Is there anyway to rotate an entity around an arbitrary point that is NOT its own parent’s position or its own model’s pivot point?
It just that currently having to reparent,move,reposition,rotate and tween etc is unwieldy and complicated especially when as well the transform from the new parent gets inherited. In fact in my current situation it practically impossible. eg. In my gameI click on an object which has collision which is a child of a group of objects. That object tweens to a position then I need to generate a central pivot point from that object and any children of that object and then make that pivot the parent of all those objects…Then rotate the pivot.??? If this sound complicated in theory its even worse in practice because when reparenting things inherit transforms.
You will have to study the engine source code, but I think it will be equally math involved. Usually what devs do is what you did before, use a dummy hidden entity.