Three.js uses a standard system of axes (Y is up), whereas Blender has its own vision with all axes mixedup. I would like to export my object from three.js, import it in Blender and rotate it according to quaternions data taken from three.js. Taking into account that systems of axes in these two “applications” are different, I can’t use pure quaternions data from three.js.
Is there any rules for converting quaternions data from three.js system to Blender system (e.g. “Y in three.js -> Z in Blender”)?