Qt3D Transform{} skew uncompatible?

I'm trying to implement the following transformation in Qt3D: fit a textured rectangle in an arbitrary quaternion.
I've found the calculation of the transformation 4x4 matrix on the internet and it works very well in 2D QtQuick. Then I tried to bring the same matrix to Qt3D and failed. From what I see Qt3D doesn't want to distort the objects same as QtQuick does. However simple affine transformations like translations, rotations and scale do work very well in Qt3D. Skew doesn't.
I don't believe Qt3D treats transformation matrices in a different way that all other frameworks. I must have missed something. Is it possible Qt3D clears certain 'nonimportant' matrix values?
Sources: https://drive.google.com/open?id=0BxCDMpqMeoKZkkwc1ZQM3FVNHc
The test application has all controls to dynamically play with the matrices and transformations.Any ideas appreciated. Thanks!
A good guide to 4x4 transformations: https://www.w3.org/TR/csstransforms1/#mathematicaldescription

Hi,
I'd recommend bringing this question to the interest mailing list. You'll find there Qt3D's developers/maintainers. This forum is more user oriented.

Finally I've found the problem root cause:
The Qt3D's Transform { ... } is compatible with affine transformations ONLY.
It means you cannot load an arbitrary matrix into Transform and expect it to work.
After receiving a matrix they decompose it to translation, rotations and scale and compose a new matrix basing on these values. Sucks.

@sylc Interesting. How did you find out?

Looks like I will need to implement a "RawTransform { matrix: m }" QML class that would accept only a matrix and do no calculations at all.
How did I find out: Qt3D sources, file qtransform.cpp contains a matrix setter
void QTransform::setMatrix(const QMatrix4x4 &m) { Q_D(QTransform); if (m != matrix()) { d>m_matrix = m; d>m_matrixDirty = false; QVector3D s; QVector3D t; QQuaternion r; decomposeQMatrix4x4(m, t, r, s); d>m_scale = s; d>m_rotation = r; d>m_translation = t; d>m_eulerRotationAngles = d>m_rotation.toEulerAngles(); emit scale3DChanged(s); emit rotationChanged(r); emit translationChanged(t); const bool wasBlocked = blockNotifications(true); emit matrixChanged(); emit scaleChanged(d>m_scale.x()); emit rotationXChanged(d>m_eulerRotationAngles.x()); emit rotationYChanged(d>m_eulerRotationAngles.y()); emit rotationZChanged(d>m_eulerRotationAngles.z()); blockNotifications(wasBlocked); } }

Hey guys, just found this thread.
Is this related to what I found here ? https://bugreports.qt.io/browse/QTBUG58987That issue is blocking my project and apprently the Qt3D folks don't seem to be interested in fixing it.
I definitely need to use nested meshes and be able to freely transform each submesh.
Cheers