# Rotation in BaseGame

Hello.

I was studding tutorial, and HelloAnimation.java file.

I modify this file to have only one Box which is rotating.

And it works correctly, but when I copy and paste this to file where I have BaseGame it doesn't work

Here is my file from SimpleGame:

```public class test extends SimpleGame {     public static void main(String[] args) {        test app = new test();         app.setDialogBehaviour(AbstractGame.ALWAYS_SHOW_PROPS_DIALOG);         app.start();     }     protected void simpleInitGame()     {                 // I create a box and attach it too my lightnode.  This lets me see where my light is        Box b2=new Box("Blarg2",new Vector3f(-.5f,-.5f,-20.5f),new Vector3f(.5f,.5f,-19.5f));         b2.setModelBound(new BoundingBox());         b2.updateModelBound();         rootNode.attachChild(b2);         // I create a controller to rotate my pivot         SpatialTransformer st=new SpatialTransformer(1);         // I tell my spatial controller to change pivot         st.setObject(b2,0,-1);         // Assign a rotation for object 0 at time 0 to rotate 0 degrees around the z axis         Quaternion x0=new Quaternion();         x0.fromAngleAxis(0,new Vector3f(0,0,1));         st.setRotation(0,0,x0);         // Assign a rotation for object 0 at time 2 to rotate 180 degrees around the z axis         Quaternion x180=new Quaternion();         x180.fromAngleAxis(FastMath.DEG_TO_RAD*180,new Vector3f(0,0,1));         st.setRotation(0,4,x180);                 // Prepare my controller to start moving around         //st.interpolateMissing();         // Tell my pivot it is controlled by st         b2.addController(st);         rootNode.attachChild(b2);     } }```

this same code I was trying to put in "initGame()", after i run app I see my box, but it doesn't rotate like in first example.

Thanks in advice for any help.

Are you making sure you call updateGeometricState(tpf, true); on the rootNode during the update() method?

Also, BaseGame does not call simpleInitGame, that is a SimpleGame only method. If you want to do this, you will need to overwrite the update in BaseGame to call this function.

I have update in my BaseGame, and I change it like this:

```   protected void update(float interpolation) {       //update the time to get the framerate       timer.update();       interpolation = timer.getTimePerFrame();              scene.updateGeometricState(0.0f,true); }```

I'm not realy sure is that all I need? And if time (0.0f) is correct, but I also try some other numbers.

Ideally Vasquez21 you'd want to pass the interpolation into the updateGeom method:

``` protected void update(float interpolation) {    //update the time to get the framerate    timer.update();    interpolation = timer.getTimePerFrame();           scene.updateGeometricState(interpolation, true); } ```

My understanding is that this value is used to determine how much to rotate/translate nodes when using things like SpatialTransformer.

Ohhhâ€¦ that was pretty simple

Thank you for help.