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