from http://answers.unity3d.com/questions/168779/extrapolating-quaternion-rotation.html
var rot = q2 * Quaternion.Inverse(q1); // rot is the rotation from t1 to t2 var dt = (t3 - t1)/(t2 - t1); // dt = extrapolation factor var ang: float; var axis: Vector3; rot.ToAngleAxis(ang, axis); // find axis-angle representation if (ang > 180) ang -= 360; // assume the shortest path ang = ang * dt % 360; // multiply angle by the factor q3 = Quaternion.AngleAxis(ang, axis) * q1; // combine with first rotation
is this the right way to extrapolate quaternions to q3 from q2 using q1?