the first image is using local rotation, the second is using global rotation
you'll have to multiply a quat (of the planes local rotations) by the entities current matrix to get that effect without gimbol lock
You would be better off not storing the local rotations as eulars but as a quat instead
You can the apply a local rotation as a quat by making a "turn quat" from eular x y and z rotations needed for that frame
you'll have to multiply a quat (of the planes local rotations) by the entities current matrix to get that effect without gimbol lock
You would be better off not storing the local rotations as eulars but as a quat instead
You can the apply a local rotation as a quat by making a "turn quat" from eular x y and z rotations needed for that frame