void NxMeshManager::SetPivotTransform( Ogre::MeshPtr mesh, const Nx::Vector3 & Position, const Nx::Quaternion & Rotation, const Nx::Vector3 & Scale )
{
	//from mesh magick / mit licence
	 Nx::Matrix4 transform = Nx::Matrix4::IDENTITY;
	 Nx::Vector3 translate =  Nx::Vector3::ZERO;
	// Apply current transform to the mesh, to get the bounding box to
	// base te translation on.
	AxisAlignedBox aabb = getMeshAabb( mesh, transform);
	//if (alignment == "left")
	//{
	// 	translate = Vector3(-aabb.getMinimum().x, 0, 0);
	//}
	//else if (alignment == "center")
	//{
	//	translate = Vector3(-aabb.getCenter().x, 0, 0);
	//}
	//else if (alignment == "right")
	//{
	//	translate = Vector3(-aabb.getMaximum().x, 0, 0);
	//}

	//Position .. only support pivot down / centered
	//translate = Vector3(0, -aabb.getMinimum().y, 0);// pivot down

	translate = Position;
	 
	transform = Nx::Matrix4::getTrans(translate) * transform;

	//rotation
	transform = Nx::Matrix4(Rotation) * transform;

	//scale
	transform = Nx::Matrix4::getScale(Scale) * transform;

    // Check whether we have to flip vertex winding.
    // We do have to, if we changed our right hand base.
    // We can test it by using the cross product from X and Y and see, if it is a non-negative
    // projection on Z. Actually it should be exactly Z, as we don't do non-uniform scaling yet,
    // but the test is cheap either way.
    Nx::Matrix3 m3;
    transform.extract3x3Matrix(m3);

    if (m3.GetColumn(0).crossProduct(m3.GetColumn(1)).dotProduct(m3.GetColumn(2)) < 0)
    {
		LogMsg("SetPivotPosition : Flipping vertex winding ... "   );
    	mFlipVertexWinding = true;
    }

	//mTransform = transform;

	NxMat4toOgre( mTransform, transform ) ;


	mBoundingBox.setNull();

    if( mesh->sharedVertexData != NULL)
    {
        processVertexData( mesh->sharedVertexData);
	}else
	{
		LogMsg("mesh->sharedVertexData NULL");
	}

    for( int i = 0; i < mesh->getNumSubMeshes(); i++ )
    {
        SubMesh* submesh = mesh->getSubMesh(i);
        if( submesh->vertexData != NULL )
        {
			LogMsg("SetPivotPosition : Processing vertex data ... "   );
            processVertexData(submesh->vertexData);
		}else
		{
			LogMsg("submesh->vertexData NULL");
		}

        if (submesh->indexData != NULL)
        {
			LogMsg("SetPivotPosition : Processing Index data .."   );
        	processIndexData(submesh->indexData);
		}else
		{
			LogMsg("submesh->indexData NULL");
		}
    }

	//process pose
    for( unsigned short i = 0; i < mesh->getPoseCount(); ++i )
    {
		Ogre::Pose * pose =  mesh->getPose(i);
		Ogre::Matrix3 m3x3;
		mTransform.extract3x3Matrix(m3x3);

		Pose::VertexOffsetIterator it = pose->getVertexOffsetIterator();
		while (it.hasMoreElements()) {
			Ogre::Vector3 offset = it.peekNextValue();
			Ogre::Vector3 newOffset = m3x3 * offset;
			*it.peekNextValuePtr() = newOffset;
			it.moveNext();
		}
    }

	mesh->_setBounds( mBoundingBox, false );
  
}