These nodes are for working with quaternions.

A **quaternion** is a way of representing a rotation in 3D space using 4 coordinates (X, Y, Z, W). Unlike rotations expressed in Euler angles (yaw, pitch, and roll; or angles about the X, Y, and Z axis), quaternions avoid the problem of gimbal lock.

- Combine Quaternion Rotations (vuo.quaternion.combine): Finds the rotation that would result after rotating by each of the values.
- Make Quaternion from Angle (vuo.quaternion.make.angle): Calculates a quaternion that represents a rotation in 3D space.
- Make Quaternion from Vectors (vuo.quaternion.make.vectors): Calculates a quaternion that represents a rotation in 3D space.