I'm using Quaternion.Lerp
to rotate a joint with a certain angle, but when I use the below code I find the joint rotating very far although I specified it to rotate with only 5. Any thoughts please?
TransformVector3 newRot.y += currentTransform.localRotation.y + 5f;
blendWeight = 0;
if ( blendWeight < 1)
{
animationRotation = currentTransform.transform.localRotation;
newRotation = Quaternion.Euler(newRot.x, newRot.y, newRot.z);
blendWeight += Time.deltaTime/0.9f;
currentTransform.transform.localRotation = Quaternion.Lerp (animationRotation,newRotation, blendWeight);
}