The rotation interpolator (actually, it's the Transform3D.rot?() call)
overwrites the entire contents of the transform, including the
translation.
Set up your scene like this:
TransformGroup #1 - target of rotation interpolator, parent of TG #2
TransformGroup #2 - translate to 2,2,2, parent of shape3d
Shape3D ( or whatever geometry )
Actually, when it comes to doing orbits, I ended up making my own
OrbitInterpolator to handle the rotation/translation pair.
-Lee
> -----Original Message-----
> From: Zak [mailto:[EMAIL PROTECTED]]
> Sent: Friday, January 26, 2001 3:38 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Question about Rotations
>
>
> I am trying to place an object in its own Locale at (2,2,2).
> Now I place a
> Rotation Interpolator on it and it goes to (0,0,0) and rotates.
> I want to simulate the moon rotating on its own(in its own
> Locale), the
> earth rotating on its own in its own Locale, while in the
> Universe Locale.
> Can I get the RoationInterpolator to Interpoloate on the
> Locale Coordinate
> System?
>
>
> Amund Ricto
>
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