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  1. Hello everyone. Got a question about vex rotation for VDB objects. I've got a FLIP setup in which there is a model of a ship moving forward and rotating slightly. I created rotation control using VEX code. Very simple version of it looks like this: //Rotate object along X axis; this is just for an example matrix3 m = ident(); float angle_x = radians(ch('Angle')); rotate (m, angle_x, {1, 0, 0} ); @P *= m; This works for regular objects just fine. However, I want to use VDB version of the ship for collisions. When I apply this code to VDB object it doesn't work. I need VDB object to move and rotate as the original model exactly. So the question is - How can I transform this code or write a new one to rotate VDB object exactly as regular model?
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