If I have a transform in global space, and a desired rotation, how do I find out how much to rotate the object using a transform basis? For instance, I have a camera that is a child of a skeletal bone via BoneAttachment. The camera a slight roll when animations are played. I want the camera to be level and I know the transform for this desired rotation but don't know how to rotate the camera with the rotated() function in order to fix it. I know there is a simple way but I'm just not thinking of it.
I can move things around with transforms by multiplying them but how does it work for rotations?