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
>

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