I thought I understood quaternions as being a vector and a rotation value about that vector, but it seems like this is not the case at all.
Ive been struggling to figure how quats work at all, and any values I input seem to have completely arbitrary results.
Anyway, what im trying to do is create a coordinate system on an open edge so that X is parallel to the edge and Z is parallel to the normal of the edge’s face (or as close as possible, if the edge and normal are not perpendicular) It would also be nice if Y would point away from the face.
What I have so far is i convert the edge to a vector, get the normal of the face via polyop.getFaceNormal, then I just get stumped by the enigma that is quaternions.
Any math wizards have any ideas about how to go about this?
