Andy,
If you set up a structure like
universe
locale
|-BG1
|-TGc
|- view ("camera")
|-TG1
|-TG2
|-Cube1
|-TG3
|-Cube2
and you change the 'rotate' part of TG1, then the cubes rotate (as a group)
about TG1's axis. If you want each cube to rotate about its own axis, then
you tweak TG2 or TG3. If you want those motions to be synchronized, then
you must synchronize TG2 and TG3 yourself.
If you want to break up the TGs into translate and rotate parts just to keep
better track of things,
...
TG1trans
|- TG1rotate
|- TG2trans
|- TG2rotate
|- Cube1
|-TG3trans
...
it won't cost you anything if you compile().
> I'm a little confused.
> I then create a group and add a transformgroup(rotation) to it.
So am I. I'd recommend that you just take the brute force approach of
building the scene with addChild()s, and leave the 'grouping' for later
after you're more sure of how the scene works.
Advice is usually worth what you pay for it.
Fred Klingener
Brock Engineering
----- Original Message -----
From: "Andy K" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, December 05, 2000 10:05 AM
Subject: [JAVA3D] Rotating multiple Objects
> Hi..
>
>
> I've worked my way gradually through the sun tutorial but am now stuck.
> What I wish to do is rotate a number of objects around a central local
> axis (Local the the group of objects that is).
> ...
===========================================================================
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".