Rotating an object about it's own axis is easy.  This
is what you're doing in the Java3D Tutorial, chapter
1.  The only difference really is that the object is
sitting at the origin...so it is also rotating about
the origin.

To rotate an object about it's own axis, but away from
the origin, you simply add a second TransformGroup.

(BG)--(TG1)--(TG2)--/S\

In the above diagram, TG1 would be a TransformGroup
object that translates the object to its location.
TG2 is a TransformGroup that handles the rotation.

If you're familiar with OpenGL, it's done in a very
similar way.  In OpenGL, you rotate the object first
because the object is always placed at the origin.
Next you translate the object away to its location in
space.  If you read the diagram above backwards (in
OpenGL, you draw backwards, too) you'll see it's doing
the same thing.

*  Shape is drawn at 0,0,0.
*  Shape is rotated by TG2.
*  The rotated Shape is then translated by TG1.


--- Fergus Murray <[EMAIL PROTECTED]> wrote:
>  As it happens I, too, would like to
> rotate my objects around
> their own axes but am having some trouble.


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