If your are using a SimpleUniverse, the viewpoint is on the Z axis,
a few meters from the X-Y origin. This is a right-handed system,
so you are looking at X axis + to the right, and Y axis + going vertical.
Most examples show you how to rotated about the Y axis. If you do,
then your objects will turn like a revolving door. If you rotate about Z,
your objects will turn like a clock hands. And if you rotate about X,
then your objects will turn like a pig on a barbeque (you can tell that
I'm getting hunrgy). You can rotate about a set of abitrary axes. This
is done by multipling transformation matrices together in the reverse
order of the sequence of angles for each axis. I like to use yaw, pitch,
roll for rotation about the Z, Y and X axes.
With that in mind, what are you trying to do?
> ----------
> From: Nicolas Thiessen[SMTP:[EMAIL PROTECTED]]
> Reply To: Discussion list for Java 3D API
> Sent: Thursday, March 30, 2000 2:12 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] RotationInterpolator
>
> Hi, i'm trying to use the RotationInterpolator to rotate a scene, but
> i'm having trouble setting the rotational axis. It doesn't behave the
> way i thought it would. Could some one please explain how i set the
> AxisAngle to rotate around differing axis properly? the documentation
> doesn't say much... to me anyway.
>
> thanks,
> nic
>
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