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?

    Vector3 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);
    }