I wonder if someone can suggest an elegant way to do this: I have an ObjectContainer3D representing a table with 3 legs. As children of the table, I have many other nested Object3D's. I want to independently adjust the length of each of the 3 legs, and have the table (and its children) correctly rotate and translate to follow as the surface of the table rotates and translates.
I can think of one or two brute force ways involving nesting in ObjectContainer3D's 3 levels deep, but that would add a lot of overhead every frame. There should be perhaps a more elegant way using cross products of the three points on the table and transform matrices, but I can't figure out how to use Away3D methods for that. Does anyone have any clever suggestions? Thanks! Ralph
