Either this is an increadibly stupid remark by me or I found a really annoying bug.
If you apply a 3D rotation to any object in QuartzComposer it changes the orientation of the objects axes. That makes sense, and it should do that. But it does it only to those axes that are rendered after the rotation axis (if they are in the same patch, then its X -> Y -> Z).
To illustrate my problem... I made this really simple little app. Its is just a cube that you can rotate with three sliders representing the X,Y and Z axis.
Try this... rotate the Y axis by 90° and the see what the other two do... the same thing. The X axis rotates in the original X axis of the Cube and the Z axis in the new Z axis rotated by 90°, which is the same as the X axis.
Wow, this is really hard to explain... try it out to see what I mean. If you know how to fix it, I would love to know. Thanks.
BTW splitting the individual axes onto separat patches doesn't work either.
If you apply a 3D rotation to any object in QuartzComposer it changes the orientation of the objects axes. That makes sense, and it should do that. But it does it only to those axes that are rendered after the rotation axis (if they are in the same patch, then its X -> Y -> Z).
To illustrate my problem... I made this really simple little app. Its is just a cube that you can rotate with three sliders representing the X,Y and Z axis.
Try this... rotate the Y axis by 90° and the see what the other two do... the same thing. The X axis rotates in the original X axis of the Cube and the Z axis in the new Z axis rotated by 90°, which is the same as the X axis.
Wow, this is really hard to explain... try it out to see what I mean. If you know how to fix it, I would love to know. Thanks.
BTW splitting the individual axes onto separat patches doesn't work either.