well, at some point you will have to adapt your code, Away can help
you a lot,
but we cannnot possibly cover all 3d problems.
Fabrice
On Sep 24, 2008, at 8:57 PM, ron wrote:
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