Hi folks, Another question regarding the use of interpolators to move objects. Basically, I have a process feeding me coordinate position information (e.g. x0244 means move to position 244 on the x axis). If the object is sitting at x 200, I setup a PositionPathInterpolator with knots = {0.0, 1.0} and positions at (200, y, z) and (244, y, z). Here is the psuedo code while (true) get coordinate position build alpha (a), knot[], position[] build axisoftranslation Transform3D build PositionPathInterpolator (PPI) set PPI bounds create behavior BranchGroup (bbg) ALLOW_DETACH bbg.addChild(PPI) objectTransformGroup.addChild(bbg) boolean moving = true while (moving) if (a.finished()) moving = false bbg.detach I am getting very strange results. Typically, the first time through the main loop, the object moves. After that it does not move anymore. Here are a couple of my conclusions: 1) It looks like the Alpha object is NOT resetting everytime. I checked using a.value() and after the first iteration, the value is always 1. How do I ensure that this is reset?? I am constructing these objects each time through the loop ( a = new Alpha(.....) and ppi = new PositionPathInterpolator(....) ) 2) Maybe there is something going on with the PositionPathInterpolator. Should I attach the BranchGroup to the object TransformGroup before I add the PPI to the BranchGroup??? Or am I doing this correctly to begin with???? 3) Lastly, can someone explain/point me to docs that explain SchedulingBounds???? I'm not sure I have a good grasp of this concept and that may be causing problems as well. Many thanks -Mark __________________________________________________ Do You Yahoo!? Yahoo! Shopping - Thousands of Stores. Millions of Products. http://shopping.yahoo.com/ =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".