I was trying to write a SkeletonModifier3D that would rotate a bone on X,Y,Z axis the same way as some target object.
I tried to take the target object global rotation, and convert it using the transform of my bone to my bone "local rotation".
But when printing values, pre and post conversion, rotations values are the same.
This make it so that my bone is not actually rotating in the same direction as my target is.
I hade to rewrite the whole thing to make my bone rotate "as if " it had the same basis as my target.
But this is all very weird to me. I thought global rotation would be this, a way to interpret rotation in a common reference.
But it doesn't seem to and doesn't seem to help to convert a rotation in some basis to another.
So my question is, what is the purpose of global rotation then ?