Wired rotation behaviour of a model

Hey, I’m trying to rotate a model 180 degrees on the z axis before I add a RigidBodyControl to it. When I run the code the model strangely enough rotates back in its origin rotation. Could be a problem in my code, but I cant finde anything strange.



[java]//Loading the player mesh.

playerModel = new Node();

assetManager.registerLocator(“assets/”, FileLocator.class.getName());

playerModel = (Node) assetManager.loadModel(“Models/model/model.mesh.xml”);



//Animation

animControl = playerModel.getControl(AnimControl.class);

animControl.addListener(this);

channel1 = animControl.createChannel();

channel1.setAnim(“Swim”);

channel1.setLoopMode(LoopMode.Loop);

channel1.setSpeed(0.2f);



playerModel.setLocalScale(size);



//Rotate 180 degrees

Quaternion q = new Quaternion();

q.fromAngleAxis(FastMath.PI * 180 / 180, Vector3f.UNIT_Z);

playerModel.setLocalRotation(q);



playerPhysicsControl = new RigidBodyControl(new SphereCollisionShape(size));

playerModel.addControl(playerPhysicsControl);



pSpace.add(playerPhysicsControl);

playerPhysicsControl.setLinearDamping(0.2f);



//This is how the physics object is initialized. It is beeing attached to the root node on a different place in the code.

[/java]

Strange, normally the RigidBodyControl should read the location of the Spatial and set that as the physics location when the control is attached… Anyway, set the location/rotation using RigidBodyControl.setPhysicsLocation() and setPhysicsRotation(), that should work.