object.LocalTransform().R() for bones return rig rotation
When you want the local (or world) rotation of a bone from an Avatar. You mostly want it without the rig init rotation. Ex: if you go to the edit motion layer > FK you see that the rotation for a certain bone is zeroed out. So if you get a qauternion rotation you should get [0,0,0,1]. But currently you get the rotation of the initiated rig rotation.