Jerome - Thanks so much for your response. The thing is, as I explained in my post, I went through all your suggestions already, and my problem isn't with getting other models to orbit another.
If you go to the link in my post above, I have that satellite rolling on its Y axis, but I have it also pitching down 25 degrees. The satellite should just rotate on it's own Y axis no matter how I pitch the model, but instead its wobbling (precession) because it's spinning around the scene's global Y axis instead of the satellite's local Y axis. I've tried many things you suggested plus more, as I explained in my post, But no matter what I do I can't get the satellite to rotate around it's own local Y axis. I thought for sure putting the satellite into it's own ObjectContainer3D would make a difference, but it doesn't, or I'm missing something. Do you have any other ideas? Thanks for your time - Vic On Apr 3, 1:29 pm, elguapoloco <[email protected]> wrote: > Hi, > > There are a few ways to set that up: First look at pitch(), yaw() and > roll() that rotate objects along their x, y and z axis. If that > doesn't work you can use an ObjectContainer3D to get better control on > things! To easily setup an orbiting object and have it rotate around > the center (like the earth) and it's local axis: > > satContainer = new ObjectContainer3D(); > addChild(satContainer); > > satOne = new SatOne(); > satContainer.addChild(satOne); > > // Now lets say I want to rotate my satellite along the x axis: > satOne.x = orbitDistance; > > // on render, tick, enterFrame... > // animate the rotation of the satellite around the x axis: > satOne.roll(.5); > // Animate the satellite container along the y axis to orbit around > the earth: > satContainer.yaw(.5); > > ath > > Jerome. -- To unsubscribe, reply using "remove me" as the subject.
