"Camera" transformations.....

If anyone could help me this is the problem:

I calculate matrices for rotations and translation for my object and render it - it’s OK (rotations are relative to
object frame). Then i invert this matrix and multiply
Eye, Center and Up vectors by this inverted matrix.
(above vertices are expanded into 1x4 matrix by adding 1 to coordinates). I use Exy, Center and Up
to feed gluLookAt.
When I render the scene everything goes fine except for the fact ----and this is the problem----- object rotates arount body axes, but “camera” around GLOBAL axes.
If someone could help me I’d be grateful.

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