Hi. Yes i'm using the applyRotations method from the MeshHelper, what
it does is that when the rotation is greater than 360, for example
370, it becomes 10. Btw, i'm calling it in an ENTER_FRAME event.

On Apr 26, 10:35 pm, Fabrice3D <[email protected]> wrote:
> I have typed quite few methods, but i think i've reintroduced applyRotations 
> in MeshHelper
> (if not remind me)
> basically it resets the rotations to 0 and applies the rotation directly to 
> vertices.
>
> There are other ways, this is one.
>
> Fabrice
>
> On Apr 26, 2011, at 6:53 PM, Choons wrote:
>
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>
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> > if the object or container is a child of the view (stage) then
> > rotation is essentially global. rotationX, rotationY, and rotationZ
> > rotate with respect to the parent axis, and pitch, roll , and yaw
> > rotate on local axis. Any rotation should be possible by nesting and
> > moving pivot points. Also, nesting is good for preventing gimbal lock
> > issues
>
> > On Apr 26, 11:26 am, rjgtav <[email protected]> wrote:
> >> hi.  i.ve already read that in away3d 3.6 it wasnt possible to rotate
> >> an object around a global axis. Is this possible in broomstick?
>
> >> By rotating around a global axis, i mean rotating an object around an
> >> axis that doesnt rotate/change as the object rotates.

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