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); }