looks like your model has already some rotations applied in its own object 
space.

Fabrice

On Apr 3, 2010, at 9:19 PM, Vic wrote:

> 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.
> 
> 
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