Hello gamedev enthusiasts..
I'm working on trying to find a quaternion I can use that is a fraction of the difference between a starting quaternion, 'A', and a destination quaternion 'B'.
I am not trying to simply interpolate from 'A' to 'B', but thought that if I could get 'B'-'A' and scale it by some fraction, I could effectively multiply 'A' by this fractional quaternion (which is actually what I need to be able to do) until it gets to 'B'. Meanwhile, there could be other forces affecting the quaternion, but I need the delta from 'A' to 'B' to be compounded with that rotation along with other forces. So a simple slerp will not suffice.
and it sounds good, but I am curious if anybody with a bit more know-how or experience can tell me that simply finding the difference and scaling it down (and re-normalizing it, I imagine) will be usable to just multiple 'A' against in succession to produce the same effect as slerping from 'A' to 'B'. Mind you, 'B' is not the destination, just a transient goal that affects a rotational momentum upon a quaternion that is only momentarily at 'A'.