To those more inclined to understand the math involved, Thank you in advance.

I have a 3d Point in space. From this point I have vertices defind by(scale). I have a Quaternion representing the rotation of the object (lets say a block). So...

(1) I know the point in local and world space and can translate.

(2) I know the scale of the object and it's starting vertices intersections at zero rotation.

(3) I have the quaternion which represents the 3d rotation and can translate that to degrees and Eulers.

The Question is: How do i find the exact points of the vertices after the rotation. (what I'm attempting to do is plot points from vertice to vertice all along the sides/top/bottom of the object.)

I have looked at Matrix4 transformations and Quaternions and still do not understand how to find the vertices after rotation.

Again, thanks in advance.

(its been bugging me for days.)