I searched the forums but could not quite find what I was looking for:I want to make a series of 90
what about using
(I could be wrong, I am not a math wiz)
quaternion.fromAngleAxis( (float) Math.PI)/2, new Vector3f( 1, 0, 1 ) );
Also, try setting the local rotation based off the world rotation; since the world axis can't change orientation.
actually, I think you just need to use the local rotation and update it by quaternion muliplication, or possibly use LERP and compute the beginning and end rotations. Check out the testRTTSideBySide jME test, that shows an example of rotating an object around a single axis. Also, you might want research how to use quaternions and rotations.