May seem obvious to everyone since I haven't found anywhere the information:
are we supposed to rotate doodads around (0,0,0), the center of the given boundingbox or the real center of the mesh?
May seem obvious to everyone since I haven't found anywhere the information:
are we supposed to rotate doodads around (0,0,0), the center of the given boundingbox or the real center of the mesh?
Last edited by eLaps; 06-06-2010 at 12:32 PM. Reason: typo
I first scale, then rotate and finally translate. So yes, rotate around (0,0,0).