Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: "center" Date: Fri, 03 Jul 1998 19:17:53 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <359D2050.260F151B@ndirect.co.uk> References: <35911bf4.80589781@news.scea.sony.com> <6n90bb$51f1@scea> <6n90jv$51f2@scea> <35981f6f.2562571@www.netyaroze-europe.com> <6nb27j$57l1@scea> <35991766.21448877@www.netyaroze-europe.com> <35996341.369809336@news.scea.sony.com> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin0-01.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Jamin Frederick wrote: > That's ok, I appreciate the descriptive reply, thanks. > > I thought of another way to do it as well, although it's probably not > as straightforward. > > You could parent your object to a null object (no polygons, or at > least very small ones), with the object offset from the origin of the > null object. Then if you rotate the null object, you will get the > result with the null obect origin being the pivot point. > That's the way I'd go about it. These null objects are often known as "dummies". > The tricky part is having to manage two coordinate systems, especially > when you want to rotate your object around its own center again, and > the translation that has to be done to get this scheme to work. > It's not a problem to rotate the object around it's own center again, but I think I see what you're getting at. You now have 2 pivot points - the dummy being the master pivot. The problem should only arise if you need to "detach" the object from the dummy. Herbs