If I understand correctly, you have a part with a lot of big shape3d
objects and a part with a few small shape3d objects.  Now, for the large
geometries part, will all the geometries change at the same way at all
times?  If they do, I would suggest you write your own universe class to
allow for movements (rotations, translations, and zoom) of the camera.
Then, for every manipulation of the camera, do an equivalent manipulation
of the "constant" part.  This way it will appear as if it never moved.
Your program will be faster due to the lesser amount of transform changes.

For example, if you need to translate all of the (large) geometries by 4
meters along the positive x-axis, you can translate the camera and the few
small objects by 4 meters along the NEGATIVE x-axis.
Does this help any?  Sorry, I'm not sure if that's quite what you are
asking about...
Paraskevas

--- david Xia <[EMAIL PROTECTED]> wrote:
> Hi,
>
> When using OrbitBehavior, it has two constructors
>   1)OrbitBehavior(Canvas3D c)
>   2)OrbitBehavior(Canvas3D c, int flags)
>
>   I have a Canvas3D which contains two main parts, one part contain a lot
> of
> Shape3Ds,the other part is a different Shape3D. Due to large geometry
> nodes,
> I want to navigage the scene ,but I only want to
> navigate(rotate,zoom,translate) to see the first part mentioned,the other
> part I hope it remains the same position no matter how I navigate the
> first
> part
> (large geometries). How can I achieve this goal? I thought of using
> PickRotateBehavior,PickTranslateBehavior,PickZoomBehavior,but it will be
> expensive to deal with a lot of geometries with respect to performance.
> Another idea I think of is to put the second part in another Canvas3D?
> how
> to deal with multiple canvas3D by SimpleUniverse?
>
>   Is there a good way to do this?
>
>
> best regards,
> David
> _________________________________________________________________
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