Hi,
I have been searching a long time but I did not find something that hints at a solution.
Basically I want to smoothly interpolate between two Rotations. However I do not want to interpolate along the shortest path.
When I use Quaternion.Lerp, SLerp or RoateTowards it would rotate 90 degrees when interpolating between (in eulers) (0,270,0) and (0,0,0), but I want it to rotate 270 degrees.
I tried using eulerAngles on both source and target rotation, interpolating the vectors and reconverting them into quaternions with Quaternion.Euler but that gives me the same results.
Is there an inbuilt way to use this "non-optimal" interpolation?
greetings
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