About pivot points, consider these cases: 1. Create a plane and set its position to 0,0,0 2. Create a plane and set its position to 0,0,0 and it's pivot point to -5,0,0
aPlane.position = new Vector3D(0, 0, 0); aPlane.pivotPoint = new Vector3D(-5, 0, 0); // comment this line for case 1, uncomment for case 2 Currently the plane appears in exactly the same place whereas I would have expected that the plane from case 2 would have its (visual) center at 5,0,0 in world coordinates. It seems that currently the pivot point is only used as a reference for rotation, but not for position and scale. I have searched the mailing list and haven't seen any people making a post about this which confuses me... Am I doing something wrong? Or did a bug slip in the alpha version? Or is this actually a known issue? (Is there a list of known issues somewhere?) Addendum: My understanding of the pivot point: The pivot point of an object is the origin of the object's local coordinates. When translating the position of an object's pivot point you're actually changing every vertex position within the object by the inverse translation. When placing an object in the scene it's position is the position of the object's pivot point. When translating/rotating/scaling the object, all vertices are translated/rotated/scaled with respect to the pivot point. This seems to comply with what Rob Bateman wrote a long time ago: "the pivot point is like the registration point in a MovieClip - it doesn't move itself, but it affect the positioning of the contained geometry and the point around which it rotates relative to the geometry. if you want to move the pivot without moving the geomerty, you can combine a movePivot with a moveTo function: movePivot(100, 0, 0); moveTo(100, 0, 0); " (Or see http://groups.google.com/group/away3d-dev/msg/16d8f43d0f0ecfe9)
