Warning, my entire knowledge of Maya comes from staring at angles.jpg!
Maya coordinate axes seem to be:
X+ is to the right.
Y+ is up.
Z+ is out of the screen, toward the viewer.
Blitz3D reverses the Z axis, so Z+ is away from the viewer.
Maya rotations appear always to be around the GLOBAL coordinate system.
In Maya, if a turn around X is followed by a turn around Y then the second turn is around the vertical axis.
Blitz3D, by default, uses the local coordinate system. RotateEntity and TurnEntity have a global flag which defaults to False. After a turn around X the entity Y-axis is no longer vertical. The second turn is around the new ( moved ) Y-axis.
The Blitz3D rotation order is yaw then pitch then roll. If you need some other order then do a sequence of three simple turns.
Maya coordinate axes seem to be:
X+ is to the right.
Y+ is up.
Z+ is out of the screen, toward the viewer.
Blitz3D reverses the Z axis, so Z+ is away from the viewer.
Maya rotations appear always to be around the GLOBAL coordinate system.
In Maya, if a turn around X is followed by a turn around Y then the second turn is around the vertical axis.
Blitz3D, by default, uses the local coordinate system. RotateEntity and TurnEntity have a global flag which defaults to False. After a turn around X the entity Y-axis is no longer vertical. The second turn is around the new ( moved ) Y-axis.
The Blitz3D rotation order is yaw then pitch then roll. If you need some other order then do a sequence of three simple turns.