Rotation of child entities in USDZ - how to set rotation origin? i.e. a joint

Hi, I have a series of child entities in a USDZ file that I would like to be able to rotate relative to a joint point between one another. I believe the functionality I am looking for was available in SceneKit with SCNPhysicsHingeJoint. How would I go about replicating this functionality in RealityKit? The current output of a rotation applied is relative to the model origin as a whole. (see below)

Thanks! Freddie

I managed to get this working as I wanted by setting the origin of each component manually using reality composer pro. But would be interested to hear other methods?

Rotation of child entities in USDZ - how to set rotation origin? i.e. a joint
 
 
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