Vertice(s) location after quaternion Rotation

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.)

Vertice(s) location after Quaternion Rotation

Quote:

Originally Posted by

**VirtualAce**
Create your bounding box in local space. After you transform your object to world space, create a new bounding box from world space or transform your bounding box to world space. Note that if you choose to transform your bounding box to world space from local space it will not be accurate in all cases.

Excellent advice VirtualAce. "bounding box to world space from local space...." Correct again. It will be "close" after transformation...but not right on the money. Once the coordinates of the vertice(s) (and points in between the vertice(s) have been transformed to world space everything appears accurate down to .00005 which gives me more accuracy than I need to "get" the box. Transforming the box from local can drop the accuracy down to .125 in relation to the scale I'm using, so there is a significant difference.