   PhysX- shapes of a compound object get stretched if i localy rotate them
  Hello, I've already posted this problem on the offical nVidia PhysX forum, but I still didn't get a solution to it, so:I'm having a problem with localy rotating shapes-> They don't rotate properly, they "twitch" and get scaled (squeezed toghether) by some random axis. I've tried inverting matrix multiplication order but it doesn't help. This problem also happens if I use the NxMat33::toQuaterntion and fromQuaterntion, so that I use quaterntion multiplication and rotation.This happens to models that were exported from 3DS Max and those that I hardcoded into my program.Here is some code:NxMat33 m1,m2;m1=myShape->getLocalOrientation(); m2.rotZ(angle); // Apply some rotation to an empty matrixm1=m2*m1;   myShape->setLocalOrientation(m1);
  I'm not positive, but try something like this:M1^(-1) * M2 * M1Or the reverse order of that.   ;  Still nothing, thanks anyway.I've decided to switch over to Havok anyway since it has a lot better asset pipeline (from 3ds max to game).   ;  Do you normalize the orientation at any point? Perhaps it's numerical drift that you're seeing.[Edit: If that is in fact the problem, it's something you'll probably need to address regardless of what physics library you use.]   ;  Are you rotating static objects or dynamic?Cause there are some problems with static one (its not allowed to rotate them).   