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  1. Because setting the pivot is moving the mesh like you can see on the right side here: (I would like to rotate around the second sphere by only changing the pivot). I was wondering if it is possible to set the pivot but the mesh to remain in the same position.
  2. Hello everyone, In the example above, on the left should be exactly what's on the right. But, the mesh should stay in place, I don't want to change its position to compensate for the new pivot point. ajustPosition bellow should be 0. var offsetUnit=2; var ajustPosition=offsetUnit; var box1 = BABYLON.Mesh.CreateBox("box1", 2, scene); box1.position.z = -2+ajustPosition; box1.setPivotMatrix(BABYLON.Matrix.Translation(0, 0, -offsetUnit)); How to set the pivot point and keeping the mesh in place without changing its position?