# Mesh plus Sprite rotation for Timbeeeeeeerrrrr

**URL:** <https://forum.kirupa.com/t/mesh-plus-sprite-rotation-for-timbeeeeeeerrrrr/330268>\
**Category:** programming\
**Created:** [December 21, 2012, 5:31pm UTC](https://forum.kirupa.com/t/mesh-plus-sprite-rotation-for-timbeeeeeeerrrrr/330268 "2012-12-21T17:31:59Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![FJW](https://avatars.discourse-cdn.com/v4/letter/f/ee59a6/32.png) [@FJW](https://forum.kirupa.com/u/FJW)\
**Post date:** [December 21, 2012, 5:31pm UTC](https://forum.kirupa.com/t/mesh-plus-sprite-rotation-for-timbeeeeeeerrrrr/330268/1 "2012-12-21T17:31:59Z")

</div>

Hi, I hope this is the correct forum for this question. I have a piece of simple code that puts a tree picture as sprite onto a mesh and displays it on the view. All I want to do is make the tree fall over, from a pivot point, like it was being cut down. Do I need to use containerObject3D? When I rotate the sprite it gets clipped by the mesh and if I rotate the mesh, nothing happens. I am using away3d 3.6 with Flash CS6. Best regards to all, FJW

```auto

//add the png as a sprite but FIRST add a mesh
            var treeTexture = new BitmapMaterial(Cast.bitmap(mTree));
            var mesh:Mesh = new Mesh();
            view.scene.addChild(mesh);
            var aTree:Sprite3D = new Sprite3D(treeTexture);
            aTree.scaling = 0.2;
            aTree.y = 30;
            aTree.x = 100;
            aTree.z = 100;
            mesh.addSprite(aTree);

```
