There is a simple formula for obtaining the 'normal' vector N that is perpendicular to two vectors A and B (that define a corner) in 3D: divide the cross product of A and B with its magnitude.
I'm not good at vector math and haven't seen a solution for obtaining B from A and N. All I've been able to do is figure out a relatively convoluted solution based on Roll-Pitch-Yaw. What is the best standard method of solving this?
Just to be clear, I have A, N and an angle from A that would get me to B.
I had a hunch I was missing something simple, and after further study and research found it. The core of the solution is the equation for B:
$$\vec B = \sin (angle) \vec V + \cos(angle) \vec U$$
We obtain U by normalizing A, and V as cross product of N and U. B will be anchored in the same starting point as A and will have a magnitude of 1.