There are a lot of settings that prevent the work of the cogwheels.
• The Motor needs to be set to Apply to A
• Friction should be lower.
• The number of Teeth does not match!
• The axis Needs to be aligned
• A target speed of 1000º seems high
• The Cogwheels have a huge segment count, it should work with a proxy
• The Motor was positioned to the wrong axis.
This is all I found after quite some exploring.
You can see it in the file …DYcw–01.c4d little dots jumping between the teeth. Then the Collision body turns green, which means it stops at all, no motion.
It is the conflicting data that is in the file.
If you can see that, go to Attribute Manager> Mode> Project> Dynamics>>Visualization, check it on.
In file …DYcw_02.c4d I demo that the Motor works, and that is the first step when setting things like that up, have the core element running. If this is not working, nothing else will.
In file …DYcw_03.c4d you can see (kind of) how it should work. I would suggest to create a proxy object for each (!) cogwheel and place it in the Dynamics Tag. Collision> Shape> Another Object.
However, I would never set anything like that up with Dynamics. It needs too much calculation power, It is fragile and easily affected by other Dynamic Objects. There is no way to make a whole clock-work running based on this in a reasonable time, if at all.
My suggestion, have a look at file …XPcw_01
It just takes the number of teeth, divides them to get a speed ration, and multiplies this to the R.B value. Every second cogwheel runs counter wise, so there is another value -1 included to reverse the rotation.
There is no need to put the radius of the cogwheel into account. The teeth must fit, Which can be adjusted in the Spline Cogwheel while leaving the Lock Radius off.
With this, it is possible to make a precise clockwork. Even going from one wheel to the next with this. I suggest it this way for over a decade, and I never got a problem report based on this suggestion.
All the best