Using .getWorldTranslation() resets mesh translation [SOLVED]

Code:

    public ThrownGrenade(SimpleApplication app, Weapon weapon, Vector3f direction, Spatial mesh) {
	super(app, weapon, direction, mesh);
	this.length = super.getLength();
	this.speed = super.getSpeed();
	this.direction = super.getDirection();
	System.out.println("mesh local translation:" + mesh.getLocalTranslation());
	System.out.println("mesh parent:" + mesh.getParent());
	System.out.println("parent local translation:" + mesh.getParent().getLocalTranslation());
	System.out.println("parent world translation:" +  mesh.getParent().getWorldTranslation());
	Vector3f pos=new Vector3f(1, 1, 1);
	pos= mesh.getWorldTranslation();
	System.out.println("Pos: "+pos);
	this.mesh = (Node)assetManager.loadModel(WeaponData.weaponMeshPath[weapon.getWeaponId()]);
	//this.mesh.setLocalTranslation(worldPos);
	//this.mesh.setLocalRotation(worldRot);
	Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
	mat.setTexture("DiffuseMap", assetManager.loadTexture(WeaponData.weaponMeshTexPath[weapon.getWeaponId()]));
	this.mesh.setMaterial(mat);
	rootNode.attachChild(this.mesh);
	BulletAppState bas = app.getStateManager().getState(BulletAppState.class);
	CylinderCollisionShape shape = new CylinderCollisionShape(new Vector3f(1, 2, 1).mult(.25f), 1);
	rigidBody = new RigidBodyControl(shape, WeaponData.mass[weapon.getWeaponId()]);
	this.mesh.addControl(rigidBody);
	bas.getPhysicsSpace().add(rigidBody);
	rigidBody.setCcdSweptSphereRadius(.01f);
	rigidBody.setCcdMotionThreshold(.0001f);
	rigidBody.setLinearVelocity(this.direction.mult(25));
}

Output:

    mesh local translation:(0.0, 0.0, -0.0)
    mesh parent:Root Node (Node)
    parent local translation:(0.0, 0.0, 0.0)
    parent world translation:(0.0, 0.0, 0.0)

All runs basically the same, no errors occur.

And now you know why mesh has 0,0,0 as a world translation. Because it’s world translation is 0,0,0

The mesh (grenade) is attached to the characher’s hand via control therefore following it around. Does that not change its transform if the hand moves?

No it’s not. It’s attached to the root node. Your output proves it.

Now I get it. Thanks a lot!