Perhaps Jed is asking for a decent starting point, not necessarily to have all the work done for him. I agree that an experienced lure maker can produce a good prototype in just a few trials, if the prototype's requirements are within his experience. But let's say this fellow wants to venture into new territory, for whatever reason, and doesn't want (or have another 20 years) to gain the expertise required for the new lure.
Here's the basics of my dream computer program (in no particular order):
- There's a "modeling" table, a tool box, a bench full of "objects" that have user configurable properties.
- Rubberband property that could be applied to any object. By simply dragging and dropping, an object could be resized. Other properties would be adjusted accordingly. For example: A screweye is made 54% larger, its weight would be increased proportionally.
- Be able to change the view point of the lure in progress. Maybe more easy to say: rotate the lure in 3D so the top, side, bottom, 3/4 view, whatever can be seen.
- The laws of physics could be applied to the lure. For example: it could be moved through water and (based on the lure's characteristics) the computer will show how the lure behaves. Another: move the lure at x feet per second into a xx mph headwind. Optionally, lines of forces could be shown.
- Design files can obviously be saved, copied and editted. This is an easy requirement since it would be a function of the computer's operating system.
- A lure goal could be part of the design and the program would "understand" the goal. Example: floating/diving lure made of wood, dives to 15 feet, wiggles, rattles, blinks and beeps and looks like a perch.
- Based on the goal and objects that the computer knows about, the program could offer suggestions to achieve the goal. A suggestion might be something like: The total weight should be reduced by xx amount. Substitute a 3/4" brass screweye for the 1 1/8" stainless steel screweye. Or maybe: Replace 12mm glass eyes with 8 mm plastic eyes.
- A nice extra would be the ability to decorate the lure. Again, the decorations could be user configurable. Things like: various types and colors of paint, glitter, various clear coatings and eyes, ears, noses, tails, etc.
- Bill of material generated at any time during development.
- Produces a dimensioned drawing.
- Examples of object properties:
dimensions
weight
color
specific gravity
composition
vendor's part number
cost
- Package or box template maker.
Here's a walk through of usage:
- Start with a blank modeling table.
- Grab a lure "blob", stretch it here, pat it in there, assign the material type, rough out the side view, top view and then apply the smoothing "tool". The smoothing "tool" perfects the handdrawn curves and shapes.
- Select and attach a diving lip at a starting angle.
- Select some weight and place it.
- Select and place hooks.
- Check model against the goal. The program might suggest reshaping the lip or repositioning the weight.
- "Fieldtest".
- Perform the steps above until happy.
- Request a Bill of Materials at any time to see how you're doing with purchased parts.
- Decorate the lure and re-fieldtest to see of any of the add-ons affect performance.
- Print the dimensioned drawing and head for the workshop to make a prototype.
Wow. I guess I got caught-up in this....
Well, what do y'all think?