>My apologies if I'm merely restating the problem, but it seems like that >rotation fn shouldn't be too difficult for someone versed in pi and sines >and cosines. > Jay, The rotation function (in 2D) is: X# = oldX# * cos(anangle#) - oldY# * sin(anangle#) Y# = oldX# * sin(anangle#) + oldY# * cos(anangle#) where anangle# is an angle in radians. This is then applied in each plane (I think????) ie the XY,XZand YZ planes where the other part doesn't change ie in the XY rotation (rotate around the z axis) the Z coord doesn't change and so on. Thanks for the ideas. Bernie has sent me one that might work which I'll give a go first, yours sounds like what I was trying which was giving me incorect answers. Once again, thanks, Regards, Ashley ~)~ ============================================================= Ashley Butterworth Email: macbse@... ============================================================= _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com