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Mathematical constructions, number systems. In 3D-graphics quaternions are used alongside vectors and matrices. One of the benefits of quaternions is that they overcome some rotational problems (known as gimbal locks) that are inherent to vectors and matrices.
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Quaternion.Lerp not working properly in Unity3d
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?
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