I'm trying to export a number of meshes (using fbx) from an external program - in this case Unreal Engine, and then copy an instances of another mesh on top of the original mesh at the exact pivot location, with the exact same scale, location and rotation.
Currently, what I'm doing is using the attributes that come in with an fbx, (fbx_translation, fbx_scale and fbx_rotation) to create a point for each mesh, and then use a Copy to Points to spawn the new mesh in the same location.
The Location and Scale are easy - I'm just copying the values from fbx_translation and fbx_scale to the spawned point, but I can't figure out how to take the fbx_rotation and feed that into @orient. I've read up a lot on quaternions, and I think I understand less now than I did originally

Any ideas on how to match the fbx rotation with something Houdini could use? Or is there another way to do this entirely?