Le MAlin 76 on 12/8/2015 at 11:26
It's possible to use it with Big Clock (the script is "BigClockFace"), i think that is not very different of cuckoo script ?
LarryG on 12/8/2015 at 20:54
IIRC the BigClockFace script is a derivative of the Clock script, just using different joints. BigClockFace uses 1 and 2 for the hands, while Clock uses 4 and 5 for the hands. Your clock object needs to match what the script expects for it to work.
Le MAlin 76 on 12/8/2015 at 21:09
Quote:
BigClockFacegen.osm 2
A derivative of Clock. This script moves the hands of the ClockFace (-426) object. The clock face has 24 hour marks, however the hands move like a standard 12-hour clock. The initial time is determined by the Script\Timing property; set it to the number of minutes past midnight.
The hour hand of ClockFace is joint 1; the minute hand is joint 2. They can be made to act like minute and second hands by overriding the BigClockFace script and setting up a manual tweq. A rate of 0.01 for the minute hand and 0.6 for the second hand is close.
Ok. it's saying that we can modifying the rate of arrows, but in fact it near to be the same thing.
LarryG on 13/8/2015 at 03:22
You don't modify the movement of the hands with joint tweqs when you use Clock or BigClockFace. The script uses the internal clock to move the hands. The notes on the script are for overriding the script (in which case why put it on the object?) and using a joint tweak instead. When you do that the clock will not keep good time as the joint tweak is less accurate than the clock script. Better, if you want a second hand is to add one to the object as Joint 3 and then manage that with a tweq. :p