If I can split up a quaternion to rotations about arbitrary axes then thats 
fine - I just need to know how to make that split.

For example if I have a quaternion with some rotation about some axis, I might 
need to grab the rotation around (0,0,1) from that quaternion.  But I don't see 
how to do that right now.

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http://forum.openscenegraph.org/viewtopic.php?p=32661#32661





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