So your model has some unfortunate complexities that you have to solve along the way. Each of the object’s “positions” is set to (0,0,0), so you don’t initially know which direction you need to move it. So you will need to calculate the center of each of the parts.

```
parts.forEach(function(i, v) {
i.geometry.computeBoundingSphere();
// i.geometry.boundingSphere.center will then be the center
});
```

If you then average the centers of all of the parts, you will find the center of the object as a whole.

So once you have the center of the parts, and the center of the whole, you can do the calculation I mentioned before to find the direction the part will move.

```
parts.forEach(function(i, v) {
// Finding the vector between the center and the part and normalising it
var childCenter = i.geometry.boundingSphere.center;
var direction = childCenter.sub(center);
direction = direction.normalize();
});
```

You can then move the parts in that direction, tying it all together like: example

Don’t think that this is too complicated for you, as its fairly fundamental to 3D graphics and is worth spending the time to understand how it works if you are going to continue making projects like this. Looking cool so far.