If I currently have two quaternions, $q_1$ and $q_2$, but I can only adjust in Euler values, how would you start to figure out what you need to add or subtract from the $x/y/z$ axis in order to obtain that rotation?
I'm currently trying $\Delta q = q_2 q_1^{-1}$ then taking $\Delta q$ into eulers. Finding the delta between that and the old euler, then making that adjustment, but it seems there is probably a better way.
Also, sorry I have no idea what the proper math symbols are for the code formulas above or I would have formatted them correctly :( Just a lowly programmer trying to figure his way through 3d math.
Thanks in advance for any help!