Alright, so the process is:
1. Do whatever necessary rotations you want in quaternions.
2. Convert quaternions to a rotation matrix, R.
3. Do whatever position delta calculations you want and apply it to Mtx_Translate() to get translation matrix, T.
4. Get model matrix, (RT).
5. Pass model matrix into vertex shader.
6. Do MVP, so it is [Vertices * (RT) * V * P] =output.
Correct?