Why does orient Path = true cause the sprite node to rotate CW when the path is horizontal?
== BEGIN Edit ==
(1) Someone suggested I need to create a Pivot Point. However, based on my research, a Pivot Point exists for a SCNode, not a SKSpriteNode.
(2) No luck even when I changed the anchorPoint to various x,y combinations. Problem did not go away no matter what combination I chose. It's currently set to 0.5,0.5. I am definitely ready to cry "Uncle" on this challenge.
(3) So, allow me to continue ...
== END Edit ==
Here's just one example of my challenge:
let trainAction = SKAction.follow(
trainPath.cgPath,
asOffset: false,
orientToPath: true,
duration: 0.1)
myTrain.run(trainAction.reversed())
I have myTrain.zRotation = 0.0
myTrain is a simple locomotive,trainPath = the railroad tracks
Docs state with orientToPath: true, that the Node will always orient itself such that it's facing the UIBezierPath.
To me, facing means that the wheels of the locomotive are facing the BezierPath (= trainPath)
Apparently I am wrong in this interpretation ... if so, what is the correct interpretation?
FYI, here is a snapshot of my initial placement of the locomotive on the tracks using .position:
... and here is what happens when I start moving the locomotive:
These snapshots indicate that facing means that the nose of the locomotive is facing the BezierPath (= trainPath).
If true, how do I eliminate that CW rotation?
I have even tried rotating myTrain CCW 90 degrees before the .follow = same exact result.
I have drawn what I am looking for - hopefully it helps to diagnose my problem:


