Newbie question: Rotate and translate?

Hey,



Let's say that I want to rotate my spatial object (like a box) using a standard Matrix3f.  Then, I want to translate my  box in its new relative x-axis (not the actual x-axis).  So, for instance, if I start at the origin (local or global), and I wanted to rotate about the Z-axis by 90 degrees followed by a 10 unit local translation, I would expect the box to be floating on its side 10 units above the origin (not to the left).



How would I go about doing this?  I have the following:



      Text3D bob3 = font.createText("blih", 1f, 0);
      bob3.setRenderQueueMode(Renderer.QUEUE_INHERIT);
      Matrix3f rotMatrix = new Matrix3f(0, -1, 0, 1, 0, 0, 0, 0, 1);
      bob3.setLocalRotation(rotMatrix);
      bob3.setLocalTranslation(new Vector3f(10f+bob.getWidth(), 0f, 0f));
      point.attachChild(bob3);



and the result?  My box/text translates to the left 10 units THEN rotates 90 degrees.  Can someone please help me? 

I'm not sure if it's the most effecient way of doing it in jME, but try this:



bob3.setLocalTranslation(bob3.getLocalRotation().getRotationColumn(0).mult(10f) );