Hi guys,

Would anyone be able to explain how quat works with respect to Blender

Bones? For example, if I initially have a bone whose head is at (1, 1, 1)

and whose tail is at (2, 3, 4). If I then want to rotate this bone around

the Z axis for 45 degrees, then around the X axis for 30 degrees, then

around the Y axis for 60 degrees, what would the quat representation

of these rotations look like? I read the documentation that the quat

is in the format of (w, x, y, z). What does w stand for? How is x, y, z

related to the angle of the desired rotation?

Say if I have the resting matrix of the bone as M1, then I create 3 more

matrices: Mz, Mx, and Mz that correspond to above three rotations of the

bone. Would the following operation give me the quat?

(M1 * Mz * Mx * Mz * M1^-1).toQuat()

Thanks a lot.