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  1. Hi there, by default it seems the ANIMATIONTYPE_QUATERNION slerps between 2 quaternions the short way (270 degrees turns into -90 for instance). If I compute the angle between the 2 quaterinon and determine that it's more than 180, how would I go about slerping it the long way? I tried looking at the code but variable names such as num1 num2 num3 num4 num5 num6 didn't really help Any help appreciated! Cheers, Quaternion.Slerp = function (left, right, amount) { var num2; var num3; var num = amount; var num4 = (((le
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