Well now I see why there are no takers on this one! There just is no easy answer.
I was able to rotate a cube primitive, applyrotations in a function, and track the rotations in variables. This would work great except that I'm using imported meshes. It does not look like you can rotate and call a function that applies rotation and keep on going. Actually the mesh would stop rotating at all! Why is there diff results for meshes when you applyrotations? To find a solution for my project, is there a way to rotate the heck out of a mesh and then tell when it is back to its original starting position? (I would like to randomly rotate the meshes at the start). Maybe I can check vertex positions or attach little objects and check their positions. On Nov 17, 10:49 pm, doyaydesign <[email protected]> wrote: > I've seen other posts about objects rotating but haven't found a > solution to my situation. > > I'm creating a puzzle by importing dae objects. A big part of this is > rotating the objects xyz, maybe several times, and when they reach a > certain rotation combination an action is taken. But because rotation > xyz and pitch/yaw/roll are local, it appears they rotate their > coordinate axis and eventually they don't rotate on the expected axis. > I need to have the objects always rotate on the global axis. > > Since it is dae objects (from one file), I parse it into an > ObjectContainer3D, then getchildren and put them into their own OC3D > to add to scene and rotate. > > I tried putting them all into another parent group OC3D but doesn't > work. Can't use applyRotations because I need to read the rotation > values to trigger the action. > > Has anyone experienced this and found a solution? Ideas welcome! > > thanks
