An interesting concept would be if all hand on the 12 clocks would work, but the hands of the clock in the middle are stuck at 12 position, this way the hands in the middle would point to the clock showing the correct time.
Is it on purpose that all clocks in this are coupled at the 3 o’clock position? I assume all the clocks go the same speed. Then the large clock and all the smaller clocks at the 3 o’clock position (there are 13 of them) would show the same time. E.g. in one hour, the 12 o’clock position would show 1 o’clock, but the large clock and all the clocks on the 3 o’clock position would show 4 o’clock.
Oh and why is it a clock squared if you have three layers of clocks? Isn’t it cubed then?
I was mainly thinking of making some recursion hence why all the subclocks mirror the parent clock (for that given hour).
Also I called it clock squared because I didn’t think the resolution would be high enough for people to actually notice the 3rd level of clocks.
You might notice that some dials don’t really align with the hours they’re supposed to show. That’s because I had to place a bunch of clocks at varying hours with a viewport rendering the parent clock at an angle that probably made it difficult to spot the errors. I rendered it once and didn’t bother re-rendering it once I saw the errors :)
Although I’m still confused on what the clock would show in an hour. Because if the subclocks mirror the parent clock at the given time, then they would all be stuck to the hour they are positioned on? Or if they can move then the sublcocks are coupled to 3 o’clock of the main clock. But well, it is all hypothetical anyways :D
Hey thanks for reminding me I made a clock squared in blender about 2 years ago
yes there is an error in the image, and no I’m not telling you where it is
at 6 it says 12:30
1 o’clock and 10 o’clock are the the wrong angles.
You mean they’re slightly off? Like 7:00?
Yup, like 7 PM.
An interesting concept would be if all hand on the 12 clocks would work, but the hands of the clock in the middle are stuck at 12 position, this way the hands in the middle would point to the clock showing the correct time.
That’s a neat way of doing it
11 is missing the hour hand in the miniatures.
What a fun idea!
Is it on purpose that all clocks in this are coupled at the 3 o’clock position? I assume all the clocks go the same speed. Then the large clock and all the smaller clocks at the 3 o’clock position (there are 13 of them) would show the same time. E.g. in one hour, the 12 o’clock position would show 1 o’clock, but the large clock and all the clocks on the 3 o’clock position would show 4 o’clock.
Oh and why is it a clock squared if you have three layers of clocks? Isn’t it cubed then?
I was mainly thinking of making some recursion hence why all the subclocks mirror the parent clock (for that given hour). Also I called it clock squared because I didn’t think the resolution would be high enough for people to actually notice the 3rd level of clocks.
You might notice that some dials don’t really align with the hours they’re supposed to show. That’s because I had to place a bunch of clocks at varying hours with a viewport rendering the parent clock at an angle that probably made it difficult to spot the errors. I rendered it once and didn’t bother re-rendering it once I saw the errors :)
Haha yes, recursion is always fun!
Although I’m still confused on what the clock would show in an hour. Because if the subclocks mirror the parent clock at the given time, then they would all be stuck to the hour they are positioned on? Or if they can move then the sublcocks are coupled to 3 o’clock of the main clock. But well, it is all hypothetical anyways :D
Idk maybe the sub clocks are static and never change :3
why do you hate Zoomers?
As a zoomer myself i do find it funny :3
For context on the reference: https://www.reddit.com/r/Teachers/comments/1but3c2/wait_zoomers_actually_cant_read_analogue_clocks_i/