Thx for replying!. I just try the applyRotations() function. And this is the problem I see..
My objects are all "cloned" out of a single master object. What I see is that when I call that applyRotations() function of a rotated object, all instances got rotated.. the rotations however is correct. Is there any easy/built-in way to work around that?? Ronald On Sep 24, 11:23 am, Fabrice <[EMAIL PROTECTED]> wrote: > then use myOb as Mesh.applyRotations(); > > Fabrice > On Sep 24, 2008, at 7:21 PM, ron wrote: > > > > > Actually, let me rephrase that.. > > > I don't want my object to rotate using the model's coordinate system, > > since it has its own pivot.. > > > I just want when I rotate the cube, its own coordinate system will not > > rotate also. > > > Ronald > > > On Sep 24, 10:11 am, ron <[EMAIL PROTECTED]> wrote: > >> Hi, > > >> I am trying to rotate a object3d, and neither using rotationX/Y nor > >> pitch/yaw gives me the result that I expect. > > >> The issue seems that these functions will rotate the object's own > >> coordinate system. > > >> For example, when I rotate the obj around the y-axis (a horizontal > >> rotation), then I want to rotate the object around the x-axis. At > >> this > >> point, from my point of view, the x-axis become the z-axis and the > >> rotation looks to me like it is rotating around the z-axis. > > >> Are there functions that allow me to rotate object, but using the > >> whole model's coordinate system? Since these rotation actions are > >> initiated by user (me), it only makes sense if it rotates according > >> to > >> the global coordinate system. > > >> thx. > >> Ronald
