I’m creating some tools to create animated bones, and I have read that it is better to use Quaternions for the rotations rather than Eulers. I have been able to set the keyframes for bones that change the rotation.x and rotation.y separately… I’ve been told that it is good to separate the axes when animating so that you have more control of the animation while editing it… I’ve also read that you should use Quaternions for rotations… But what I’m not sure about is how to separate the rotations from the Euler to the Quaternions, and how that works on a single axes in the keyframe… How would I get the quaternion that represents a rotation along an axes from a bone that has been orientated a specific way and is in a series of rotations being used in keyframes? Hopefully that question makes sense…
is it as simple as: .setFromEuler() ? but wouldn’t that incorporate all the axes and not just one?