It can be done by chaining rotations together, but math for figuring out is a bit more involved.
Instead you should transform absolute world position to a mask space, which you would need to define with 3 basis vectors and origin. The math for transforming a point from one coordinate space to another coordinate space are easily found on the web.
You’re a legend mate. I spent ~5 days playing with how to get a cube to draw on a plane-- went into quaternions and linear algebra all because I didn’t think to apply the position from the previous rotation into the next one. I noticed that I only had to negate the z axis in mine