Comments and answers for "Quaternion.Slerp"
http://answers.unity.com/questions/215081/quaternionslerp.html
The latest comments and answers for the question "Quaternion.Slerp"Answer by Bunny83
http://answers.unity.com/answers/215114/view.html
Slerp / lerp or any other kind of "linear interpolation" was never ment to be used as damped movement. It's actually just a trick for a very simple damped movement. Fact is that it will **never** reach the destination because the remaining distance get's divided each step, so it get's smaller and smaller but it never reaches it's destination. Usually you decide when it's close enough so you actually don't see any visual difference.
Unity's math lib [Mathf][1] has some quite useful functions for damping a value change. You still can use Slerp, but the way it's intended. the t parameter should be "animated" from 0.0 to 1.0. If you increate t linearly the rotation will be at a constant speed. If you damp the t value at the end you get a slow down at the end.
Keep in mind that slerp or lerp need both the start and the end position / rotation as constanc values. Don't use the current rotation since it changes during the rotation.
[1]: http://unity3d.com/support/documentation/ScriptReference/Mathf.htmlWed, 08 Feb 2012 03:18:43 GMTBunny83Comment by slayzar
http://answers.unity.com/comments/215096/view.html
Currently I am simply checking the to/from rotations to see if they match. This seems to be working, but I'm having to round the rotations to two decimal points each time due to unity rounding errors - the rotations do not always match exactly.Wed, 08 Feb 2012 02:41:24 GMTslayzar