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The idea of a 0.00 to 1.00 clock may make sense to some but every time
I have used it I find myself introducing a correction factor of 100* to
what I want to vary. I have also tried making the frame number and clock
the same and that leads to fewer mistakes.
I have also tried external files to store variables. It works just as
well.
The internal schema of a clock variable is one to work with but not one
should be bound by.
--
All lives are equal even if they are Palestinians.
-- The Iron Webmaster, 257
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Okay. Personally, I read in the documentation from day 1 that it's always
recommended to run the clock from 0 to 1, then multiply by 100 or 360 or
whatever in the scene itself. I've stuck with that, and it's what I'm used
to.
But you have other methods that work for you, I won't complain. It's your
code, you write it how you want, right? I mean, why not? It might throw
people who are looking at your code, but if you put in a comment or two
about what you've done, it shouldn't be a problem.
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Wasn't it MatrixFrog who wrote:
>Okay. Personally, I read in the documentation from day 1 that it's always
>recommended to run the clock from 0 to 1, then multiply by 100 or 360 or
>whatever in the scene itself. I've stuck with that, and it's what I'm used
>to.
>
>But you have other methods that work for you, I won't complain. It's your
>code, you write it how you want, right? I mean, why not? It might throw
>people who are looking at your code, but if you put in a comment or two
>about what you've done, it shouldn't be a problem.
Do you realise that you're replying to posts that are several years old?
In this case the original post was on 29 Dec 2000. The original authors
have probably stopped waiting for replies by now.
--
Mike Williams
Gentleman of Leisure
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