@brok; there is nothing i can do about the code and underlying stuff of oatmeal. the only thing i can do is change the graphics, and the way it looks, not so much the way it acts. depending on how many frames i use for controls animations, that will determine how far you have to drag to adjust and how finely it adjusts. i'm not sure how oatmeal skin engine does that yet as this is my first time skinning it but it would make sense to follow the normal way of doing it -- interpolation of possible values / number of frames = total positions available. so if the pots are 63 frames, and the values go from 0-127 that means that in my rotation animation (i typically use 91 frames though) the engine will compensate and use one image frame for every 2 positions available. i think that if you hold shift or something it will move in finer increments (that's the standard implementation dunno how fuzpils did his engine).
make sense?
i'm working now on dinner
then it's lfo 1 and 2 and then effects and master. it's getting there. slowly but surely.
thanks all for support/comments.

