> > If I understand you correctly what you want is for a Vector3d to be
> > facing the same direction.  Do you want the vector in local or world
> > coordinates?
> >
> > Assuming local coordinates then you could build a Transform3D using
> > your axis angle and then use it to transform a vector pointing along
> > the -Z axis.
>
> that's what i done but it doesnt work....
> I got the rotation matrix form axisangle and the multiplied the vector
> (0,0,-1) for
> this matrix....There are metedos to multiply a vector and a matrix?

Yes there are.  Look in Transform3D.transform(Vector3d).

Better luck this time.

--jon

>
> > If you want world coordinates then you need to apply your axis angle
> > to the TransformGroup, get its local-to-vworld transform, and then use
> > this transform to transform the -Z vector.
> >
> > good luck
> >
> > --jon

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