I have created a 3D skeleton out of spheres and cylinders based on the Oracle h2O molecule example, and I want to rotate an Xform using quaternion values. However, JavaFX doesn't seem to support rotations using quaternions which is strange as I was under the impression that it was developed based on Java3D (which supports rotations using quaternions).
I have searched Stack Overflow and the only solution would be to convert the quaternions to a x,y,z 3 point rotation matrix as suggested here but I'm not sure how to translate that mathematical formula into java code.
I'd appreciate any advice on how to use the quaternion values I have for rotation or any code on how to implement the formula provided in the link above, thanks!