How can I make an object rotate a bit slower or faster then the second hand
It would be as simple as
(#DWFSS#*0.5)
to go slower or
(#DWFSS#*1.5)
to go faster. Of course using your own multipliers.
Problem here is, going slower cuts the degrees your object would rotate. Going faster wouldn’t be a big problem unless you’re trying to make a loop animation, in which case I can imagine only 0.5 and 1 multiplier increments would look fine.
Hi. I tried but it does not work. The objects are rotating the same speed as the second hand. I’m trying to make a watch face with planets that rotate the sun but it looks stupid when the planets are rotating the same speed.
Don’t forget the ( )
Here, have a look at this
White is normal,
Green: ((#DWFSS#*0.1)*60)
Yellow: ((#DWFSS#*0.2)*60)
Red: ((#DWFSS#*0.5)*60)
I forget the ( )
Thank you, now I got it working like I want it to
I’m trying to do this but not working for me. I take it this is a PRO feature?
No it is not pro . I smother everything in ( ) . I check that Code runs OK in a Text Field .
Keep it simple .
This test is inspectable . Click on the title of the face then the little rocket on the left .
.
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I got it, Thank you
I’m doing that bouncy thing a bit but a good resource is a good resource.
How do you stop the glitching at the zero point?
I have a comet (you know where to look)
The rotation is at (#DWFMS#*1.2) but every time the minute rolls over to 0 is quite visible bounces back by nearly 45°.
It is best to use a Factor that is devides into 360 with no fraction , if you are using the Rotational Tags . #DNOW# does not cross Zero often .
Thanks. Getting there. Will have to make a list of the expressions for each standard rotation speed then it will just be a case of picking the closest magnitude and adjusting the multiplier.
My Test above covers a few . As I remember you have to be more careful with the Factors if you go Slower .