If the pivot point of the wheel is done correctly, you can use the local rotation to rotate on it’s local axis.
TBH, it be easier to separate the wheels from the rest of the car model (so two separate FBXs) and make the wheels separate entities. This will give you more control of where and how they rotate.
It depends on how they’ve been modelled and where the pivot point/origin is. As they are part of the single model, you have no control on changing it if it is wrong hence why it be a lot easier to work with them if they are separate meshes and entities.
I would first work out where the pivot/origin for the wheel meshInstances are. The easiest way I can think of doing this is to create several visible entities into the scene (one for each wheel) and move them to the meshInstance node world position of each wheel.
OMG, my macbook air 2013 still works fine (both chrome and firefox) for this 140k triangles model.
I would first work out where the pivot/origin for the wheel meshInstances are.
As theire world transform matrix are identity, so the pivot/origin are all at [0, 0, 0] ?
The easiest way I can think of doing this is to create several visible entities into the scene (one for each wheel) and move them to the meshInstance node world position of each wheel.
Just had a quick look, yes all the parts have their origin as the middle of the whole model (0, 0, 0) which means that everything will be rotating around the center of the car.