The transforms are always applied to the base geometry points. This means you can translate and rotate at the same time. If however you have different sub objects you want to rotate in a separate fashion (i.e. arms and legs of an avatar) then you would put those seperate items into their own transform group, apply the translation and rotation to get each piece in proper relation to one another, then put all these groups into one transform group to move the whole lot to a new place in your world. Hope that made sense. Dave Yazel > ---------- > From: Raymond Lau[SMTP:[EMAIL PROTECTED]] > Reply To: Raymond Lau > Sent: Thursday, August 24, 2000 8:23 AM > To: [EMAIL PROTECTED] > Subject: [JAVA3D] How to set and change oring of a shape or > transformgroup. > > Hi, > > I am a Java3D newbie. I am starting to grasp the making of the shape3D and > geometry, but I still don't know how to set the orgin of the object to > what I want and change it when ever I need it at run time. > Because If I can set the orgin at run time. I won't need as much > calculation to work out the pivot point of each attach object when > rotating them against each other. > > Also Is it possible to attach transformGroup to another with a specify set > coordinate, so a simple addchild function can do the job? > > yours sincerely > > Raymond Lau > =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
