Hi JoeJ,
I also thought about modifying/adding ShiVa's euler angle order already.
JoeJ wrote:Does no change mean, the objects get flipped or they keep editor orientation like they should?
With my latest attempts, I didn't have any problems with editor/runtime rotation of objects.
JoeJ wrote:My idea is not using Newtons Transform feedback at all.
Maybe this causes the rotation update at a time where Shiva does not like it.
Instead, after Newton update is done and before Shivas drawing,
loop over all bodies manually and update Shiva.
I think Julio was ist who suggested to try that. So I did try it, but it didn't change the situation.
While I've been on tour this week, I had an idea. There was neither a difference with object rotation on creation nor at runtime anymore. It matched what I've seen in the editor.
The only thing which was apparently not matching was the collision. The collision appeared to be rotated which I was able to see when I started using convex hulls
So I've swapped the x and z axes (I pass -x, +y, -z to Newton) on collision hull creation to make it match.
Here's a video and it looks to me like everything works as it should (debug drawing makes it slow).
To be honest, I don't completely understand why this swap should be required. If there was something wrong with convex hull creation in Newton, I bet others should have noticed it. What do you guys think?
I'll try to add a cone mesh and collision now. Let's see how that works

EDIT: I probably need to work with swapped offset matrix for Newtons collsion creation functions. Hmmm, things seem to make sense now again...
Thanks
Shaderman