How to convert rotation from location to world? Sometimes one mesh is inside multiple parent node, how to get the absolute rotation in world?
There is a
absoluteRotationQuaternion property for Mesh or TransformNode:
The property has getter only, how to set it?
I would multiply the world rotation quaternion you want to apply on mesh to parents inverted rotationQuaternion/absoluteRotationQuaternion. The result is the rotationQuaternion of your mesh. If you multiply by quaternions then first is rotated by second. So the inverted rotates in opposite directions, pretty much un-/derotate the aimed rotation of your calculation by parents rotation.