rotations about local origin
Posted on 2007-10-01
I made a really simple propeller plane model out of a few boxes. I made a simple assembly class so when a transformation is applied to the body, the wings and everything else move with the body in the same motion, it works fine.
I want to make the propeller spin independently of the body. I tried applying a rotation matrix to it but then it gets detached from the body and goes spinning off elsewhere.
How can I write a RotateAboutOwnOriginX() function so the propeller in this case just rotates about its own origin?