Hey bramvbilsen,
physics objects live in their own world in some means.
I would suggest looping through the group and reposition the objects accordingly.
local function vecRotateDeg(x, y, angle) angle = angle\*math.pi/180 local fCos = math\_cos(angle) local fSin = math\_sin(angle) return fCos\*x - fSin\*y, fCos\*y + fSin\*x end local function rotatePhysicsGroup(group, angle) local groupRotationDif = angle - group.rotation group.rotation = angle for i=1, group.numChildren do local object = group[i] object.x, object.y = vecRotateDeg(object.x, object.y, groupRotationDif) end end rotatePhysicsGroup(group, 45)
You can work this out further, like only applying this to physic objects. But that is another story.
Hope that helps 