* [ #3376 ] Blender.Mathutils.Matrix().toQuat() broken
- a 0-degree rotation gives a abitrary axis of 1,0,0 not 0,0,0
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@@ -186,6 +186,10 @@ static PyObject *Quaternion_getattr(QuaternionObject * self, char *name)
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vec[x] = (float)(self->quat[x + 1] / mag);
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}
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Normalise(vec);
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//If the axis of rotation is 0,0,0 set it to 1,0,0 - for zero-degree rotations
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if (vec[0] < 1e-44 && vec[1] < 1e-44 && vec[2] < 1e-44){
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vec[0] = 1.0f;
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}
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return (PyObject *) newVectorObject(vec, 3, Py_NEW);
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}
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if(STREQ(name, "wrapped")){
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