An easier way IMO is to set the mesh’s pivot point to the point that you want to rotate around and then use the createAndStartAnimation helper to simply animate rotation.x from 0 to numRotations * TwoPi, with ease in and ease out. Below for example you can adjust the value 40 to adjust the speed and change the value 5 to however many full 360 degree rotations you want.
Yeah, I realize later that where I treat as “speed” was the angle, and that the rotateAround is cumulative, so, off course, values like 1 and 0 are not compatible with the final angle.
Many thanks!