So if I have a transform node, where there is a parent and a child.
And I apply any sort of negitive scale to the parent node like (1,1,-1) and recalculate the nodes rotationQuat I get different results in Unity vs BJS even if the forward right up vectors of the Node are identical.
Ive noticed BJS will ne q.wzyx with the y being inverted while unity will be q.xyzw. Is there something I am missing about recalculating quats after a scale like that?
Is there something the two systems are doing different?