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   I tried to rotate an object arount the Worlds-Y-Axis, with
  
  
   
    myObject.rotateOnWorldAxis(new THREE.Vector3(0,1,0),THREE.Math.degToRad(1));
   
  
  
   but the result was, that the object is only rotated in object space.
  
  
   To be sure that I used the correct method I looked into the
   
    documentation
   
   and found that there are three methods to rotate an object:
  
  
   
    .RotateY(rad)
   
   // rotate in Local Space
  
  
   
    .rotateOnAxis(axis,rad)
   
   // rotation in Object Space
  
  
   
    .rotateOnWorldAxis(axis,rad)
   
   // rotation in World Space
  
  
   It seems that I used the correct method.
   
   Is this a bug or an understanding problem on my side?
  
  
   Here is a
   
    JSFiddle
   
   which illustrates my problem (the blue cube should rotate around the world axis).
   
   Here is a second
   
    Fiddle
   
   where thy cyan cube is a child of another object.
  
  
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   It looks to me like your real question isn't regarding world space or object space rotations, cause those are working as expected in your examples.
  
  
   You probably meant, how to change the point of rotation of an object. If that is the case, you have two options, you can either
   
    translate
   
   all your geometry vertices in respect to a pivot point of rotation. That way, your pivot will be centered at (0,0,0) and your vertices will rotate in respect to that.
  
  mesh.geometry.translate( x, y, z );
Or you can make your object a child of a different Object3D (pivot), position your original mesh similarly to what was described above and rotate your pivot mesh.
var cube = new THREE.Mesh( geometry, material );
var pivot = new THREE.Object3D();
cube.position.set( 0, 12, 30 ); // offset from center
pivot.add( cube );
scene.add( pivot );
//...
pivot.rotation.y += Math.PI/2;
JSFiddle
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