I did a lot of research but really can't find how I am supposed to use quaternion to do the following:
I have source orientation and a target orientation, and I am trying to find the quaternion of a specific angle (ex 10 degree) that goes from one orientation toward the other.
I'm trying to understand quaternions and also want to avoid gimbal lock, so I need an answer that doesn't need to convert to euler angles.
I know there is the Slerp function but its like a "percentage" instead of an angle. Also I'm not sure how to find the difference between source and target.
Basically I'm trying to do the following, but with quaternions instead of vectors:
Vector3 source, target; //Lets pretend they are defined
Vector3 vect_dir = target - source;
float vect_length = Mathf.Min(10f * Time.deltaTime, vect_dir.magnitude);
Vector3 answer = vect_dir.normalized * vect_length;
Any one knows how to do the same with quaternions? The idea is to put a speed value (10 in the example) of my choice. Its very similar to using the Slerp function, except that I want a constant movement instead of a movement that goes fast and gradually slows down. I also would like to avoid using euler angles because of gimbal lock.