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# How to use quaternion.lerp

I came across t$$anonymous$$s:

```
var from : Transform;
var to : Transform;
var speed = 0.1;
function Update () {
transform.rotation =
Quaternion.Lerp (from.rotation, to.rotation, Time.time * speed);
}
```

But I'm to stupid to figure it out. I'm trying to smoothly rotate an object a certain amount, but do I replace where it says Transform with an angle like 10,0,0?

**Answer** by Quantum2
·
Jul 25, 2013 at 06:40 PM

from.rotation is the angle from where you want to start rotating the object, to.rotation the angle where the rotation stops, and the last elemente is the delta T of the rotation. I'm not sure but I t$$anonymous$$nk quatertion arguments must be in radians, not degress.

**Answer** by robertbu
·
Jul 25, 2013 at 06:54 PM

You can use Quaternion.Euler() to construct a rotation for use in t$$anonymous$$s code:

```
var from : Vector3;
var to : Vector3;
var speed = 0.1;
private var qFrom : Quaternion;
private var qTo : Quaternion;
function Start() {
qFrom = Quaternion.Euler(from);
qTo = Quaternion.euler(to);
}
function Update () {
transform.rotation =
Quaternion.Lerp (qFrom, qTo, Time.time * speed);
}
```

Note t$$anonymous$$s code is only going to work when the game is first run. The last parameter of the Lerp() is a value between 0 and 1, and that will only be true when the game first starts.

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