Don't worry about it. The images are completely flat. I drew 1/4 of the image and paste it to 4/4. Then the art(?) has made. Mostly it is just gears, propellers, stuffs like that. Of course, it's has square border. Asymmetry isn't art...
Besides, my game doesn't need to consider various camera angle. Because it's full 2D.
Was meant more as a tip / note about alternative possibilities of rotation in VS.
My point about not needing many frames for actual rotation for a flat object such as a gear, windmill or propeller is that you only need to animate the turn between one gear tooth or propeller blade movement, then you just loop back to the first frame. The only way this is not possible is if the image contains unique texture or things draped on top of or attached to it. Maybe you have a windmill & it has flora growing on parts of it.
Objects["Propellers1_bedroom"]:to(1500, {Rotation = math.rad(360)}, easeLinearInOut, true, false)
Objects["Propellers2_bedroom"]:to(1500, {Rotation = math.rad(360)}, easeLinearInOut, true, false)
Objects["Gears1_bedroom"]:to(3000, {Rotation = math.rad(360)}, easeLinearInOut, true, false)
Objects["Gears2_bedroom"]:to(3000, {Rotation = math.rad(360)}, easeLinearInOut, true, false)
Objects["Gears3_bedroom"]:to(3000, {Rotation = math.rad(360)}, easeLinearInOut, true, false)
Objects["Gears4_bedroom"]:to(3000, {Rotation = math.rad(360)}, easeLinearInOut, true, false)
Objects["Gears5_bedroom"]:to(1500, {Rotation = math.rad(360)}, easeLinearInOut, true, false)
Objects["Gears6_bedroom"]:to(1500, {Rotation = math.rad(360)}, easeLinearInOut, true, false)