A rotation as four numbers [x, y, z, w]: the axis scaled by the sine of half the angle, then
the cosine of half the angle. The order glTF and the renderers store rotations in; a
quaternion of length 1 is a pure rotation, and one of any other length is scaled to 1 where it
is read.
A rotation as four numbers [x, y, z, w]: the axis scaled by the sine of half the angle, then the cosine of half the angle. The order glTF and the renderers store rotations in; a quaternion of length 1 is a pure rotation, and one of any other length is scaled to 1 where it is read.