Originally posted by NeoBender:
You may very well be giving me the right information, but let me just clarify (for both of us) what I mean to make sure of it. I have a leg made up of two parts. The upper leg (the thigh of a real leg) rotates at an angle 'a' (through an animation, not all at once) around the joint it makes with the table top, and conversely, the lower leg (the calf of a real leg) rotates at an angle -a around the joint it makes with the upper leg.
Basically, I think I need to make the joint point (in other words, the bottom middle point on the upper leg) the 0,0,0 point for which to rotate the lower leg around.
Does this make sense (I'm very beginner at this)? Are you suggesting that I move the entire scene such that the knee joint is at 0,0,0 in the coordinate system, rotate the lower leg, and then translate back? That makes sense, and it's what I've been trying to do, however, as the upper leg rotates, I lose the new coordinates of the knee joint. I can easily rotate the lower leg around where the knee was originally.
Thanks a ton for your help.