Stefan,
My guess is that you will have to derive your own class from
RotationPathInterpolator so you can write your own processStimulus.  Something
like this should work: (note this is pseudocode)
void processStimulus (criteria)
{
    translate object to offset position;
    super(criteria)
    translate back;
}

You first have to translate the part accordingly (so that when
RotationPathInterpolator's processStimulus is called, the origin of the object
will be at one of the ends, not the middle), apply the rotation (i.e. call
super()), and translate back.

Hope this helps,
-guillermo

Stefan Klaetschke wrote:

> Hi,
>
> I have created a virtual character who can walk around the scene using
> the rotationpathinterpolator. But the movements don't look very nice,
> because the rotation point of all rotating elements (e.g. body, thigh,
> lower leg, etc.) is situated in the middle of these elements. So for
> example the lower leg detaches from the thigh, while it's rotated,
> because the rotation point is anyplace on the shinbone and not on the
> interface between lower leg and thigh as desired.
>
> I'm looking for a possibility to change the rotation point. The
> rotationpathinterpolator doesn't support this methode. It think it's
> easy to solve, but I don't know how ...
>
> Any suggestions?
>
> Thanks,
> Stefan
>
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