I want to rotate a bone so it is aligned with a Vector3 (directionToTarget), I have:
const directionToTarget = new THREE.Vector3(random, random, random); //pseudocode randoms
directionToTarget.normalize();
var Hand2worldQ = new THREE.Quaternion();
this._anchor['LeftHandIndex1'].getWorldQuaternion(Hand2worldQ); // gets Lefthand bone quaternion
this._mesh.skeleton.bones[ 0 ].quaternion.set( SomeFunctionThatMakesVecintoQuarternion(directionToTarget );
// this._mesh.skeleton.bones inherits Hand2worldQ/LeftHand rotation
SomeFunctionThatMakesVec3intoQuarternion(directionToTarget ) is what i need
Object3D starts by looking down the 0, 0, 1 axis. You can use the Object3D.lookAt() method to make this object point towards your target vector. Then you can extract that rotation and use it for whatever else you need:
// Initialize an abstract object looking towards 0, 0, 1
const object3D = new THREE.Object3D();
// Rotate it so it looks towards the target xyz coordinates
object3D.lookAt(randomX, randomY, randomZ);
// This will now have the final rotation
const myQuaternion = object3D.quaternion;
console.log(myQuaternion);