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I need help rotating an entity about its own axis. Basically, what I want to
be able to do is add 90 degrees to the entity's y-axis rotation. This works
fine by simply doing a angles.x+=90 when the entity's orientation matches
that of the world's. However, if the entity is tilted or aligned
differently, this doesn't give the desired result since it will rotate it 90
degrees to the world's perspective. I have tried using cross-products and
vector multiplication, but everything I am doing is wrong and not giving the
right result.



All I want to do is make a wheel aligned with a plane. If I do
VectorAngles(tr.plane.normal, angles) then apply the angles, the wheel
sticks out perpendicular to the plane instead of running tangent to it.
Rotating by 90 degrees along the y-axis will fix this, but only if the
plane's "up" is the same as the world's "up". There is some kind of vector
math trick to get this to work that I don't know.



If any of you know how to solve this, please let me know. Thanks a lot!

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