Here is how I init it:
public Quaternion rotationQuaternion=Quaternion.Identity;
Here is how I adjust it.
rotationQuaternion.X = MathHelper.ToRadians(-90);
Here is how I display it:
effect.World = transforms[mesh.ParentBone.Index] *
Matrix.CreateScale(scaleRatio, scaleRatio, scaleRatio) *
Matrix.CreateFromQuaternion(quaternionRotation)*
Matrix.CreateTranslation(modelPosition);
This post has been edited by Atli: 19 July 2012 - 06:06 PM
Reason for edit:: Replaced the [quote] tags with [code] tags.

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