I'm afraid that wouldn't work. The point is, the "fixed" display setting affects both the display when in an item frame and during the animation, and in effect appears to be inverted, as irrespective of which way the model truly faces, if the "fixed" display rotation is set to one value, for example 0, the item frame shows one side (http://i.imgur.com/cfN93UZ.png), and the main segment of the animation shows the opposite (https://gyazo.com/b6f412affae23d98260c356af138712e). If nothing else, only the "fixed" display rotation is modified to show the inverse, so in this case 180, the item frame shows the side that was shown during the animation the first time (http://i.imgur.com/jEnSOcq.png), and the animation shows the side that was shown in the item frame (https://gyazo.com/fe187d2603d649922deed409d41a9ed8). Again, this happens regardless of the model's original orientation. This is testable using the resourcepack I've attached, which uses a different colour wool for each face of a simple cube. When in an item frame, the cube shows one face, but when the animation is triggered, the main swoop shows the complete opposite side, as evidenced when the item is dropped, to make all sides visible.
Glad that's sorted out then 🙂 No problem about the paragraph, I'm just glad it's fixed 😛