So, I am using the RBD Bullet Solver SOP and Output 4 (Simulation Points) gives me points with:
v@P p@orient v@pivot
I know there is a qconvert that takes in a quaterion and and offset and generates a 4x4 matrix. Sounds perfect! I tack a rest on the at-rest packed primitives and try the following:
4@transform = qconvert(p@orient, v@P - v@rest);
This ALMOST looks right, but the pivots look a little wonky. Which makes sense, because I didn't use the pivot at all when I built the matrix. However, I cannot for the life of me figure out how to use the pivot. I tried subtracting it form the displacement vector, adding it, rotating it and then adding it, all sorts of things. Can anybody point me in the right direction?
And more generally, is the pivot a pivot for the rotation or a pivot for the entire transformation? I think that a big part of my problem here is that I don't understand pivot enough.
Thanks!

