I’m looking for a Blender API math function that takes in two (unit) vectors and spits out a Quaternion that when rotating the first vector would generate the second vector.
Basically the Blender equivalent of Unity’s Quaternion.FromToRotation() function.
I would expect Blender to have it, but for the life of me I can’t find it in the mathutils documentation or anywhere else.
I’m also a befuddled that I can’t find a magnitude-squared function for the Vectors. I guess if I dot the vector by itself there might be a little optimization there, or just unroll the operation out by hand?
But, if there’s still an official function out there, I’d be grateful to know about it.