I made an example of how you can rotate the shapes, in general I would recommend you to use individual transformations instead of using the transform node, it is my experience that it helps most people understanding what is going on in what order.
Brilliant! But, unluckily, I cannot do what you say… It is a good idea, but I need to really transform the coordinates of each points. The real situation is way more complicates, the patch here is only a simplification.
Let’s say I have something like this:
and the point called “center” is moving every time
mmmm the things is like this:
randomly fixed a centre, the objects make a full rotation (360 degrees) around the green axis (centre-ojbect). Then after a while, a new centre is choose, and again there is a new green axes and a new rotation. But during the rotation the centre not move, an so don’t does the axes
Perhaps quaternions are the answer… I don’t know anything of them. I got it to a point currently, where we need to have some sort of memory of the rotation… so thinking about something with a framedelay, but that will change the structure quite a bit I think.
the attached patch has it as far as I could get without framedelay… perhaps some thinking tomorrow will bring it a bit further.