AlexMuir Posted October 28, 2018 Share Posted October 28, 2018 I'm completely stumped by my inability to rotate an imported mesh which is then cloned. It took me a long time to isolate the issue into a playground but I've finally done it and I'm sure one of you is going to tell me something obvious. I have a library of meshes (imported from GLB files). I clone a mesh and add it to the scene and I can set the rotation using clone.rotation = BABYLON.Vector3.FromArray([1,0,0]); The clone is successfully rotated, but almost immediately (on the next rendering call, I'm guessing) the rotation is lost on the clone. Which means that when I later set: clone.rotation = BABYLON.Vector3.Zero(); the object does not return to its original rotation. In other words, setting the rotation on cloned meshes seems to be cumulative. This behaviour differs from a built mesh which does exactly what I would expect. I have shown both examples in the playground - hopefully it makes more sense there! https://playground.babylonjs.com/indexStable.html#PN1NNI#97 Quote Link to comment Share on other sites More sharing options...
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