Dear HiHosilver and Claude,
Thanks for the Input.
One of those DOH moments for me I guess 

I have another question.  Does anyone know how to the decipher or formulate the 
VOODOO coordinates to make them useful for Anim8or?  I would prefer to use Voodoo.  
Icarus is straight forward as the 
Rot_Quaterion is the Field used in Anim8or below:.....
# Camera track exported by ICARUS v2.09
Frame 120
   projection_matrix:
      0.000196255 7.85964e-011 0.000110603 -5.39229e-011
      1.65442e-024 0.000196256 8.29519e-005 2.68306e-008
      3.30884e-024 -5.29414e-023 0.00019552 2.31318e-009
   translation:
      6.94229e-006 -0.000131712 -1.18309e-005
   rot_matrix:
      1 1.2769e-021 1.69233e-020
      -1.2769e-021 1 -2.70773e-019
      -1.69233e-020 2.70773e-019 1   
rot_quaternion:
      1.35387e-019 8.46166e-021 -6.38448e-022 1   focal_length: 3.78544
   field_of_view: 58.8081 45.8249
   pixel_aspect_ratio: 1
   skew: 0.000113699
   principal_point: 160 120
The 
Voodoo  for the same Frame is below......
# fov             : Horizontal Field of View [degree] = (2*atan(0.5*Width*sx/f)*180/PI;
# (H0x, H0y, H0z) : RotationAxis0 [unit vector]
# (V0x, V0y, V0z) : RotationAxis1 [unit vector]
# -------------
# (x, y)          : image coordinates [pel]
# (X, Y, Z)       : 3D coordinates [mm]
# -------------
# Projection of 3D coordinates in the camera image:
#  [ x' ] =  [ Hx Hy Hz ] [ 1 0 0 -Cx] [ X ]
#  [ y' ] =  [ Vx Vy Vz ] [ 0 1 0 -Cy] [ Y ]
#  [ z' ] =  [ Ax Ay Az ] [ 0 0 1 -Cz] [ Z ]
#                                      [ 1 ]
# or 
#  [ x' ] =  [f/sx 0    ppx] [ H0x H0y H0z ] [ 1 0 0 -Cx] [ X ]
#  [ y' ] =  [0    f/sy ppy] [ V0x V0y V0z ] [ 0 1 0 -Cy] [ Y ]
#  [ z' ] =  [0    0    1  ] [ Ax  Ay  Az  ] [ 0 0 1 -Cz] [ Z ]
#                                                         [ 1 ]
# then x = x'/z' and y = y'/z' , if the origin of the image coordinates is in the center of the image
# or x = x'/z' + 0.5*(Width-1) and y = y'/z' + 0.5*(Height-1) , if the origin of the image coordinates is in the upper left corner
# -------------
# Cx Cy Cz Ax Ay Az Hx Hy Hz Vx Vy Vz K3 K5 sx sy Width Height ppx ppy f fov H0x H0y H0z V0x V0y V0z
#
#timeindex 0
               0.0000000000   0.0000000000   0.0000000000   0.0000000000   0.0000000000   1.0000000000   937.4999999971   0.0000000000   0.0000000000   0.0000000000   1000.0000000000   0.0000000000   0.0000000000   0.0000000000   0.0106666667   0.0100000000  320  240   0.0000000000   0.0000000000   10.0000000000   19.3703310328   1.0000000000   0.0000000000   0.0000000000   0.0000000000   1.0000000000   0.0000000000
Thanks,
AlDi