I need a math algorithm from H5 Forge :T

It’s simple.
How do I simulate object rotation in an engine that supports ‘local’ rotation by adding world rotation axis EXCLUSIVELY? It’s Trials Rising but their scripting movement logic is sad compared to H5’s laggy but stress free obj movement. Pretty much: How do you get Object-based-rotation instead of World rotation?

If there’s a seperate source I could be linked to that’d be a fine response too :stuck_out_tongue:

msg me on xbl so i can help you understand the new rotation methods.