I've used the C# example code to great success except for the fact that rotations only produce the value 1 or -1, nothing in between for greater control. Translations work great.
Rotation data is provided by a unit vector and an angle around it (the "axis-angle" rotation convention). This is one several standard conventions (Euler angles, rotation matrices are others). Unit vectors have components between -1 and 1. You can find an explanation of the data format in the 3DxInput doc.
But given my lack of knowledge and experience with Euler and Matrices, is there any code I can use, already written, that can give me the fine rotations I need? I wish I could come to this forum with more experience, but I don't, sorry.