i've got a sphere at (x, y, z). if i want it to rotate around (a,b,c)
the most intuitive thing would be to add this line of code
sphere.pivotPoint = (a, b, c) and the sphere would rotate starting
from (x,y,z) around (a,b,c)
You are right,
If of any relevance atm, pivotpoints are on our (long) improvements todo list...

Fabrice

On Sep 30, 2009, at 11:03 AM, claudiul25 wrote:


yes i knew that contezero, but it's not intuitive, here's an example
that  is real, it's been tested

i've got a sphere at (x, y, z). if i want it to rotate around (a,b,c)
the most intuitive thing would be to add this line of code
sphere.pivotPoint = (a, b, c) and the sphere would rotate starting
from (x,y,z) around (a,b,c)

but to get that effect i have to move the sphere at (a,b,c) and then
move the pivot point at (x,y,z) and then it rotates..... i think it's
a bug

and the objectContainer3D is kind of getting in your way. the object3d
should be a container by itself so you could write something like this

object3d1.addChild(object3d2) or object3d2.parent = object3d1. instead
you have to control the hierarchy movement and rotation through a
objectcontainer...

what do you say?

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