rotationX, rotationY, rotationZ all work in the global coordinate system. You need to use the functions pitch(), yaw(), and roll() to achieve the same function in the local coordinate space, respectively. The following code would rotate your object around its local Y (up) axis: obj.yaw(angle);
If you are trying to achieve an isometric view, why not use the OrthogonalLens for your camera? view.camera.lens = new OrthogonalLens(); On Jun 16, 5:24 pm, delfeld <[email protected]> wrote: > Hello, > > I am trying to figure out rotations in 3D, but am lousy at matrix > math. > > I have rotated a 3D object (MD2 file mesh) so that it looks like an > isometric view: > > obj.rotationX = 45; > > Now I need to rotate this object so that it remains at that angle in > terms of the camera . . . it has to remain looking isometric and > standing on the same virtual plane, but I want to see the other side > of it. > > I am providing this rotation in one angle, which would be a rotation > around the "up" axis (which is now 45-degrees offset on the x-axis). > > How can I do this?
