I'm trying to create a camera interpolation script that can smooth between multiple camera angles (camera angles are Node3Ds I placed in the scene)
I'm noticing that the rotations for objects NOT IN THE SAME PARENT get seemingly random results.
temp = Transform;
temp.basis = new Basis(startPos.Transform.basis.GetRotationQuaternion().Normalized().Slerp(endNode.Basis.GetRotationQuaternion().Normalized(), t));
Transform = temp;
How can I globally lerp a rotation?