one second? That depends on what kind of frame rate you've got.
for all Escape Velocities
What you should do is make an animation that runs 36 frames (1.2 seconds, if you're running 30 fps), with the ship rotating 10 degrees for each frame. What basically happens is that the ship starts at 0 degrees and rotates 350 degrees. Why doesn't it go all the way to 360? Because the sprites need to loop, and if there was a frame for 0 degrees and 360 degrees (the same position), there would be a hitch. What also needs to be considered is whether the ship is large and doesn't turn very fast. If so, you should render more frames with the ship rotating less per frame. Again, you need to loop it. My suggestion would be to set the number of frames to go from 1-37 (one more than you need), except only render to 36. That way, the ship would automatically stop rotating just before the loop (with the 37th frame the beginning of the next rotation).
For Nova Only
If you want to have say 72 rotational frames (twice as detailed rotation, for a slow turning ship), you have the ship rotate fully through 360 degrees in a 73 frame animation. You rotate up to the next to last frame and you have an EV/O/N sprite. If you want the sprite to "bank," you make one rotation (36 frames) with the ship even, another rotation with the ship banking left, and then another banking right. If you want an animated sprite, you make one rotation for every frame of the animation. If you have a rotating gravity ring, you make one rotation with the ring in one position, another rotation with the ring in the next position, and continue until the rotation is supposed to loop.
After you make your render. You continue here. For all EVs
You should render it all in one animation, and then run it through Dr. Ralph's Sprites (m2s for qt movie renders, p2s for individual picture renders, and the other for pics renders). It'll array the frames of the render for use in all EVs. For EV/O/N, you simply copy the Sprites rendered sprite into ResEdit (or whatever editor you're using). For EV/O, you make your spin. Put in the sprite/mask resource ID, then x and y size of one frame of the sprite, and the number of sprites in the x direction, and the number of sprites in the y direction. The spin should have the same resource number as its corresponding ship. Nova is different. Ships use the shan resource, and everything else uses spins. For your ship, put in the base/mask resource ids, then the size, etc. Here's an important note. The FramesPerSet is the number of rotational frames you have (again, usually 36), and the BaseSetCount is the number of sets you have (3 for banking, any number for animated sprites. The number of sets corresponds with the number of animated frames you have). You can set up the glow/running lights/added weapons/shield sphere/alternate layers. Alternate sprites are automatically animated. More on that later. The important thing is making sure that the shan knows where all the sprites are. After you do that, you run it through Dr. Ralph's EnRle (for spins and shans in Nova) to make the picture sprites into rle8/rleD resources. This will make your sprites take less memory when nova displays them.
Alternate sprites are animated sprites. A good example of this is the Thunderforge. It has a rotating block that was rendered as an alternate sprite. You'd use this if you want the ship to have an animated section, and perhaps a section that unfolds. To do this, you make a render of the base image with the section that you intend to be an alternate being pure black. Make sure that it cannot be seen, and doesn't have any specular. A good way to do this is to assign a material with negative rgb values (-1,-1,-1). Basically, the animated section has to be a part of the background, but mask the sections of ship that it overlaps. Then you make a render of the animated section with the rest of the ship completely black. Again, no specular. You're now masking the animated sections of the ship with the parts of the non-animated section that overlap it. The reason is because the alternate sprites are displayed on a higher sprite level than the base sprite, and if you don't mask the two sections, you'll find that the sprite looks weird and totally wrong. This'll take a bit of experimentation, but not much.
For the glows and etc, you do the same thing as the alternate sprite. If you render at an angle, parts of the glows might get hidden. You render the glow and a perfectly black ship so that the ship properly masks the glows. The glows and lights are also on a higher sprite level than the base.
Anyway, I hope this helps. If you have any questions, just ask. If you want an example, I'd be glad to send you some stuff.
Matrix
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"Nothing is fool-proof to a sufficiently talented fool."