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  1. #1
    eLaps's Avatar Active Member
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    Rotation origin

    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

    Rotation origin
  2. #2
    caytchen's Avatar Contributor
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    I first scale, then rotate and finally translate. So yes, rotate around (0,0,0).

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