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Developer's Tip - Clock BuildingHowdy Peeps Ok, let's hear it, Gand is in the house, Gand is in the house :) Today I am going to cover some clock building
techniques. Quite a few of you have asked about the clocks in awgate, and how
to make them for your own worlds. What is important when creating these objects
is the starting positions of the actual objects prior to applying any animation
or rotate commands to them. The minute and second hands always have 0 rotations
on them. For a traditional clock face this would mean the 2 hands are vertical
(pointing at 12 o'clock). The hour hand how ever is different. In order to have
the hand synchronized with VRT time it must have a starting rotation of -55
degrees (10 o'clock) (see fig 1.1)
A drum clock is different. The starting position
of the hour drum is 55 degrees. You will see in 2.2 that the hour showing is
10 o'clock. This drum rotates anti clockwise (the hours rotate from top to bottom)
If yours rotates clockwise then the actual rotation on the drum would again
be -55 degrees as with the traditional clock. Once the objects have been made it's a simple matter of applying the rotation commands to them. *Note. This particular drum clock has 12 faces on the seconds drum. In essence it only has to rotate at half the speed to that of the traditional one. Each face represents 10 seconds. 12 x 10 is equal to 2 minutes. You could always have the faces incremented by 5 seconds which would then require 1 full rotation per minute as with the traditional one. 5 x 12 is equal to 60 seconds. Traditional Clock.
Gand
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