Using fewer models causes more dilatation during the morphing processs. This is OK for a dinosaur but not for a watch.
I know you know that.
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Is this all on the same model, or different models? If on different models, how you'd align them in the game is more than I want to guess.
Two different models, one for the seconds, one for the minutes.
Your guess is right: SIT-file editing, lol.
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Some math (for my own sake)
Your numbers match mine. Regarding your comments about rounded values, you should keep in mind that 0.1 (decimal) has no finite digit representation in binary (because 2 and 5 are relative primes, for those interested in number theory). That means that 1/8 or 1/16 are better candidates than 1/10.
My problem was: the seconds (fps 0.2) remain perfectly in synch, with less than 1sec error in 30mn, while the minutes (with the fps rate 0.0033333) apparently had an error of one minute in 5. But this was just caused by a deformed the clockface (I adjusted the height for alignement with other buildings
).
An interesting observation is that apparently MTM2 keeps an internal counter of total racing time used to determine the status of the animated model , i.e. when leaving the track and coming back, the clock is not reset but continues running from where it was.