Yes, it's rotating on the Y axis, except not on its own Y axis. Otherwise it would continue to rotate cleanly when pitched 25 degrees down. At least, that's what common sense tells me.
I'll put another night into this. I haven't been doing 3d the last couple years and it's possible I'm not explaining this correctly. You should know I derived the code to load a 3ds file and parse through the models using your loop in Frustum Room example (Which was the perfect example for my experience - it took me just a day to generally understand what was going on). As it goes through the initObjects() loop, I set up and position each model. It seems from Jerome's replies that I haven't quite comprehended what is contained in what, and how local and global axis' interact in away3d. If I change the global axis for the whole scene in order to get the satellite's attitude right, then all the other models will be screwed up. So what containers can contain I'm still learning. Thank you very much guys for your time. I'll work on it and let you know. Vic On Apr 3, 5:22 pm, Fabrice3D <[email protected]> wrote: > 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. > > > -- > > To unsubscribe, reply using "remove me" as the subject.
