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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