November 11, 2015 (edited) , KOに번역する (번역を見せる) , ENから번역されました (원본을 보여주는) @DrDoom re your new SCN
There would be quite a bit of artwork required so with limited time, I will just describe how I would try to 'fix' the bend in the baggage carousel.
I would try to make the belt run right to left. eg: for source: FrontBeltStraightB0extended
pos: 937, 505, 0 //start
//animate: 40, LoopForward, Linear, pos, 915, -86, 0
animate : 40, LoopForward, Linear, pos, -915, -86, 0
The red circle represents a radial disk at rot: 0, 0, 0 placed below ALL other textures. The 'FrontBeltStraightB0extended' is placed high up in the code so to be still under all the peripheral masks and the new disc. The new clockwise rotating disk is rendered radially to match the stainless steel belt texture.
say...
hotspot: 0.5, 0.5
size: 1600, 1550 (approx)
pos: -100, -760, 0 //(approx)
animate: W, LoopForward, Linear, rot, 0, 0, 360 //where W = timing in seconds to match Straight belt anim speed.
The yellow rectangle represents a mask over the red outlined disk . The mask comprises 2 textures
Because the straight belt moves continuously right to left at a fixed rate masking requires 2 images.
One portion (a static texture of a small obliquely ridged link section of the belt) only is put inside the yellow texture area hard up against its left side. Another mask is placed over that with a timed short linear animation right to left with just enough time to engulf the tiny oblique section underneath just before it loops forward again. NB: Whatever time you set for this small animation, the total time for straight belt to cycle, has to be an exact multiple of this time or everything will gradually get out of sync..
The straight run of the belt passes right to left under the 2 masks described above and is also below the rotating red outlined disk. The 'stainless steel' red outlined disk, if drawn & positioned correctly should replace the content of your previous 'frontbelt' series of pngs, dealing with the bend.
The complications are that more masking/sequencing of textures may be required to deal with incursions of the large 'carousel-bend' disk texture, with any existing unmasked areas of the SCN background. If you keep thinking of the sequence of texture declarations in any code as an upside-down version of the physical, you can't go wrong..Anyhow...I hope you have success and hopefully this suggestion might excite some other ideas/approaches :-)