Cannot keep BitmapText and a Spatial seperate

I know this is probably a very beginner question, but with the tutorials down, I need the help. My program simply takes in a coin that I created in blender, and rotates it, while displaying some text. The program is basically a coin flip program that took about 10 minutes to write, and all I wanted to do is display the results while having a coin flip. My problem is that I cannot get the text to be stationary, no matter what I try, both the coin and the text rotates. I cannot get the Coin to just rotate, I have to use the rootNode, and therefor both the text and the coin rotates:

package mygame;

import com.jme3.app.SimpleApplication;
import com.jme3.font.BitmapFont;
import com.jme3.font.BitmapText;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import java.util.Random;
import java.util.Scanner;

/**
 * test
 * @author normenhansen
 */
public class Main extends SimpleApplication {
    static BitmapText toDisplay;
    static int heads = 0;
    static int tails = 0;
    //public static int count;

    public static void main(String[] args) {

        double count = 5;
        System.out.print("hello world");
        Scanner stdin = new Scanner(System.in);
        System.out.print("Are you ready to flip a coin?  Please type yes or no.\n");
        java.lang.String Playing = stdin.next();
        Random randomGenerator = new Random();      
        if("yes".equals(Playing)) {
            for (int i =0; i<100; i++) {
             count = Value();
             if (count == 0) { tails++;}
             else {heads++;}
            }
        }
        else { 
            System.out.print("You have chosen not to play, goodbye");
            System.exit(0);
        }
        System.out.print("Heads count: " + heads + ". Tails count:"
                + tails + ".");
        Main app = new Main();
        app.start();       
    }
    
    protected Spatial Coin;


    @Override
    public void simpleInitApp() {       
       Spatial Coin = assetManager.loadModel
               ("Models/coin.scene");       
       rootNode.attachChild(Coin);

       
       
       DirectionalLight sun = new DirectionalLight();
        sun.setColor(ColorRGBA.White);
        sun.setDirection(new Vector3f(-.5f,-.5f,-.5f).normalizeLocal());
        rootNode.addLight(sun);
        
        BitmapText results = new BitmapText(guiFont, false);

        
        results.setLocalTranslation(-3,-1,-1);
        results.setSize(0.5f);
        results.setText("Heads count: " + heads + ". Tails count:"
                + tails + ".");
        rootNode.attachChild(results);

    }

    @Override
    public void simpleUpdate(float tpf) {
        rootNode.rotate(2*tpf, 0, 0);

    }

    public static int Value() {
        Random randomGenerator = new Random();
        int randomInt = randomGenerator.nextInt(2);
        return randomInt;
    }
}

Nevermind, I fixed it:

package mygame;

import com.jme3.app.SimpleApplication;
import com.jme3.font.BitmapFont;
import com.jme3.font.BitmapText;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import java.util.Random;
import java.util.Scanner;

/**
 * test
 * @author normenhansen
 */
public class Main extends SimpleApplication {
    static BitmapText toDisplay;
    static int heads = 0;
    static int tails = 0;
    protected Spatial Coin;
    Node spatialNode = new Node();
    Node textNode = new Node();
    //public static int count;

    public static void main(String[] args) {

        double count = 5;
        System.out.print("hello world");
        Scanner stdin = new Scanner(System.in);
        System.out.print("Are you ready to flip a coin?  Please type yes or no.\n");
        java.lang.String Playing = stdin.next();
        Random randomGenerator = new Random();      
        if("yes".equals(Playing)) {
            for (int i =0; i<100; i++) {
             count = Value();
             if (count == 0) { tails++;}
             else {heads++;}
            }
        }
        else { 
            System.out.print("You have chosen not to play, goodbye");
            System.exit(0);
        }
        System.out.print("Heads count: " + heads + ". Tails count:"
                + tails + ".");
        Main app = new Main();
        app.start();       
    }
    
   


    @Override
    public void simpleInitApp() {       


       Spatial Coin = assetManager.loadModel
               ("Models/coin.scene");    
       rootNode.attachChild(spatialNode);
       spatialNode.attachChild(Coin);
       
       
       DirectionalLight sun = new DirectionalLight();
        sun.setColor(ColorRGBA.White);
        sun.setDirection(new Vector3f(-.5f,-.5f,-.5f).normalizeLocal());
        rootNode.addLight(sun);
        
        BitmapText results = new BitmapText(guiFont, false);

        
        results.setLocalTranslation(-3,-1,-1);
        results.setSize(0.5f);
        results.setText("Heads count: " + heads + ". Tails count:"
                + tails + ".");
        rootNode.attachChild(textNode);
        textNode.attachChild(results);
        

    }

    @Override
    public void simpleUpdate(float tpf) {
        spatialNode.rotate(2*tpf, 0, 0);

    }

    public static int Value() {
        Random randomGenerator = new Random();
        int randomInt = randomGenerator.nextInt(2);
        return randomInt;
    }
}

The tutorials are in the SDK manual, just press F1