I will do my best to try and explain my question:
When rotating an object, you can say rotateX or rotateaxis and give the axis.
Using rotateX rotates the object around the "world" x axis. If the object was originally made in a way that when you rotateX it rotates around the worlds X axis, then that is ok.
But what if that object is somehow randomly rotated in who knows what angle, and you still want to rotate it around the objects "x axis"?
Now I know I can do that by getXaxis. But it get's the original x axis of when it was loaded into jPCT correct?
I attached two pics.
1. So I want to rotate this cylinder around the worlds x axis because that is how it happens to be aligned when it is loaded in, right? so that is easy. I know the axis rotate around, X!
2. This cylinder has been rotated at some random angle and exported. If I tried to rotate around X axis, it would rotate very funny and not like the other one. So somehow I need to get the angle of its "x axis" although this information does not exist anymore, if I am correct. I would need to know from Blender what this axis is somehow and give that information to jPCT wouldn't I? That means if I have some object in a game, lets say a truck. I rotate it easily because I know I built it facing into the xaxis. But what if I rotate it around as it's driving etc, and the player saves the game. I guess I need to "set" its axis somehow?
Hopefully that made sense, would really appreciate some help with understanding this.
Thanks
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