Futher investigation....

It seems that by default all rotations are around 0,0,0 on the Y axis,
how do I apply a rotation to a TransformGroup that is not located at
0,0,0 so that the object it contains stays where it was and spins
around?

I tried this but ended up with objects moving to 0,0,0 and then
orbiting to one side of the previous object, this looks nice but isn't
very usefull at the moment. :)

Create alpha
Create colorInterpolator and material
Create array of 301 rotationInterpolators RotInt[]

For (int i=1;i <= 300; i = i+1)
   Create TransformGroup TG
   Create Shape3D from Data[i] and material
   Set transform of TG from Data[i]
   Add Shape3D to TG
   Add TG to ObjRoot
   Create RotInt[i] from alpha, TG *AND* transform of TG
   Add RotInt[i] to ObjRoot
End For Loop
Add ColorInterpolator to ObjRoot

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