Hey @michel.torbey
We have been working on your problem and this is what we have figured out so far.
If you change your 3D shapes to something with a more obvious up and down (Like an ambulance or chair) 90 0 90 on the Plane does not give the same orientation for what was the red object as 0 90 0 on the other shape (what was the blue object).
If you think about the plane as a parent to the red object, and the red object has no rotation (or 0,0,0) the red objects absolute rotation in terms of the model is it's parent's (the plane) rotation.
The issue we are having trouble solving is if you add rotation to the child object, then it is much more complicated to find its absolute rotation. You will need a little bit of complicated math including projections and possibly linear algebra for a potentially very complicated piece of code.
In other words, if just your parent object has rotation, then the child objects absolute rotation in terms of the model is the parents rotation. If both the parent and child have rotation, then the absolute rotation of the child in terms of the model is quite a bit more difficult to figure out.
*Edit
There is a command in FlexSim that can do this, but you need to use Visual Studio to compile your program because the math it uses is in C++ libraries and not FlexScript. It would also take quite a bit of time to implement, so you would need to evaluate how much knowing the absolute rotation of an object would influence your ability to get valuabel statistics from your model, and whether the time would be worth it.