I have a clock face with a second hand that rotates 360degrees over one minute.
I would like to have the hand “tick” not smoothly rotate.
I suppose I could change the frame rate of my comp but how would I do this with an expression as in
“rotate 1 degree every second for one minute”
30 fps comp
Simplest thing is you can make it rotate from the beginning of N second to N+0.2 second (smoothly) so within every second, it first rotates very quickly, then take a rest for the remaining 0.8 sec, here is the rotation property’s expression for that (assuming you’ve already moved the anchor point of the hand to one of its end at the clock face center):
The above expression makes the second hand tick at the beginning of the second, I think in reality, you want it to tick at the end of every second, just replace the linear expression with this one linear(time, wholeSecond + 0.8, wholeSecond + 1, startAngle, startAngle + anglePerSecond)
I found this expression of yours (with its amendment) and really like the movement it produces. Thanks.
Is there any way (as a non-coder), I could use the output of this to move a null a specified number of pixels on the x axis “in sync” with the ticking second hand.
So, in layman’s terms: every tick os the clock, moves the null 20px to the left, but with the same timing that this script produces (ie, at the “end of the second”? I’m basically trying to make it look like the second hand is locked to — and “driving” — a flat panel across the screen)
If you’re still around I’d love to know how to do this.
(And to Dan Ebberts, your far simpler expression is, as always, so elegant, but on anything uniform, like a cog, produces no sense of movement. The cog turns, but one doesn’t get a sense of it actually turning… If that makes sense)