(03-25-2020, 03:02 PM)abenedik Wrote: StandardTransform3D always rotates around (0,0,0).
This means that to rotate (and scale) your model correctly, the model (its mesh) needs to be defined in such a way that the center of the model (mesh) is at (0,0,0).
If you put a breakpoint to a line after the _duckModel3D is loaded and when the breakpoint is hit open the Immediate window. There write the following:
and you will get the details about the model - for example (here is only the first part):
Bounds: X: -0.16 Y: 0.00 Z: -0.11
SizeX: 0.32 SizeY: 0.30 SizeZ: 0.22
Center: X: 0.00 Y: 0.15 Z: 0.00
So the center of the duck is at (0, 0.15, 0) - ok when rotating around vertical axis (0,1,0).
Note that if you have a more complicated hierarchy of objects, you can also use _duckModel3D.DumpHierarchy()
I'm not sure that i understand it correctly. But i don't need to rotate the obj using his center but i need to rotate it using a fixed point on the view. Is it possible?
Maybe using a RotateTransform3D?