# How to rotate/position meshes independently

Hello,

I’m stuck doing something that seems like it should be kind of simple:
I want to set the absolute position and rotation (about that position) of a given mesh. That is the position should determine the center point of the mesh, and the rotation should determine rotation around that position.

but honestly none of them have made this any clearer.

Setting position is as easy as:
mesh.position = new Vector3(x,y,z)

I have tried applying the rotation with all of the following methods:
mesh.rotate()
mesh.rotationQuaternion = …

But none of them rotate around the position, instead they rotate around 0,0,0. Switching between local and global space doesn’t help either.

What is the ‘right’ approach to doing this? I tried saving the position elsewhere and then applying the inverse rotation to the position but this doesn’t have the desired results at all.

Thanks!

It turned out my problem was a bit simpler than that.

The way I was handling meshes was I would load the glb file then add all the meshes into a list. When I wanted to rotate/position that model I would apply the same rotation/position to all the meshes. This caused havok because some of the meshes were children of the parent and position/rotation propagate. I fixed my code to only add parent meshes to the list.

The other minor note was my surprise that:
mesh.rotation.x = …; // Does nothing
mesh.rotation = new Vector3(…); // Works

I suspect the answer is pretty simple, the first line probably works like this: (mesh.rotation).x = …; // Gets the rotation, changes one of the vector properties and then dumps the temporary vector.

Still it wasn’t what I’d expected initially.

I expect it is because of this Euler Angles and Quaternions - Babylon.js Documentation

Setting the rotation as a full Vector3 applies the null value to the rotationquaternion, just setting a x, y or z property directly will not trigger the null