Jerome -

Thanks so much for your response. The thing is, as I explained in my
post, I went
through all your suggestions already, and my problem isn't with
getting other
models to orbit another.

If you go to the link in my post above, I have that satellite rolling
on its Y axis, but
I have it also pitching down 25 degrees. The satellite should just
rotate on it's own Y axis no matter how I pitch the model, but instead
its
wobbling (precession) because it's spinning around the scene's global
Y axis instead
of the satellite's local Y axis.

I've tried many things you suggested plus more, as I explained in my
post, But no
matter what I do I can't get the satellite to rotate around it's own
local Y axis.
I thought for sure putting the satellite into it's own
ObjectContainer3D would make
a difference, but it doesn't, or I'm missing something.

Do you have any other ideas?

Thanks for your time -

Vic

On Apr 3, 1:29 pm, elguapoloco <[email protected]>
wrote:
> Hi,
>
> There are a few ways to set that up: First look at pitch(), yaw() and
> roll() that rotate objects along their x, y and z axis. If that
> doesn't work you can use an ObjectContainer3D to get better control on
> things! To easily setup an orbiting object and have it rotate around
> the center (like the earth) and it's local axis:
>
> satContainer = new ObjectContainer3D();
> addChild(satContainer);
>
> satOne = new SatOne();
> satContainer.addChild(satOne);
>
> // Now lets say I want to rotate my satellite along the x axis:
> satOne.x = orbitDistance;
>
> // on render, tick, enterFrame...
> // animate the rotation of the satellite around the x axis:
> satOne.roll(.5);
> // Animate the satellite container along the y axis to orbit around
> the earth:
> satContainer.yaw(.5);
>
> ath
>
> Jerome.


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