How do you divide two quaternions – say `A`

and `B`

– evenly by a scalar, to calculate the rotations between them to render a smoother rotation?

Effectively, say you want to smooth the rotations between

`A`

and`B`

evenly by`n`

. How do you calculate each quaternion value between A and B?

I have found that resorting to `.eulerAngles`

leads to some wild gimbal locking, so I think the math needs to stay in quaternion space…