# Rotate gizmo not working with non uniform mesh scaling

**URL:** <https://forum.babylonjs.com/t/rotate-gizmo-not-working-with-non-uniform-mesh-scaling/37586>\
**Category:** Bugs\
**Created:** [January 23, 2023, 2:59am UTC](https://forum.babylonjs.com/t/rotate-gizmo-not-working-with-non-uniform-mesh-scaling/37586 "2023-01-23T02:59:15Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Cedric](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/cedric/32/2742_2.png) [@Cedric](https://forum.babylonjs.com/u/Cedric)\
**Post date:** [January 23, 2023, 3:11pm UTC](https://forum.babylonjs.com/t/rotate-gizmo-not-working-with-non-uniform-mesh-scaling/37586/5 "2023-01-23T15:11:59Z")

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Since bjs 3 or 4, rotation with non uniform scaling makes the mesh to explode because inconsistency between the world matrix and orientation quaternion.  
I’ve changed that recently to display a message instead of watching NaN vertices everywhere.  
It’s possible to have non uniform scaling and rotation but you have to set `updateGizmoRotationToMatchAttachedMesh` to false.  
Another solution is to use the gizmo with a proxy transform and apply rotation to the mesh when dragging gizmo.  
I’ll find time to improve this after 6.0 release.

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