You need two TransformGroups like this:

    TG1 -- TG2 -- [Objects]

   Apply translations to TG1, and apply rotations to TG2. Doing so you will
achieve what you're looking for, I think .... ;)

   V�ctor

Jason Taylor ha escrito:

> 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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