Mixing Euler and Quaternion Math?

Miscellaneous Forums/General Discussion/Mixing Euler and Quaternion Math?

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That's just it there is no order, and no rotation. I'm creating a mesh and leaving it's rotation as 0,0,0 in Euler angles ( which I believe is 1,0,0,0 in Quaternions. I do not rotate it at all. The only thing I do is as shown above. Get the rotation, and set the same value back. Get the orientation and set the same value back. Nothing should change, and the y and z coordinates do not change. Just the x.