jit.gl rotatexyz bug?
I'm struggling to understand how to use rotatexyz on a 3d object. I'm not sure if there is a bug, or it is just my limited understanding of how rotatexyz works.
I have an object I'd like to rotate around it's own axes. If I only rotate on an individual axis (x, y or z) it works as I would expect. However, when I start combining different rotations in multiple axes, the results are not what I would expect.
In the attached patch, for example, once I have rotated in z by 90 degrees, rotating in either x or y produce the exact same result. It looks like it's rotating around the world's y-axis, rather than the object's y-axis.
In fact, no matter what rotations are applied, the y-axis rotation always appears to be relative to the world's y-axis rather than object's. Is this a bug?
x-axis rotation appears to work as I would expect. No matter the orientation, rotating around x rotates the object perfectly around its x-axis.
I feel like I'm missing something. I want to apply rotations to the object relative to its own axes.
On a side note, for some reason, if I save and re-load the patch without closing Max, the axes don't automatically appear unless I fully close max and then re-open the patch. Is there a way to ensure the axes are visible every time the patch loads?
It's just gimbal lock, switching to using jit.anim.node and using rotate with @turnmode local did the trick.