Original Author: Monty
Placing furniture, trees and actors with precise coordinates in our custom lots it's quite easy, we just need to use the regular X,Y,Z coordinates. But when you want rotate an object probabably you, as myself, find out with a mysterious four coordinates with strange numbers that confuse you. Like this: <Rotation>1.07071e-007,6.18172e-008,0.258819,0.965926</Rotation>
What the heck is that?
Well, that has a name and it's called "Quaternation rotation coordinates".
Why the game don't use just the X,Y,Z coordinates?
Because it has some limitations and most 3D game engines use quaternations .Quaternation uses complex numbers and it's almost impossible for a non mathematical guy like me to know what they mean. So I will not explain what the heck they are, if you want to know more about them read this Wiki article: http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
So what's the point of this guide? Do you have any solution?
Yes, I'm as lazy as you for mathematics so I'm gonna tell you how to convert X,Y,Z rotation coordinates to the quarter...quacker...wathever, that CXL use.
Does it really have to be that complicated?
Not really, if you want to do the most basic and common rotation (Z axis rotation) just copy and paste these coordinates to get the same result on the object as you see in the picture.
I want to make rotations in other axes or more complex and precise rotations. How can I get those values in quakers quaternions?
Altiris found this tool which allows you to convert X,Y,Z rotation coordinates to quaternation rotation coordinates: