Well, I've already tried applyRotations() and it solved one part of the problem. I'll explain my game: - It has a SpringCam always behind the ball; - At the same position of the ball i have another sphere that is the target of the camera, so when i press the right/left key, it rotates the target, and so the camera; - So to roll, I simply check the rotationY, and then rotate the sphere in the correct direction; - The problem is that, for example, if I rotate in the X axis (sphere.rotationX += value), it rotates ok, but then all of its axis rotate, something like this post: sorry cant find it now but its a post with an image that explains this
I've already tried with the rotate(vector, angle), but it also changes with the rotation... Any help?
