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

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