I've got my three quaternions all lined up to rotate my point or vector, works well like this..
pt1 = qrA * pt0 * qrA^-1
pt2 = qrB * pt1 * qrB^-1
pt3 = qrC * pt2 * qrC^-1
where my original point is pt0, and the rotated point is pt3.
But I want to combine the quaternions, so I can store it as a single rotation, like this..
qrAll = qrC * qrB * qrA
qrAllInverse = qrA^-1 * qrB^-1 * qrC^-1
pt3 = qrAll * pt0 * qrAllInverse
But there's something wrong.
I know order is important and I've tried a lot of different ways! I'm using the Maya API MQuaternion class.
thanks for any quaternion wisdom!
Mark