So, I've been using Blender for several years, including a fair amount of animation, and in the past it's always been useful to align an object with its local coords. I.e. having the y-axis pointing down the nose of an airplane makes it much easier to animate.
However, I recently noticed that the keyframes aren't recorded in local coordinates (anymore?), but in global coordinates. This makes animating off-axis rotation very difficult.
Changing the rotation mode doesn't seem to help (Euler, quaternion, etc.).
Unfortunately, I can't upload any examples because the project is proprietary, and I don't really have time to setup another animation, but the example goes something like this: I want to animate a record rotating in a record player, but the player is not sitting flat, it's tilted at an angle. Normally, this wouldn't be a problem. Just model the record with z up, and you can tilt the record at whatever angle you need so that it sits on the tilted player, and still rotate the record around its own z-axis, right? Unfortunately, this is not what's happening. Instead, I animate it rotating 180d twice and it wobbles all over the place because it's interpolating global coordinates, not local coordinates.
EDIT: Here's a demo afterall: https://www.youtube.com/watch?v=nimTjEYwcnE
It maybe a little hard to see because it's so fast, but the second time I animate the cube, it wobbles instead of rotating around its own z-axis like I expect it to.
Does anyone know what magic button I pressed that did this?
Or am I just crazy and remembering something that has never been possible? It's happened before...
EDIT: In fact, I KNOW this has worked before, cuz I just went back and looked at some old stuff, and I know I animated using the local coordinates then... I'm gonna go see if 2.70 behaves differently from 2.70a...
EDIT: Nope, 2.70 behaves the same way.