staying in Phase On The Grid
negative_passages.docid: 76125
negative_passages.text: Kinematics with non constant acceleration
negative_passages.docid: 90626
negative_passages.text: Work in circular motions
negative_passages.docid: 55675
negative_passages.text: Long rectangular quads? Or neat squarish quads with tris?
negative_passages.docid: 5790
negative_passages.text: Inertial frames of reference
negative_passages.docid: 66924
negative_passages.text: Front wheel oscillation
negative_passages.docid: 62220
negative_passages.text: Carbon Fibre Mountain Bikes
negative_passages.docid: 26867
negative_passages.text: How to create Motion Trail in Cycles
negative_passages.docid: 107652
negative_passages.text: Keeping closed sites in suspended animation: a modest proposal
negative_passages.docid: 16354
negative_passages.text: Fine grained suspension
negative_passages.docid: 65480
negative_passages.text: Rigid body dynamics derivation from Newton's laws for higher dimensions
negative_passages.docid: 52072
negative_passages.text: How to make rig that reacts to gravity or seem to behave physically correct?
negative_passages.docid: 77909
negative_passages.text: Two axes for rotational motion
negative_passages.docid: 128537
negative_passages.text: Block on a block problem, with friction