Hey Guys I actually figured out that the Pivot Point offset problem with 3d smax model for example is because your model is not centered to Max worlds's x,y,z zeros
On Wed, Sep 30, 2009 at 11:19 AM, Fabrice3D <[email protected]> wrote: > > 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? >> > >
