Threejs Quaternion doesn't work

Hello, for the Man Mesh I created, I want to make the quaternion part of the Ringman mesh 0,0,0,0 but it doesn’t work when I change it. It is not set to 0. What is the error?

export function generateMesh(name, ring, shape) {
  var radius
  var mesh = appInstance.scene.getObjectByName('Ring' + name)
  var planeShadow = appInstance.scene.getObjectByName('planeShadowInstancepointRight')

  if (mesh) {
    appInstance.scene.remove(mesh)
    mesh.geometry.dispose()
  }

  // daire yolu oluştur
  if (ring.size == 15) {
    radius = 1
  } else {
    radius = (ring.size - 15) * 6
  }

  //çıkar ve çiz
  var degreesStart = 0
  var degreesEnd = 360.05 // 360.05
  var radiansStart = (degreesStart * Math.PI) / 180
  var radiansEnd = (degreesEnd * Math.PI) / 180
  var pathCircle = new THREE.Curve()
  pathCircle.getPoint = function(t) {
    var segment = (radiansStart - radiansEnd) * t
    return new THREE.Vector3(radius * Math.cos(segment), radius * Math.sin(segment), 0)
  }

  var extrudeSettings = {
    curveSegments: 10, // 10,
    steps: 2000, // 70,
    depth: 0,
    bevelEnabled: false,
    bevelThickness: 0,
    bevelSize: 0,
    bevelSegments: 0,
    extrudePath: pathCircle
  }

  var geometry = geometry2.extrudeGeometry(shape, extrudeSettings)

  mesh = new v3d.Mesh(geometry)
  mesh.geometry.computeBoundingBox()
  mesh.geometry.center()
  // örgü yumuşatma

  //mesh.geometry.mergeVertices ();
  mesh.geometry.scale(0.072, 0.072, 0.072)
  mesh.name = 'Ring' + name
  mesh.geometry.computeVertexNormals(true)
  var min = -0.05
  var max = 0
  var a = mesh.geometry

  if (name === 'man') {
    if (mesh.name === 'Ringman' && mesh.type === "Mesh") {
      mesh.quaternion.x = 0
      mesh.quaternion.y = 0
      mesh.quaternion.z = 0
      mesh.quaternion.w = 0
    }
  }

  mesh.updateMatrix()

  return mesh
}

I solved the error by saying quaternion.set(0,0,0,0) in the render part. Thanks!

If you want a zero rotation quaternion you should set it to (0,0,0,1).

See quaternion