This is what I want, somebody wrote somewhere on net but i never use quaternion before, so have no idea how to implement it. I am sure it would be just a matter of one simple equation but how to implement in c/c++ code?
Here:
"You could use a bone stored as a vector made of 2 points (Head,Tail).
Since you are rotating it, Head will be the fulcrum and Tail will rotate
around an arbitrary axis. That's a quaternion's job."
I have absolute positions of all vertices of a cylindrical mesh, now if I create two vectors/points V1(x, y, z) and V2(x, y, z) at top and bottom ends, then I will be able to transform the mesh vertices by just transforming the V2(top end) point, but V1(bottom end) should not change its position.
I can do in OpenGL with glutSolidCylinder, its pretty simple, but here I want to implement with mesh vertices, so each vertex should be updated after any change in top or bottom vectors/points.
Thanks.