Math help in rotation

The easiest way, is to make sure your component hierarchy is correct.

You need to have something you can rotate for each of these operations, just like real life.

Depending on the structure of the blueprint, this might actually be part of the model, but more typically, it would be additional scene components.

When you say, all pointing at 0,0,0 do you mean they should all point to the same location? Or should they all point in a grid, like your first picture?