Mike Williams <mik### [at] econymdemoncouk> wrote:
> What's happening is that the expression that follows the "rotate"
> keyword isn't the axis vector times the rotation amount. It's a sequence
> of three separate rotations around the x, y and z axes, and that doesn't
> happen to be the same thing in most cases.
>
> What you want to do is
>
> #include "transforms.inc"
> object {myobject transform {Axis_Roatate_Trans (myvector, 45)}}
Thanks Mike. Silly of me!!
--
Kaveh
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