MX

Table Of Contents
The Rotate command
To force the rotation to be around any other point you can use a special keyword "rotate" appended to
the front of the object name. Or you can use "rotate +" to force the rotation to go clockwise or "rotate -"
to make it go counter clockwise.
To take the simple two keyframes animation example shown on the previous page, where the hour hand
needs to move from 12 o'clock to 8 o'clock. If you name the hand object "rotate + hand", you'll get an
animation showing the clock's hand moving clockwise. If you name it "rotate - hand", then the hand will
rotate counter clockwise.
If there is no rotate command, then the tween takes the shortest direct path between the object on one
keyframe to the next, rotating around its center. With a "rotate" command on the object name, it
calculates the actual rotation point, which in the above example is the "large end" of the hand.
Note:
It's not possible to rotate an object by a full 360° between keyframes if the rotation point is not the
center. For example, to do a full rotation of the clock hands in the above example, you would need to
create an intermediate keyframe.
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