I think you have a conceptual misunderstanding here.  The transform in this
context is not a mathematical action, like multiply or divide, but rather a
variable like x or y.   Specifically, the transform is a representation of a
4x4 matrix. Your code is the equivalent of saying:

    int x;
    x = 1;
    x = 2;
    x = 3;

Obviously the final value of x is 3 and not 6 or something else.  Each of your
statements sets the transform variable (a matrix) to a value which when
multiplied by a point, would have the effect of rotating that point about the
x, y or z axis respectively.  It is possible to multiply transforms to form
cummulative effects.  Example:

  Transform3D transFinal = new Transform3D();
  Transform3D transX = new Transform3D();
  Transform3D transY = new Transform3D();
  Transform3D transZ = new Transform3D();
  transX.rotX(15);
  transY.rotY(15);
  transZ.rotZ(15);
  transFinal.mul(transX);
  transFinal.mul(transY);
  transFinal.mul(transZ);

This code would take a transform and them modify it to create a new transform
which, when multiplied by a point, would have the effect of a rotation about x,
then y and finally z (order IS important).
    In Java3D, the transform (a variable) is generally associated with a
TransfromGroup node.  When the scene graph is traversed for rendering, that
transform is used to modify the orientation of all the points below the node to
generate the final screen image.
            Hope this helps some - Gary

Fiasco wrote:

> It seems when I use one of the Transform3D().rot functions, it erases any
> previous rot I do.
>
> For example
> Transform3D trans = new Transform3D();
> trans.rotX(15);
> trans.rotY(15);
> trans.rotZ(15);
>
> It seems that only the last one called takes effect.  Is this right?
>
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