Are Quaternions Local? How to globally interpolate a rotation?

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:bust_in_silhouette: Asked By dezboyle

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?

:bust_in_silhouette: Reply From: magicalogic

Already answered here.